Пример #1
0
 void ReplaceTextureOnMaterial(Ogre::MaterialPtr material, const std::string& original_name, const std::string& texture_name)
 {
     if (material.isNull())
         return;
     
     Ogre::TextureManager &tm = Ogre::TextureManager::getSingleton();
     Ogre::TexturePtr tex = tm.getByName(texture_name);
     
     Ogre::Material::TechniqueIterator iter = material->getTechniqueIterator();
     while(iter.hasMoreElements())
     {
         Ogre::Technique *tech = iter.getNext();
         assert(tech);
         Ogre::Technique::PassIterator passIter = tech->getPassIterator();
         while(passIter.hasMoreElements())
         {
             Ogre::Pass *pass = passIter.getNext();
             
             Ogre::Pass::TextureUnitStateIterator texIter = pass->getTextureUnitStateIterator();
             
             while(texIter.hasMoreElements())
             {
                 Ogre::TextureUnitState *texUnit = texIter.getNext();
                 if (texUnit->getTextureName() == original_name)
                 {
                     if (tex.get())
                         texUnit->setTextureName(texture_name);
                     else
                         texUnit->setTextureName("TextureMissing.png");
                 }
             }
         }
     }
 }
Пример #2
0
/**
 * Destroy / unload the memory of a material
 * @param	mat		MaterialName
 */
void GUIHelper::destroyMaterial(const Ogre::String &matName)
{
	Ogre::MaterialPtr mat = Ogre::MaterialManager::getSingleton().getByName(matName);
	if(mat.isNull()) return;

	Ogre::Material::TechniqueIterator tit = mat->getTechniqueIterator();
	while(tit.hasMoreElements()){
		Ogre::Technique *t = tit.peekNext();
		ASSERT(t);
		Ogre::Technique::PassIterator pit = t->getPassIterator();
		while(pit.hasMoreElements()){
			Ogre::Pass *pass = pit.peekNext();
			ASSERT(pass);
			Ogre::Pass::TextureUnitStateIterator tuit =
					pass->getTextureUnitStateIterator();

			while(tuit.hasMoreElements()){
				Ogre::TextureUnitState *tus = tuit.peekNext();
				ASSERT(tus);
				const Ogre::String &textName = tus->getTextureName();
				Ogre::TextureManager::getSingleton().unload(textName);
				Ogre::TextureManager::getSingleton().remove(textName);

				tuit.moveNext();
			}
			pit.moveNext();
		}

		tit.moveNext();
	}

	Ogre::MaterialManager::getSingleton().unload(matName);
	Ogre::MaterialManager::getSingleton().remove(matName);
}
Пример #3
0
void EC_WidgetCanvas::SetSelfIllumination(bool illuminating)
{
    if (material_name_.empty())
        return;

    Ogre::ColourValue emissiveColor;
    if (illuminating)
        emissiveColor = Ogre::ColourValue(1.0f, 1.0f, 1.0f, 1.0f);
    else
        emissiveColor = Ogre::ColourValue(0.0f, 0.0f, 0.0f, 0.0f);

    Ogre::MaterialPtr material = Ogre::MaterialManager::getSingleton().getByName(material_name_);
    if (!material.isNull())
    {
        Ogre::Material::TechniqueIterator iter = material->getTechniqueIterator();
        while(iter.hasMoreElements())
        {
            Ogre::Technique *tech = iter.getNext();
            if (!tech)
                continue;
            Ogre::Technique::PassIterator passIter = tech->getPassIterator();
            while(passIter.hasMoreElements())
            {
                Ogre::Pass *pass = passIter.getNext();
                if (pass)
                    pass->setSelfIllumination(emissiveColor);
            }
        }
    }
}
bool MainCamera::validateCompositionTargetPass(Ogre::CompositionTargetPass& compositionPass)
{
	Ogre::CompositionTargetPass::PassIterator compPassIter = compositionPass.getPassIterator();
	while (compPassIter.hasMoreElements()) {
		Ogre::CompositionPass* compositorPass = compPassIter.getNext();
		compositorPass->getMaterial()->load();
		Ogre::Material::TechniqueIterator techIter = compositorPass->getMaterial()->getSupportedTechniqueIterator();
		while (techIter.hasMoreElements()) {
			Ogre::Technique::PassIterator _passIter = techIter.getNext()->getPassIterator();
			while (_passIter.hasMoreElements()) {
				Ogre::Pass* pass = _passIter.getNext();
				//Also disallow camera polygon mode overide. This is because if it's turned on,
				//and the camera is switched to polygon mode, the end result will be one single
				//large polygon being shown. This is not what we want.
				pass->setPolygonModeOverrideable(false);
				if (pass->hasFragmentProgram()) {
					if (pass->getFragmentProgram()->hasCompileError()) {
						return false;
					}
				}
			}
		}
	}
	return true;
}
Пример #5
0
CreatureAnimation::CreatureAnimation(const MWWorld::Ptr& ptr, OEngine::Render::OgreRenderer& _rend): Animation(_rend)
{
    mInsert = ptr.getRefData().getBaseNode();
    MWWorld::LiveCellRef<ESM::Creature> *ref = ptr.get<ESM::Creature>();

    assert (ref->base != NULL);
    if(!ref->base->model.empty())
    {
        const std::string &mesh = "meshes\\" + ref->base->model;
        std::string meshNumbered = mesh + getUniqueID(mesh) + ">|";
        NifOgre::NIFLoader::load(meshNumbered);
        mBase = mRend.getScene()->createEntity(meshNumbered);
        mBase->setVisibilityFlags(RV_Actors);

        bool transparent = false;
        for (unsigned int i=0; i < mBase->getNumSubEntities(); ++i)
        {
            Ogre::MaterialPtr mat = mBase->getSubEntity(i)->getMaterial();
            Ogre::Material::TechniqueIterator techIt = mat->getTechniqueIterator();
            while (techIt.hasMoreElements())
            {
                Ogre::Technique* tech = techIt.getNext();
                Ogre::Technique::PassIterator passIt = tech->getPassIterator();
                while (passIt.hasMoreElements())
                {
                    Ogre::Pass* pass = passIt.getNext();

                    if (pass->getDepthWriteEnabled() == false)
                        transparent = true;
                }
            }
        }
        mBase->setRenderQueueGroup(transparent ? RQG_Alpha : RQG_Main);

        std::string meshZero = mesh + "0000>|";

        if((mTransformations = (NIFLoader::getSingletonPtr())->getAnim(meshZero)))
        {
            for(std::size_t init = 0; init < mTransformations->size(); init++)
            {
                mRindexI.push_back(0);
                mTindexI.push_back(0);
            }
            mStopTime = mTransformations->begin()->getStopTime();
            mStartTime = mTransformations->begin()->getStartTime();
            mShapes = (NIFLoader::getSingletonPtr())->getShapes(meshZero);
        }
        mTextmappings = NIFLoader::getSingletonPtr()->getTextIndices(meshZero);
        mInsert->attachObject(mBase);
    }
}
Пример #6
0
CreatureAnimation::CreatureAnimation(const MWWorld::Ptr& ptr): Animation()
{
    mInsert = ptr.getRefData().getBaseNode();
    MWWorld::LiveCellRef<ESM::Creature> *ref = ptr.get<ESM::Creature>();

    assert (ref->mBase != NULL);
    if(!ref->mBase->mModel.empty())
    {
        std::string mesh = "meshes\\" + ref->mBase->mModel;

        mEntityList = NifOgre::NIFLoader::createEntities(mInsert, &mTextKeys, mesh);
        for(size_t i = 0; i < mEntityList.mEntities.size(); i++)
        {
            Ogre::Entity *ent = mEntityList.mEntities[i];
            ent->setVisibilityFlags(RV_Actors);

            bool transparent = false;
            for (unsigned int j=0; j < ent->getNumSubEntities() && !transparent; ++j)
            {
                Ogre::MaterialPtr mat = ent->getSubEntity(j)->getMaterial();
                Ogre::Material::TechniqueIterator techIt = mat->getTechniqueIterator();
                while (techIt.hasMoreElements() && !transparent)
                {
                    Ogre::Technique* tech = techIt.getNext();
                    Ogre::Technique::PassIterator passIt = tech->getPassIterator();
                    while (passIt.hasMoreElements() && !transparent)
                    {
                        Ogre::Pass* pass = passIt.getNext();

                        if (pass->getDepthWriteEnabled() == false)
                            transparent = true;
                    }
                }
            }
            ent->setRenderQueueGroup(transparent ? RQG_Alpha : RQG_Main);
        }

        if(mEntityList.mSkelBase)
        {
            Ogre::AnimationStateSet *aset = mEntityList.mSkelBase->getAllAnimationStates();
            Ogre::AnimationStateIterator as = aset->getAnimationStateIterator();
            while(as.hasMoreElements())
            {
                Ogre::AnimationState *state = as.getNext();
                state->setEnabled(true);
                state->setLoop(false);
            }
        }
    }
}
Пример #7
0
//copied from ogre sample browser
Ogre::Technique* gkMaterialLoader::handleSchemeNotFound(unsigned short schemeIndex, const Ogre::String& schemeName, 
	Ogre::Material* originalMaterial, unsigned short lodIndex, const Ogre::Renderable* rend)
{	
#ifdef OGREKIT_USE_RTSHADER_SYSTEM
	Ogre::RTShader::ShaderGenerator* shaderGenerator = Ogre::RTShader::ShaderGenerator::getSingletonPtr();
	GK_ASSERT(shaderGenerator);

	Ogre::Technique* generatedTech = 0;

	if (schemeName == Ogre::RTShader::ShaderGenerator::DEFAULT_SCHEME_NAME)
	{
		bool techniqueCreated;

		techniqueCreated = shaderGenerator->createShaderBasedTechnique(
			originalMaterial->getName(), Ogre::MaterialManager::DEFAULT_SCHEME_NAME, schemeName);	

		if (techniqueCreated)
		{
			shaderGenerator->validateMaterial(schemeName, originalMaterial->getName());
				
			Ogre::Material::TechniqueIterator itTech = originalMaterial->getTechniqueIterator();

			while (itTech.hasMoreElements())
			{
				Ogre::Technique* curTech = itTech.getNext();

				if (curTech->getSchemeName() == schemeName)
				{
					generatedTech = curTech;
					break;
				}
			}				
		}
	}

	if (!generatedTech)
	{
		gkLogMessage("Material: " << schemeName << " isn't found.");
	}
	else
	{
		gkLogMessage("Material: " << schemeName << " is found.");
	}

	return generatedTech;
#else
	return 0;
#endif
}
Пример #8
0
void
Terrain::_applyFogMode(const Ogre::MaterialPtr& material, Ogre::FogMode oldFogMode, Ogre::FogMode newFogMode) const
{
    if (oldFogMode == newFogMode)
        return;

    if (mData->mSupportedFogReplacements.empty())
        return;

   Ogre::String newProgramName;

    Ogre::Material::TechniqueIterator ti = material->getTechniqueIterator();
    while (ti.hasMoreElements())
    {
        Ogre::Technique* technique = ti.getNext();
        Ogre::Technique::PassIterator pi = technique->getPassIterator();
        while (pi.hasMoreElements())
        {
            Ogre::Pass* pass = pi.getNext();
            if (pass->hasVertexProgram() &&
                _checkFogProgramName(pass->getVertexProgram(), oldFogMode, newFogMode, newProgramName))
            {
                pass->setVertexProgram(newProgramName);
            }
            if (pass->hasFragmentProgram() &&
                _checkFogProgramName(pass->getFragmentProgram(), oldFogMode, newFogMode, newProgramName))
            {
                pass->setFragmentProgram(newProgramName);
            }
            if (pass->hasShadowCasterVertexProgram() &&
                _checkFogProgramName(pass->getShadowCasterVertexProgram(), oldFogMode, newFogMode, newProgramName))
            {
                pass->setShadowCasterVertexProgram(newProgramName);
            }
            if (pass->hasShadowReceiverVertexProgram() &&
                _checkFogProgramName(pass->getShadowReceiverVertexProgram(), oldFogMode, newFogMode, newProgramName))
            {
                pass->setShadowReceiverVertexProgram(newProgramName);
            }
            if (pass->hasShadowReceiverFragmentProgram() &&
                _checkFogProgramName(pass->getShadowReceiverFragmentProgram(), oldFogMode, newFogMode, newProgramName))
            {
                pass->setShadowReceiverFragmentProgram(newProgramName);
            }
        }
    }
}
Пример #9
0
	void GroundFog::findFogPassesByName (const Ogre::String& passName) {
		Ogre::MaterialManager *matManager = Ogre::MaterialManager::getSingletonPtr();
		Ogre::MaterialManager::ResourceMapIterator matIt = matManager->getResourceIterator();
		while (matIt.hasMoreElements()) {
			Ogre::MaterialPtr mat = matIt.getNext();
			Ogre::Material::TechniqueIterator techIt = mat->getTechniqueIterator();
			while (techIt.hasMoreElements()) {
				Ogre::Technique *tech = techIt.getNext();
				Ogre::Technique::PassIterator passIt = tech->getPassIterator();
				while (passIt.hasMoreElements()) {
					Ogre::Pass *pass = passIt.getNext();
					if (pass->getName() == passName) {
						mPasses.insert(pass);
					}
				}
			}
		}
		forceUpdate();
	}
Пример #10
0
/** This class demonstrates basic usage of the RTShader system.
	It sub class the material manager listener class and when a target scheme callback
	is invoked with the shader generator scheme it tries to create an equivalent shader
	based technique based on the default technique of the given material.
*/
Ogre::Technique* MaterialMgrListener::handleSchemeNotFound(unsigned short schemeIndex, 
														   const Ogre::String& schemeName, Ogre::Material* originalMaterial, unsigned short lodIndex, 
														   const Ogre::Renderable* rend)
{	
	Ogre::Technique* generatedTech = NULL;

	// Case this is the default shader generator scheme.
	if (schemeName == Ogre::RTShader::ShaderGenerator::DEFAULT_SCHEME_NAME)
	{
		bool techniqueCreated;

		// Create shader generated technique for this material.
		techniqueCreated = mShaderGenerator->createShaderBasedTechnique(
			originalMaterial->getName(), 
			Ogre::MaterialManager::DEFAULT_SCHEME_NAME, 
			schemeName);	

		// Case technique registration succeeded.
		if (techniqueCreated)
		{
			// Force creating the shaders for the generated technique.
			mShaderGenerator->validateMaterial(schemeName, originalMaterial->getName());

			// Grab the generated technique.
			Ogre::Material::TechniqueIterator itTech = originalMaterial->getTechniqueIterator();

			while (itTech.hasMoreElements())
			{
				Ogre::Technique* curTech = itTech.getNext();

				if (curTech->getSchemeName() == schemeName)
				{
					generatedTech = curTech;
					break;
				}
			}				
		}
	}

	return generatedTech;
}
Пример #11
0
 void GetTextureNamesFromMaterial(Ogre::MaterialPtr material, StringVector& textures)
 {
     textures.clear();
     if (material.isNull())
         return;
     
     // Use a set internally to avoid duplicates
     std::set<std::string> textures_set;
     
     Ogre::Material::TechniqueIterator iter = material->getTechniqueIterator();
     while(iter.hasMoreElements())
     {
         Ogre::Technique *tech = iter.getNext();
         assert(tech);
         Ogre::Technique::PassIterator passIter = tech->getPassIterator();
         while(passIter.hasMoreElements())
         {
             Ogre::Pass *pass = passIter.getNext();
             
             Ogre::Pass::TextureUnitStateIterator texIter = pass->getTextureUnitStateIterator();
             
             while(texIter.hasMoreElements())
             {
                 Ogre::TextureUnitState *texUnit = texIter.getNext();
                 const std::string& texname = texUnit->getTextureName();
                 
                 if (!texname.empty())
                     textures_set.insert(texname);
             }
         }
     }
     
     std::set<std::string>::iterator i = textures_set.begin();
     
     while (i != textures_set.end())
     {
         textures.push_back(*i);
         ++i;
     }
 }
Пример #12
0
ActivatorAnimation::ActivatorAnimation(const MWWorld::Ptr &ptr)
  : Animation(ptr)
{
    MWWorld::LiveCellRef<ESM::Activator> *ref = mPtr.get<ESM::Activator>();

    assert (ref->mBase != NULL);
    if(!ref->mBase->mModel.empty())
    {
        std::string mesh = "meshes\\" + ref->mBase->mModel;

        createEntityList(mPtr.getRefData().getBaseNode(), mesh);
        for(size_t i = 0;i < mEntityList.mEntities.size();i++)
        {
            Ogre::Entity *ent = mEntityList.mEntities[i];

            bool transparent = false;
            for (unsigned int j=0;j < ent->getNumSubEntities() && !transparent; ++j)
            {
                Ogre::MaterialPtr mat = ent->getSubEntity(j)->getMaterial();
                Ogre::Material::TechniqueIterator techIt = mat->getTechniqueIterator();
                while (techIt.hasMoreElements() && !transparent)
                {
                    Ogre::Technique* tech = techIt.getNext();
                    Ogre::Technique::PassIterator passIt = tech->getPassIterator();
                    while (passIt.hasMoreElements() && !transparent)
                    {
                        Ogre::Pass* pass = passIt.getNext();

                        if (pass->getDepthWriteEnabled() == false)
                            transparent = true;
                    }
                }
            }
            ent->setVisibilityFlags(RV_Misc);
            ent->setRenderQueueGroup(transparent ? RQG_Alpha : RQG_Main);
        }
        setAnimationSource(mesh);
    }
}
// unload all about this mesh. The mesh itself and the textures.
// BETWEEN FRAME OPERATION
void VisCalcFrustDist::unloadTheMesh(Ogre::MeshPtr meshP) {
	if (m_shouldCullTextures) {
		Ogre::Mesh::SubMeshIterator smi = meshP->getSubMeshIterator();
		while (smi.hasMoreElements()) {
			Ogre::SubMesh* oneSubMesh = smi.getNext();
			Ogre::String subMeshMaterialName = oneSubMesh->getMaterialName();
			Ogre::MaterialPtr subMeshMaterial = (Ogre::MaterialPtr)Ogre::MaterialManager::getSingleton().getByName(subMeshMaterialName);
			if (!subMeshMaterial.isNull()) {
				Ogre::Material::TechniqueIterator techIter = subMeshMaterial->getTechniqueIterator();
				while (techIter.hasMoreElements()) {
					Ogre::Technique* oneTech = techIter.getNext();
					Ogre::Technique::PassIterator passIter = oneTech->getPassIterator();
					while (passIter.hasMoreElements()) {
						Ogre::Pass* onePass = passIter.getNext();
						Ogre::Pass::TextureUnitStateIterator tusIter = onePass->getTextureUnitStateIterator();
						while (tusIter.hasMoreElements()) {
							Ogre::TextureUnitState* oneTus = tusIter.getNext();
							Ogre::String texName = oneTus->getTextureName();
							Ogre::TexturePtr texP = (Ogre::TexturePtr)Ogre::TextureManager::getSingleton().getByName(texName);
							if (!texP.isNull()) {
								// if (texP.useCount() <= 1) {
									texP->unload();
									LG::IncStat(LG::StatCullTexturesUnloaded);
									// LG::Log("unloadTheMesh: unloading texture %s", texName.c_str());
								// }
							}
						}
					}
				}
			}
		}
	}
	if (m_shouldCullMeshes) {
		LG::OLMeshTracker::Instance()->MakeUnLoaded(meshP->getName(), Ogre::String(), NULL);
		LG::IncStat(LG::StatCullMeshesUnloaded);
		// LG::Log("unloadTheMesh: unloading mesh %s", mshName.c_str());
	}
}
Пример #14
0
	void GroundFog::findFogPassesByName (const Ogre::String& passName) {
		Ogre::MaterialManager *matManager = Ogre::MaterialManager::getSingletonPtr();
		Ogre::MaterialManager::ResourceMapIterator matIt = matManager->getResourceIterator();
		while (matIt.hasMoreElements()) {
#if (OGRE_VERSION < ((1 << 16) | (9 << 8) | 0))
            Ogre::MaterialPtr mat = matIt.getNext();
#else
            Ogre::MaterialPtr mat = matIt.getNext().staticCast<Ogre::Material>();
#endif
			Ogre::Material::TechniqueIterator techIt = mat->getTechniqueIterator();
			while (techIt.hasMoreElements()) {
				Ogre::Technique *tech = techIt.getNext();
				Ogre::Technique::PassIterator passIt = tech->getPassIterator();
				while (passIt.hasMoreElements()) {
					Ogre::Pass *pass = passIt.getNext();
					if (pass->getName() == passName) {
						mPasses.insert(pass);
					}
				}
			}
		}
		forceUpdate();
	}
Пример #15
0
bool OgreMaterialResource::SetData(Foundation::AssetPtr source)
{
    // Remove old material if any
    RemoveMaterial();
    references_.clear();
    original_textures_.clear();

    Ogre::MaterialManager& matmgr = Ogre::MaterialManager::getSingleton();

    OgreRenderingModule::LogDebug("Parsing material " + source->GetId());

    if (!source)
    {
        OgreRenderingModule::LogError("Null source asset data pointer");
        return false;
    }
    if (!source->GetSize())
    {
        OgreRenderingModule::LogError("Zero sized material asset");
        return false;
    }

    Ogre::DataStreamPtr data = Ogre::DataStreamPtr(new Ogre::MemoryDataStream(const_cast<u8 *>(source->GetData()), source->GetSize()));

    static int tempname_count = 0;
    tempname_count++;
    std::string tempname = "TempMat" + ToString<int>(tempname_count);

    try
    {
        int num_materials = 0;
        int brace_level = 0;
        bool skip_until_next = false;
        int skip_brace_level = 0;
        // Parsed/modified material script
        std::ostringstream output;


        while (!data->eof())
        {
            Ogre::String line = data->getLine();

            // Skip empty lines & comments
            if ((line.length()) && (line.substr(0, 2) != "//"))
            {
                // Process opening/closing braces
                if (!ResourceHandler::ProcessBraces(line, brace_level))
                {
                    // If not a brace and on level 0, it should be a new material; replace name
                    if ((brace_level == 0) && (line.substr(0, 8) == "material"))
                    {
                        if (num_materials == 0)
                        {
                            line = "material " + tempname;
                            ++num_materials;
                        }
                        else
                        {
                            OgreRenderingModule::LogWarning("More than one material defined in material asset " + source->GetId() + " - only first one supported");
                            break;
                        }
                    }
                    else
                    {
                        // Check for textures
                        if ((line.substr(0, 8) == "texture ") && (line.length() > 8))
                        {
                            std::string tex_name = line.substr(8);
                            // Note: we assume all texture references are asset based. ResourceHandler checks later whether this is true,
                            // before requesting the reference
                            references_.push_back(Foundation::ResourceReference(tex_name, OgreTextureResource::GetTypeStatic()));
                            original_textures_.push_back(tex_name);
                            // Replace any / with \ in the material, then change the texture names back later, so that Ogre does not go nuts
                            ReplaceCharInplace(line, '/', '\\');
                            ReplaceCharInplace(line, ':', '@');
                        }
                    }

                    // Write line to the modified copy
                    if (!skip_until_next)
                        output << line << std::endl;
                }
                else
                {
                    // Write line to the modified copy
                    if (!skip_until_next)
                        output << line << std::endl;
                    if (brace_level <= skip_brace_level)
                        skip_until_next = false;
                }
            }
        }

        std::string output_str = output.str();
        Ogre::DataStreamPtr modified_data = Ogre::DataStreamPtr(new Ogre::MemoryDataStream((u8 *)(&output_str[0]), output_str.size()));

        matmgr.parseScript(modified_data, Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
        Ogre::MaterialPtr tempmat;
        tempmat = matmgr.getByName(tempname);
        if (tempmat.isNull())
        {
            OgreRenderingModule::LogWarning(std::string("Failed to create an Ogre material from material asset ") +
                                            source->GetId());

            return false;
        }
        if(!tempmat->getNumTechniques())
        {
            OgreRenderingModule::LogWarning("Failed to create an Ogre material from material asset "  +
                                            source->GetId());
            return false;
        }

        ogre_material_ = tempmat->clone(id_);
        tempmat.setNull();
        matmgr.remove(tempname);
        if (ogre_material_.isNull())
        {
            OgreRenderingModule::LogWarning("Failed to create an Ogre material from material asset "  +
                                            source->GetId());
            return false;
        }

        // Now go through all the texturenames and restore \ back to / and @ to :
        Ogre::Material::TechniqueIterator iter = ogre_material_->getTechniqueIterator();
        while (iter.hasMoreElements())
        {
            Ogre::Technique *tech = iter.getNext();
            Ogre::Technique::PassIterator passIter = tech->getPassIterator();
            while (passIter.hasMoreElements())
            {
                Ogre::Pass *pass = passIter.getNext();
                Ogre::Pass::TextureUnitStateIterator texIter = pass->getTextureUnitStateIterator();
                while (texIter.hasMoreElements())
                {
                    Ogre::TextureUnitState *texUnit = texIter.getNext();
                    std::string texname = texUnit->getTextureName();
                    if (texname.find('\\') != std::string::npos)
                    {
                        ReplaceCharInplace(texname, '\\', '/');
                        ReplaceCharInplace(texname, '@', ':');
                        texUnit->setTextureName(texname);
                    }
                }
            }
        }

        //workaround: if receives shadows, check the amount of shadowmaps. If only 1 specified, add 2 more to support 3 shadowmaps
        if(ogre_material_->getReceiveShadows() && shadowquality_ == Shadows_High && ogre_material_->getNumTechniques() > 0)
        {
            Ogre::Technique *tech = ogre_material_->getTechnique(0);
            if(tech)
            {
                Ogre::Technique::PassIterator passiterator = tech->getPassIterator();
                while(passiterator.hasMoreElements())
                {
                    Ogre::Pass* pass = passiterator.getNext();
                    Ogre::Pass::TextureUnitStateIterator texiterator = pass->getTextureUnitStateIterator();
                    int shadowmaps = 0;
                    while(texiterator.hasMoreElements())
                    {
                        Ogre::TextureUnitState* state = texiterator.getNext();
                        if(state->getContentType() == Ogre::TextureUnitState::CONTENT_SHADOW)
                        {
                            shadowmaps++;
                        }
                    }
                    if(shadowmaps>0 && shadowmaps<3)
                    {
                        Ogre::TextureUnitState* sm2 = pass->createTextureUnitState();
                        sm2->setContentType(Ogre::TextureUnitState::CONTENT_SHADOW);

                        Ogre::TextureUnitState* sm3 = pass->createTextureUnitState();
                        sm3->setContentType(Ogre::TextureUnitState::CONTENT_SHADOW);
                    }
                }
            }

        }

    } catch (Ogre::Exception &e)
    {
        OgreRenderingModule::LogWarning(e.what());
        OgreRenderingModule::LogWarning("Failed to parse Ogre material " + source->GetId() + ".");
        try
        {
            if (!matmgr.getByName(tempname).isNull())
                Ogre::MaterialManager::getSingleton().remove(tempname);
        }
        catch (...) {}

        return false;
    }
    return true;
}
Пример #16
0
bool OgreMaterialProperties::CreateProperties()
{
    Ogre::MaterialPtr matPtr = material_->GetMaterial();
    if (matPtr.isNull())
        return false;

    // Material
    Ogre::Material::TechniqueIterator tIter = matPtr->getTechniqueIterator();
    while(tIter.hasMoreElements())
    {
        // Technique
        Ogre::Technique *tech = tIter.getNext();
        Ogre::Technique::PassIterator pIter = tech->getPassIterator();
        while(pIter.hasMoreElements())
        {
            // Pass
            Ogre::Pass *pass = pIter.getNext();
            if (!pass)
                continue;

            if(pass->hasVertexProgram())
            {
                // Vertex program
                const Ogre::GpuProgramPtr &verProg = pass->getVertexProgram();
                if (!verProg.isNull())
                {
                    Ogre::GpuProgramParametersSharedPtr verPtr = pass->getVertexProgramParameters();
                    if (verPtr->hasNamedParameters())
                    {
                        // Named parameters (constants)
                        Ogre::GpuConstantDefinitionIterator mapIter = verPtr->getConstantDefinitionIterator();
                        while(mapIter.hasMoreElements())
                        {
                            QString paramName = mapIter.peekNextKey().c_str();
                            const Ogre::GpuConstantDefinition &paramDef  = mapIter.getNext();

                            // Filter names that end with '[0]'
                            int found = paramName.indexOf("[0]");
                            if (found != -1)
                                continue;

                            // Ignore auto parameters
                            bool is_auto_param = false;
                            Ogre::GpuProgramParameters::AutoConstantIterator autoConstIter = verPtr->getAutoConstantIterator();
                            while(autoConstIter.hasMoreElements())
                            {
                                Ogre::GpuProgramParameters::AutoConstantEntry autoConstEnt = autoConstIter.getNext();
                                if (autoConstEnt.physicalIndex == paramDef.physicalIndex)
                                {
                                    is_auto_param = true;
                                    break;
                                }
                            }

                            if (is_auto_param)
                                continue;

                            if (!paramDef.isFloat())
                                continue;

                            size_t count = paramDef.elementSize * paramDef.arraySize;
                            QVector<float> paramValue;
                            QVector<float>::iterator iter;
                            paramValue.resize(count);
                            verPtr->_readRawConstants(paramDef.physicalIndex, count, &*paramValue.begin());

                            QTextStream vector_string;
                            QString string;
                            vector_string.setString(&string, QIODevice::WriteOnly);

                            for(iter = paramValue.begin(); iter != paramValue.end(); ++iter)
                                vector_string << *iter << " ";

                            // Add QPROPERTY. Add to "VP" to the end of the parameter name in order to identify VP parameters.
                            QMap<QString, QVariant> typeValuePair;
                            typeValuePair[GpuConstantTypeToString(paramDef.constType)] = *vector_string.string();
                            setProperty(paramName.append(" VP").toLatin1(), QVariant(typeValuePair));
                        }
                    }
                }
            }

            if(pass->hasFragmentProgram())
            {
                // Fragment program
                const Ogre::GpuProgramPtr fragProg = pass->getFragmentProgram();
                if (!fragProg.isNull())
                {
                    Ogre::GpuProgramParametersSharedPtr fragPtr = pass->getFragmentProgramParameters();
                    if (!fragPtr.isNull())
                    {
                        if (fragPtr->hasNamedParameters())
                        {
                            // Named parameters (constants)
                            Ogre::GpuConstantDefinitionIterator mapIter = fragPtr->getConstantDefinitionIterator();
                            while(mapIter.hasMoreElements())
                            {
                                QString paramName = mapIter.peekNextKey().c_str();
                                const Ogre::GpuConstantDefinition &paramDef  = mapIter.getNext();

                                // Filter names that end with '[0]'
                                int found = paramName.indexOf("[0]");
                                if (found != -1)
                                    continue;

                                // Ignore auto parameters
                                bool is_auto_param = false;
                                Ogre::GpuProgramParameters::AutoConstantIterator autoConstIter = fragPtr->getAutoConstantIterator();
                                while(autoConstIter.hasMoreElements())
                                {
                                    Ogre::GpuProgramParameters::AutoConstantEntry autoConstEnt = autoConstIter.getNext();
                                    if (autoConstEnt.physicalIndex == paramDef.physicalIndex)
                                    {
                                        is_auto_param = true;
                                        break;
                                    }
                                }

                                if (is_auto_param)
                                    continue;

                                if (!paramDef.isFloat())
                                    continue;

                                size_t count = paramDef.elementSize * paramDef.arraySize;
                                QVector<float> paramValue;
                                QVector<float>::iterator iter;
                                paramValue.resize(count);

                                fragPtr->_readRawConstants(paramDef.physicalIndex, count, &*paramValue.begin());

                                QTextStream vector_string;
                                QString string;
                                vector_string.setString(&string, QIODevice::WriteOnly);

                                for(iter = paramValue.begin(); iter != paramValue.end(); ++iter)
                                    vector_string << *iter << " ";

                                // Add QPROPERTY. Add to " FP" to the end of the parameter name in order to identify FP parameters
                                TypeValuePair typeValuePair;
                                typeValuePair[GpuConstantTypeToString(paramDef.constType)] = *vector_string.string();
                                setProperty(paramName.append(" FP").toLatin1(), QVariant(typeValuePair));
                            }
                        }
                    }
                }
            }

            Ogre::Pass::TextureUnitStateIterator texIter = pass->getTextureUnitStateIterator();
            while(texIter.hasMoreElements())
            {
                // Texture units
                const Ogre::TextureUnitState *tu = texIter.getNext();
                
                // Don't insert tu's with empty texture names (i.e. shadowMap)
                // add to " TU" to the end of the parameter name in order to identify texture units.
                if(tu->getTextureName().size() > 0)
                {
                    QString tuName(tu->getName().c_str());

                    // Add QPROPERTY
                    TypeValuePair typeValuePair;
                    typeValuePair[TextureTypeToString(tu->getTextureType())] = tu->getTextureName().c_str();
                    setProperty(tuName.append(" TU").toLatin1(), typeValuePair);
                }
            }
        }
    }

    return true;
}
Пример #17
0
Ogre::MaterialPtr OgreMaterialProperties::ToOgreMaterial()
{
    // Make clone from the original and uset that for creating the new material.
    Ogre::MaterialPtr matPtr = material_->GetMaterial();
    Ogre::MaterialPtr matPtrClone = matPtr->clone(objectName().toStdString() + "Clone");

    // Material
    if (!matPtrClone.isNull())
    {
        // Technique
        Ogre::Material::TechniqueIterator tIter = matPtrClone->getTechniqueIterator();
        while(tIter.hasMoreElements())
        {
            Ogre::Technique *tech = tIter.getNext();
            Ogre::Technique::PassIterator pIter = tech->getPassIterator();
            while(pIter.hasMoreElements())
            {
                // Pass
                Ogre::Pass *pass = pIter.getNext();
                if (!pass)
                    continue;

                if (pass->hasVertexProgram())
                {
                    // Vertex program
                    const Ogre::GpuProgramPtr &verProg = pass->getVertexProgram();
                    if (!verProg.isNull())
                    {
                        Ogre::GpuProgramParametersSharedPtr verPtr = pass->getVertexProgramParameters();
                        if (verPtr->hasNamedParameters())
                        {
                            // Named parameters (constants)
                            Ogre::GpuConstantDefinitionIterator mapIter = verPtr->getConstantDefinitionIterator();
                            int constNum = 0;
                            while(mapIter.hasMoreElements())
                            {
                                QString paramName(mapIter.peekNextKey().c_str());
                                const Ogre::GpuConstantDefinition &paramDef  = mapIter.getNext();

                                // Filter names that end with '[0]'
                                if (paramName.lastIndexOf("[0]") != -1)
                                    continue;

                                if (!paramDef.isFloat())
                                    continue;

                                size_t size = paramDef.elementSize * paramDef.arraySize;
                                QVector<float> newParamValue;
                                QVector<float>::iterator it;
                                newParamValue.resize(size);

                                // Find the corresponding property value.
                                QVariant val = property(paramName.append(" VP").toLatin1());
                                if (!val.isValid() || val.isNull())
                                    continue;

                                TypeValuePair typeValuePair = val.toMap();
                                QString newValueString(typeValuePair.begin().value().toByteArray());
                                newValueString.trimmed();

                                // fill the float vector with new values
                                it = newParamValue.begin();
                                int i = 0, j = 0;
                                bool ok = true;
                                while(j != -1 && ok)
                                {
                                    j = newValueString.indexOf(' ', i);
                                    QString newValue = newValueString.mid(i, j == -1 ? j : j - i);
                                    if (!newValue.isEmpty())
                                    {
                                        *it = newValue.toFloat(&ok);
                                        ++it;
                                    }
                                    i = j + 1;
                                }

                                // Set the new value.
                                ///\todo use the exact count rather than just 4 values if needed.
                                if (size == 16)
                                {
                                    Ogre::Matrix4 matrix(newParamValue[0], newParamValue[1], newParamValue[2], newParamValue[3],
                                        newParamValue[4], newParamValue[5], newParamValue[6], newParamValue[7],
                                        newParamValue[8], newParamValue[9], newParamValue[10], newParamValue[11],
                                        newParamValue[12], newParamValue[13], newParamValue[14], newParamValue[15]);

#if OGRE_VERSION_MINOR <= 6 && OGRE_VERSION_MAJOR <= 1
                                    verPtr->_writeRawConstant(paramDef.physicalIndex, matrix);
#else
                                    verPtr->_writeRawConstant(paramDef.physicalIndex, matrix, size);
#endif
                                }
                                else
                                {
                                    Ogre::Vector4 vector(newParamValue[0], newParamValue[1], newParamValue[2], newParamValue[3]);
                                    verPtr->_writeRawConstant(paramDef.physicalIndex, vector);
                                }
                            }
                        }
                    }
                }

                if (pass->hasFragmentProgram())
                {
                    // Fragment program
                    const Ogre::GpuProgramPtr &fragProg = pass->getFragmentProgram();
                    if (!fragProg.isNull())
                    {
                        Ogre::GpuProgramParametersSharedPtr fragPtr = pass->getFragmentProgramParameters();
                        if (!fragPtr.isNull())
                        {
                            if (fragPtr->hasNamedParameters())
                            {
                                // Named parameters (constants)
                                Ogre::GpuConstantDefinitionIterator mapIter = fragPtr->getConstantDefinitionIterator();
                                while(mapIter.hasMoreElements())
                                {
                                    QString paramName(mapIter.peekNextKey().c_str());
                                    const Ogre::GpuConstantDefinition &paramDef  = mapIter.getNext();

                                    // Filter names that end with '[0]'
                                    if (paramName.lastIndexOf("[0]") != -1)
                                        continue;

                                    if (!paramDef.isFloat())
                                        continue;

                                    size_t size = paramDef.elementSize * paramDef.arraySize;
                                    QVector<float> newParamValue;
                                    QVector<float>::iterator it;
                                    newParamValue.resize(size);

                                    // Find the corresponding property value.
                                    QVariant val = property(paramName.append(" FP").toLatin1());
                                    if (!val.isValid() || val.isNull())
                                        continue;

                                    TypeValuePair typeValuePair = val.toMap();
                                    QString newValueString(typeValuePair.begin().value().toByteArray());
                                    newValueString.trimmed();

                                    // Fill the float vector with new values.
                                    it = newParamValue.begin();
                                    int i = 0, j = 0;
                                    bool ok = true;
                                    while(j != -1 && ok)
                                    {
                                        j = newValueString.indexOf(' ', i);
                                        QString newValue = newValueString.mid(i, j == -1 ? j : j - i);
                                        if (!newValue.isEmpty())
                                        {
                                            *it = *it = newValue.toFloat(&ok);
                                            ++it;
                                        }
                                        i = j + 1;
                                    }

                                    // Set the new value.
                                    ///\todo use the exact count rather than just 4 values if needed.
                                    if (size == 16)
                                    {
                                        Ogre::Matrix4 matrix(newParamValue[0], newParamValue[1], newParamValue[2], newParamValue[3],
                                            newParamValue[4], newParamValue[5], newParamValue[6], newParamValue[7],
                                            newParamValue[8], newParamValue[9], newParamValue[10], newParamValue[11],
                                            newParamValue[12], newParamValue[13], newParamValue[14], newParamValue[15]);

#if OGRE_VERSION_MINOR <= 6 && OGRE_VERSION_MAJOR <= 1
                                    fragPtr->_writeRawConstant(paramDef.physicalIndex, matrix);
#else
                                    fragPtr->_writeRawConstant(paramDef.physicalIndex, matrix, size);
#endif
                                    }
                                    else
                                    {
                                        Ogre::Vector4 vector(newParamValue[0], newParamValue[1], newParamValue[2], newParamValue[3]);
                                        fragPtr->_writeRawConstant(paramDef.physicalIndex, vector);
                                    }
                                }
                            }
                        }
                    }
                }

                Ogre::Pass::TextureUnitStateIterator texIter = pass->getTextureUnitStateIterator();
                while(texIter.hasMoreElements())
                {
                    // Texture units
                    Ogre::TextureUnitState *tu = texIter.getNext();

                    // Replace the texture name (uuid) with the new one
                    QString tu_name(tu->getName().c_str());

                    QVariant val = property(tu_name.append(" TU").toLatin1());
                    if (!val.isValid() || val.isNull())
                        continue;

                    TypeValuePair typeValuePair = val.toMap();
                    QString newValueString(typeValuePair.begin().value().toByteArray());
                    newValueString.trimmed();

                    tu->setTextureName(newValueString.toStdString());
                    /*
                    //QString new_texture_name = iter->second;
                    RexUUID new_name(iter->second);
                    // If new texture is UUID-based one, make sure the corresponding RexOgreTexture gets created,
                    // because we may not be able to load it later if load fails now
                    if (RexUUID::IsValid(new_texture_name))
                    {
                        RexUUID imageID(new_texture_name);
                        if (!imageID.IsNull())
                        {
                            image* image = imageList.getImage(imageID);
                            if (image)
                            {
                                image->getOgreTexture();
                            }
                        }
                    }
                    //tu->setTextureName(iter->second);
                    */
                }
            }
        }

        return matPtrClone;
    }

    matPtrClone.setNull();
    return matPtrClone;
}
Пример #18
0
    //-----------------------------------------------------------------------
    void TerrainLiquidObject::_prepareProjector(void)
    {
        if (mProjectorName.empty() || !mProjectorSize)
            return;

        Ogre::MaterialPtr material = Ogre::MaterialManager::getSingleton().getByName(mMaterialName);
        if (material.isNull())
            return;

        bool hasProjector = false;
        {
            Ogre::Material::TechniqueIterator ti = material->getTechniqueIterator();
            while (ti.hasMoreElements())
            {
                Ogre::Technique* technique = ti.getNext();
                Ogre::Technique::PassIterator pi = technique->getPassIterator();
                while (pi.hasMoreElements())
                {
                    Ogre::Pass* pass = pi.getNext();
                    Ogre::Pass::TextureUnitStateIterator tusi = pass->getTextureUnitStateIterator();
                    while (tusi.hasMoreElements())
                    {
                        Ogre::TextureUnitState* tus = tusi.getNext();
                        if (Ogre::StringUtil::startsWith(tus->getName(), "Fairy/Projector", false))
                        {
                            hasProjector = true;
                        }
                    }
                }
            }
        }
        if (!hasProjector)
            return;

        ObjectPtr object = mSystem->getSceneInfo()->findObjectByName(mProjectorName);
        if (!object)
            return;

        Variant directionValue = object->getProperty("direction");
        if (directionValue.empty() || directionValue.type() != typeid(Ogre::Vector3))
            return;

        Ogre::Vector3 direction = VariantCast<Ogre::Vector3>(directionValue);
        direction.normalise();

       Ogre::String name = material->getName() + Ogre::StringConverter::toString((Ogre::ulong)this);

        mProjectionCamera = mTerrainLiquid->getParentSceneNode()->getCreator()->createCamera(name);
        mProjectionCamera->setAutoAspectRatio(false);
        mProjectionCamera->setAspectRatio(1.0f);
        mProjectionCamera->setFixedYawAxis(false);
        mProjectionCamera->setProjectionType(Ogre::PT_ORTHOGRAPHIC);
        mProjectionCamera->setFOVy(Ogre::Degree(90));
        mProjectionCamera->setDirection(-direction);
        mProjectionCamera->setNearClipDistance(mProjectorSize / 2);
        mProjectionCamera->setFarClipDistance(mProjectorSize + 5000.0f);

        mTerrainLiquid->setProjectionCamera(mProjectionCamera);

        mProjectionMaterial = material->clone(name);
        {
            Ogre::Material::TechniqueIterator ti = mProjectionMaterial->getTechniqueIterator();
            while (ti.hasMoreElements())
            {
                Ogre::Technique* technique = ti.getNext();
                Ogre::Technique::PassIterator pi = technique->getPassIterator();
                while (pi.hasMoreElements())
                {
                    Ogre::Pass* pass = pi.getNext();
                    Ogre::Pass::TextureUnitStateIterator tusi = pass->getTextureUnitStateIterator();
                    while (tusi.hasMoreElements())
                    {
                        Ogre::TextureUnitState* tus = tusi.getNext();
                        if (Ogre::StringUtil::startsWith(tus->getName(), "Fairy/Projector", false))
                        {
                            tus->setProjectiveTexturing(true, mProjectionCamera);
                        }
                    }
                }
            }
        }
        mProjectionMaterial->load();
    }
Пример #19
0
void BatchPage::_updateShaders()
{
	if (!shadersSupported)
		return;

	uint32 i = 0;
	BatchedGeometry::SubBatchIterator it = batch->getSubBatchIterator();
	while (it.hasMoreElements()){
		BatchedGeometry::SubBatch *subBatch = it.getNext();
		MaterialPtr mat = unfadedMaterials[i++];

		//Check if lighting should be enabled
		bool lightingEnabled = false;
		for (unsigned short t = 0; t < mat->getNumTechniques(); ++t){
			Technique *tech = mat->getTechnique(t);
			for (unsigned short p = 0; p < tech->getNumPasses(); ++p){
				Pass *pass = tech->getPass(p);
				if (pass->getLightingEnabled()) {
					lightingEnabled = true;
					break;
				}
			}
			if (lightingEnabled)
				break;
		}

		//Compile the CG shader script based on various material / fade options
		StringUtil::StrStreamType tmpName;
		tmpName << "BatchPage_";
		if (fadeEnabled)
			tmpName << "fade_";
		if (lightingEnabled)
			tmpName << "lit_";
		if (subBatch->vertexData->vertexDeclaration->findElementBySemantic(VES_DIFFUSE) != NULL)
			tmpName << "clr_";

		for (unsigned short i = 0; i < subBatch->vertexData->vertexDeclaration->getElementCount(); ++i)
		{
			const VertexElement *el = subBatch->vertexData->vertexDeclaration->getElement(i);
			if (el->getSemantic() == VES_TEXTURE_COORDINATES) {
				String uvType = "";
				switch (el->getType()) {
						case VET_FLOAT1: uvType = "1"; break;
						case VET_FLOAT2: uvType = "2"; break;
						case VET_FLOAT3: uvType = "3"; break;
						case VET_FLOAT4: uvType = "4"; break;
				}
				tmpName << uvType << '_';
			}
		}

		tmpName << "vp";

		const String vertexProgName = tmpName.str();

		String shaderLanguage = ShaderHelper::getShaderLanguage();

		//If the shader hasn't been created yet, create it
		if (HighLevelGpuProgramManager::getSingleton().getByName(vertexProgName).isNull())
		{
			Pass *pass = mat->getTechnique(0)->getPass(0);
			String vertexProgSource;

			if(!shaderLanguage.compare("hlsl") || !shaderLanguage.compare("cg"))
			{

				vertexProgSource =
					"void main( \n"
					"	float4 iPosition : POSITION, \n"
					"	float3 normal    : NORMAL,	\n"
					"	out float4 oPosition : POSITION, \n";

				if (subBatch->vertexData->vertexDeclaration->findElementBySemantic(VES_DIFFUSE) != NULL) vertexProgSource +=
					"	float4 iColor    : COLOR, \n";

				unsigned texNum = 0;
				for (unsigned short i = 0; i < subBatch->vertexData->vertexDeclaration->getElementCount(); ++i) {
					const VertexElement *el = subBatch->vertexData->vertexDeclaration->getElement(i);
					if (el->getSemantic() == VES_TEXTURE_COORDINATES) {
						String uvType = "";
						switch (el->getType()) {
							case VET_FLOAT1: uvType = "float"; break;
							case VET_FLOAT2: uvType = "float2"; break;
							case VET_FLOAT3: uvType = "float3"; break;
							case VET_FLOAT4: uvType = "float4"; break;
						}

						vertexProgSource +=
						"	" + uvType + " iUV" + StringConverter::toString(texNum) + "			: TEXCOORD" + StringConverter::toString(texNum) + ",	\n"
						"	out " + uvType + " oUV" + StringConverter::toString(texNum) + "		: TEXCOORD" + StringConverter::toString(texNum) + ",	\n";

						++texNum;
					}
				}

				vertexProgSource +=
					"	out float oFog : FOG,	\n"
				"	out float4 oColor : COLOR, \n"
			    "	uniform float4 iFogParams,	\n";

				if (lightingEnabled) vertexProgSource +=
					"	uniform float4 objSpaceLight,	\n"
					"	uniform float4 lightDiffuse,	\n"
					"	uniform float4 lightAmbient,	\n";

				if (fadeEnabled) vertexProgSource +=
					"	uniform float3 camPos, \n";

				vertexProgSource +=
					"	uniform float4x4 worldViewProj,	\n"
					"	uniform float fadeGap, \n"
					"   uniform float invisibleDist )\n"
					"{	\n";

				if (lightingEnabled) {
					//Perform lighting calculations (no specular)
					vertexProgSource +=
					"	float3 light = normalize(objSpaceLight.xyz - (iPosition.xyz * objSpaceLight.w)); \n"
					"	float diffuseFactor = max(dot(normal, light), 0); \n";
					if (subBatch->vertexData->vertexDeclaration->findElementBySemantic(VES_DIFFUSE) != NULL)
						vertexProgSource += "oColor = (lightAmbient + diffuseFactor * lightDiffuse) * iColor; \n";
					else
						vertexProgSource += "oColor = (lightAmbient + diffuseFactor * lightDiffuse); \n";
				} else {
					if (subBatch->vertexData->vertexDeclaration->findElementBySemantic(VES_DIFFUSE) != NULL)
						vertexProgSource += "oColor = iColor; \n";
					else
						vertexProgSource += "oColor = float4(1, 1, 1, 1); \n";
				}

				if (fadeEnabled) vertexProgSource +=
					//Fade out in the distance
					"	float dist = distance(camPos.xz, iPosition.xz);	\n"
					"	oColor.a *= (invisibleDist - dist) / fadeGap;   \n";

				texNum = 0;
				for (unsigned short i = 0; i < subBatch->vertexData->vertexDeclaration->getElementCount(); ++i) {
					const VertexElement *el = subBatch->vertexData->vertexDeclaration->getElement(i);
					if (el->getSemantic() == VES_TEXTURE_COORDINATES) {
						vertexProgSource +=
						"	oUV" + StringConverter::toString(texNum) + " = iUV" + StringConverter::toString(texNum) + ";	\n";
						++texNum;
					}
				}
				vertexProgSource +=
					"	oPosition = mul(worldViewProj, iPosition);  \n";
				if (sceneMgr->getFogMode() == Ogre::FOG_EXP2) {
					vertexProgSource +=
						"	oFog = 1 - clamp (pow (2.71828, -oPosition.z * iFogParams.x), 0, 1); \n";
				} else {
					vertexProgSource +=
						"	oFog = oPosition.z; \n";
				}
				vertexProgSource += "}";
			}

			if(!shaderLanguage.compare("glsl"))
			{
				vertexProgSource =
					"uniform float fadeGap;        \n"
					"uniform float invisibleDist;   \n";

				if (lightingEnabled) vertexProgSource +=
					"uniform vec4 objSpaceLight;   \n"
					"uniform vec4 lightDiffuse;	   \n"
					"uniform vec4 lightAmbient;	   \n";

				if (fadeEnabled) vertexProgSource +=
					"uniform vec3 camPos;          \n";

				vertexProgSource +=
					"void main() \n"
					"{ \n";

				if (lightingEnabled)
				{
					//Perform lighting calculations (no specular)
					vertexProgSource +=
					"   vec3 light = normalize(objSpaceLight.xyz - (gl_Vertex.xyz * objSpaceLight.w)); \n"
					"   float diffuseFactor = max(dot(gl_Normal, light), 0.0); \n";
					if (subBatch->vertexData->vertexDeclaration->findElementBySemantic(VES_DIFFUSE) != NULL)
					{
						vertexProgSource += "   gl_FrontColor = (lightAmbient + diffuseFactor * lightDiffuse) * gl_Color; \n";
					}
					else
					{
						vertexProgSource += "   gl_FrontColor = (lightAmbient + diffuseFactor * lightDiffuse); \n";
					}
				}
				else
				{
					if (subBatch->vertexData->vertexDeclaration->findElementBySemantic(VES_DIFFUSE) != NULL)
					{
						vertexProgSource += "   gl_FrontColor = gl_Color; \n";
					}
					else
					{
						vertexProgSource += "   gl_FrontColor = vec4(1.0, 1.0, 1.0, 1.0); \n";
					}
				}

				if (fadeEnabled)
				{
					vertexProgSource +=
					//Fade out in the distance
					"   float dist = distance(camPos.xz, gl_Vertex.xz);	\n"
					"   gl_FrontColor.a *= (invisibleDist - dist) / fadeGap;   \n";
				}

				unsigned texNum = 0;
				for (unsigned short i = 0; i < subBatch->vertexData->vertexDeclaration->getElementCount(); ++i)
				{
					const VertexElement *el = subBatch->vertexData->vertexDeclaration->getElement(i);
					if (el->getSemantic() == VES_TEXTURE_COORDINATES)
					{
						vertexProgSource +=
						"   gl_TexCoord[" + StringConverter::toString(texNum) + "] = gl_MultiTexCoord" + StringConverter::toString(texNum) + ";	\n";
						++texNum;
					}
				}

				vertexProgSource +=
					"   gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;  \n";
				if (sceneMgr->getFogMode() == Ogre::FOG_EXP2) {
					vertexProgSource +=
						"	gl_FogFragCoord = clamp(exp(- gl_Fog.density * gl_Fog.density * gl_Position.z * gl_Position.z), 0.0, 1.0); \n";
				} else {
					vertexProgSource +=
						"	gl_FogFragCoord = gl_Position.z; \n";
				}

				vertexProgSource +=	"}";
			}


			HighLevelGpuProgramPtr vertexShader = HighLevelGpuProgramManager::getSingleton().createProgram(
				vertexProgName,
				ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME,
				shaderLanguage, GPT_VERTEX_PROGRAM);

			vertexShader->setSource(vertexProgSource);

			if (shaderLanguage == "hlsl")
			{
				vertexShader->setParameter("target", "vs_1_1");
				vertexShader->setParameter("entry_point", "main");
			}
			else if(shaderLanguage == "cg")
			{
				vertexShader->setParameter("profiles", "vs_1_1 arbvp1");
				vertexShader->setParameter("entry_point", "main");
			}
			// GLSL can only have one entry point "main".

			vertexShader->load();
			if (vertexShader->hasCompileError()) {
				OGRE_EXCEPT(Exception::ERR_INTERNAL_ERROR, "Error loading the batching vertex shader.", "BatchPage::_updateShaders()");
			}
		}

		std::string fragmentProgramName("BatchFragStandard");
		String fragmentProgSource;
		//We also need a fragment program to go with our vertex program. Especially on ATI cards on Linux where we can't mix shaders and the fixed function pipeline.
		HighLevelGpuProgramPtr fragShader = static_cast<HighLevelGpuProgramPtr>(HighLevelGpuProgramManager::getSingleton().getByName(fragmentProgramName));
		if (fragShader.isNull()){
			Pass *pass = mat->getTechnique(0)->getPass(0);

			if (shaderLanguage == "glsl") {
				fragmentProgSource = "uniform sampler2D diffuseMap;\n"
					"void main()	{"
					"	gl_FragColor = texture2D(diffuseMap, gl_TexCoord[0].st);"
					"	gl_FragColor.rgb = mix(gl_Fog.color, (gl_LightModel.ambient * gl_FragColor + gl_FragColor), gl_FogFragCoord).rgb;"
					"}";

			} else {
				fragmentProgSource = "void main \n"
					"( \n"
					"    float2				iTexcoord		: TEXCOORD0, \n"
					"	 float				iFog 			: FOG, \n"
					"	 out float4         oColour			: COLOR, \n"
					"    uniform sampler2D  diffuseTexture	: TEXUNIT0, \n"
					"    uniform float3		iFogColour \n"
					") \n"
					"{ \n"
					"	oColour = tex2D(diffuseTexture, iTexcoord.xy); \n"
					"   oColour.xyz = lerp(oColour.xyz, iFogColour, iFog);\n"
					"}";
			}

			fragShader = HighLevelGpuProgramManager::getSingleton().createProgram(
				fragmentProgramName,
				ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME,
				shaderLanguage, GPT_FRAGMENT_PROGRAM);

			fragShader->setSource(fragmentProgSource);

			if (shaderLanguage == "hlsl") {
				fragShader->setParameter("entry_point", "main");
				fragShader->setParameter("target", "ps_2_0");
			} else if (shaderLanguage == "cg") {
				fragShader->setParameter("profiles", "ps_2_0 arbfp1");
				fragShader->setParameter("entry_point", "main");
			}

			fragShader->load();
			if (fragShader->hasCompileError()) {
				OGRE_EXCEPT(Exception::ERR_INTERNAL_ERROR, "Error loading the batching fragment shader.", "BatchPage::_updateShaders()");
			}
		}
		//Now that the shader is ready to be applied, apply it
		StringUtil::StrStreamType materialSignature;
		materialSignature << "BatchMat|";
		materialSignature << mat->getName() << "|";
		if (fadeEnabled){
			materialSignature << visibleDist << "|";
			materialSignature << invisibleDist << "|";
		}

		//Search for the desired material
		MaterialPtr generatedMaterial = MaterialManager::getSingleton().getByName(materialSignature.str());
		if (generatedMaterial.isNull()){
			//Clone the material
			generatedMaterial = mat->clone(materialSignature.str());

			//And apply the fade shader
			Ogre::Material::TechniqueIterator I = generatedMaterial->getSupportedTechniqueIterator();
			while (I.hasMoreElements()) {
				Technique *tech = I.getNext();
				for (unsigned short p = 0; p < tech->getNumPasses(); ++p){
					Pass *pass = tech->getPass(p);

					//Setup vertex program
					if (pass->getVertexProgramName() == "")
						pass->setVertexProgram(vertexProgName);

					if (pass->getFragmentProgramName() == "" && fragShader->isSupported())
						pass->setFragmentProgram(fragmentProgramName);

					try{
						GpuProgramParametersSharedPtr params = pass->getVertexProgramParameters();
						params->setIgnoreMissingParams(true);

						if (lightingEnabled) {
							params->setNamedAutoConstant("objSpaceLight", GpuProgramParameters::ACT_LIGHT_POSITION_OBJECT_SPACE);
							params->setNamedAutoConstant("lightDiffuse", GpuProgramParameters::ACT_DERIVED_LIGHT_DIFFUSE_COLOUR);
							params->setNamedAutoConstant("lightAmbient", GpuProgramParameters::ACT_DERIVED_AMBIENT_LIGHT_COLOUR);
							//params->setNamedAutoConstant("matAmbient", GpuProgramParameters::ACT_SURFACE_AMBIENT_COLOUR);
						}

						if (shaderLanguage.compare("glsl") == 0) {
							//glsl can use the built in gl_ModelViewProjectionMatrix
							params->setNamedAutoConstant("worldViewProj", GpuProgramParameters::ACT_WORLDVIEWPROJ_MATRIX);
						} else {
							params->setNamedAutoConstant("iFogParams", GpuProgramParameters::ACT_FOG_PARAMS);
						}

						if (fadeEnabled)
						{
							params->setNamedAutoConstant("camPos", GpuProgramParameters::ACT_CAMERA_POSITION_OBJECT_SPACE);

							//Set fade ranges
							params->setNamedAutoConstant("invisibleDist", GpuProgramParameters::ACT_CUSTOM);
							params->setNamedConstant("invisibleDist", invisibleDist);

							params->setNamedAutoConstant("fadeGap", GpuProgramParameters::ACT_CUSTOM);
							params->setNamedConstant("fadeGap", invisibleDist - visibleDist);

							if (pass->getAlphaRejectFunction() == CMPF_ALWAYS_PASS)
								pass->setSceneBlending(SBT_TRANSPARENT_ALPHA);
						}

						if (pass->hasFragmentProgram()) {
							params = pass->getFragmentProgramParameters();
							params->setIgnoreMissingParams(true);
							params->setNamedAutoConstant("iFogColour", GpuProgramParameters::ACT_FOG_COLOUR);
						}
					}
					catch (...) {
						OGRE_EXCEPT(Exception::ERR_INTERNAL_ERROR, "Error configuring batched geometry transitions. If you're using materials with custom vertex shaders, they will need to implement fade transitions to be compatible with BatchPage.", "BatchPage::_updateShaders()");
					}
				}
			}

		}

		//Apply the material
		subBatch->setMaterial(generatedMaterial);
	}

}
Пример #20
0
bool ModelBackgroundLoader::poll(const TimeFrame& timeFrame)
{
#if OGRE_THREAD_SUPPORT
	if (mState == LS_UNINITIALIZED) {
		//Start to load the meshes
		for (SubModelDefinitionsStore::const_iterator I_subModels = mModel.getDefinition()->getSubModelDefinitions().begin(); I_subModels != mModel.getDefinition()->getSubModelDefinitions().end(); ++I_subModels) {
			Ogre::MeshPtr meshPtr = static_cast<Ogre::MeshPtr> (Ogre::MeshManager::getSingleton().getByName((*I_subModels)->getMeshName()));
			if (meshPtr.isNull() || !meshPtr->isPrepared()) {
				try {
					Ogre::BackgroundProcessTicket ticket = Ogre::ResourceBackgroundQueue::getSingleton().prepare(Ogre::MeshManager::getSingleton().getResourceType(), (*I_subModels)->getMeshName(), Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, false, 0, 0, createListener());
					if (ticket) {
						addTicket(ticket);
					}
				} catch (const std::exception& ex) {
					S_LOG_FAILURE("Could not load the mesh " << (*I_subModels)->getMeshName() << " when loading model " << mModel.getName() << "." << ex);
					continue;
				}
			}
		}
		mState = LS_MESH_PREPARING;
		return poll(timeFrame);
	} else if (mState == LS_MESH_PREPARING) {
		if (areAllTicketsProcessed()) {
			mState = LS_MESH_PREPARED;
			return poll(timeFrame);
		}
	} else if (mState == LS_MESH_PREPARED) {
		for (SubModelDefinitionsStore::const_iterator I_subModels = mModel.getDefinition()->getSubModelDefinitions().begin(); I_subModels != mModel.getDefinition()->getSubModelDefinitions().end(); ++I_subModels) {
			Ogre::MeshPtr meshPtr = static_cast<Ogre::MeshPtr> (Ogre::MeshManager::getSingleton().getByName((*I_subModels)->getMeshName()));
			if (!meshPtr.isNull()) {
				if (!meshPtr->isLoaded()) {
#if OGRE_THREAD_SUPPORT == 1
					Ogre::BackgroundProcessTicket ticket = Ogre::ResourceBackgroundQueue::getSingleton().load(Ogre::MeshManager::getSingleton().getResourceType(), meshPtr->getName(), Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, false, 0, 0, createListener());
					if (ticket) {
						//						meshPtr->setBackgroundLoaded(true);
						addTicket(ticket);
					}
#else
					if (!timeFrame.isTimeLeft()) {
						return false;
					}
					try {
						meshPtr->load();
					} catch (const std::exception& ex) {
						S_LOG_FAILURE("Could not load the mesh " << meshPtr->getName() << " when loading model " << mModel.getName() << "." << ex);
						continue;
					}
#endif
				}
			}
		}
		mState = LS_MESH_LOADING;
		return poll(timeFrame);
	} else if (mState == LS_MESH_LOADING) {
		if (areAllTicketsProcessed()) {
			mState = LS_MESH_LOADED;
			return poll(timeFrame);
		}
	} else if (mState == LS_MESH_LOADED) {

		for (SubModelDefinitionsStore::const_iterator I_subModels = mModel.getDefinition()->getSubModelDefinitions().begin(); I_subModels != mModel.getDefinition()->getSubModelDefinitions().end(); ++I_subModels) {
			Ogre::MeshPtr meshPtr = static_cast<Ogre::MeshPtr> (Ogre::MeshManager::getSingleton().getByName((*I_subModels)->getMeshName()));
			if (!meshPtr.isNull()) {
				if (meshPtr->isLoaded()) {
					Ogre::Mesh::SubMeshIterator subMeshI = meshPtr->getSubMeshIterator();
					while (subMeshI.hasMoreElements()) {
						Ogre::SubMesh* submesh(subMeshI.getNext());
						Ogre::MaterialPtr materialPtr = static_cast<Ogre::MaterialPtr> (Ogre::MaterialManager::getSingleton().getByName(submesh->getMaterialName()));
						if (materialPtr.isNull() || !materialPtr->isPrepared()) {
//							S_LOG_VERBOSE("Preparing material " << materialPtr->getName());
							Ogre::BackgroundProcessTicket ticket = Ogre::ResourceBackgroundQueue::getSingleton().prepare(Ogre::MaterialManager::getSingleton().getResourceType(),submesh->getMaterialName(), Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, false, 0, 0, createListener());
							if (ticket) {
								addTicket(ticket);
							}
						}
					}
				}
			}
			for (PartDefinitionsStore::const_iterator I_parts = (*I_subModels)->getPartDefinitions().begin(); I_parts != (*I_subModels)->getPartDefinitions().end(); ++I_parts) {
				if ((*I_parts)->getSubEntityDefinitions().size() > 0) {
					for (SubEntityDefinitionsStore::const_iterator I_subEntities = (*I_parts)->getSubEntityDefinitions().begin(); I_subEntities != (*I_parts)->getSubEntityDefinitions().end(); ++I_subEntities) {
						const std::string& materialName = (*I_subEntities)->getMaterialName();
						if (materialName != "") {
							Ogre::MaterialPtr materialPtr = static_cast<Ogre::MaterialPtr> (Ogre::MaterialManager::getSingleton().getByName(materialName));
							if (materialPtr.isNull() || !materialPtr->isPrepared()) {
//								S_LOG_VERBOSE("Preparing material " << materialName);
								Ogre::BackgroundProcessTicket ticket = Ogre::ResourceBackgroundQueue::getSingleton().prepare(Ogre::MaterialManager::getSingleton().getResourceType(), materialName, Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, false, 0, 0, createListener());
								if (ticket) {
									addTicket(ticket);
								}
							}
						}
					}
				}
			}
		}

		mState = LS_MATERIAL_PREPARING;
		return poll(timeFrame);
	} else if (mState == LS_MATERIAL_PREPARING) {
		if (areAllTicketsProcessed()) {
			mState = LS_MATERIAL_PREPARED;
			return poll(timeFrame);
		}
	} else if (mState == LS_MATERIAL_PREPARED) {
		for (SubModelDefinitionsStore::const_iterator I_subModels = mModel.getDefinition()->getSubModelDefinitions().begin(); I_subModels != mModel.getDefinition()->getSubModelDefinitions().end(); ++I_subModels) {
			Ogre::MeshPtr meshPtr = static_cast<Ogre::MeshPtr> (Ogre::MeshManager::getSingleton().getByName((*I_subModels)->getMeshName()));
			Ogre::Mesh::SubMeshIterator subMeshI = meshPtr->getSubMeshIterator();
			while (subMeshI.hasMoreElements()) {
				Ogre::SubMesh* submesh(subMeshI.getNext());
				Ogre::MaterialPtr materialPtr = static_cast<Ogre::MaterialPtr> (Ogre::MaterialManager::getSingleton().getByName(submesh->getMaterialName()));
				if (!materialPtr.isNull() && !materialPtr->isLoaded()) {

#if OGRE_THREAD_SUPPORT == 1
					Ogre::BackgroundProcessTicket ticket = Ogre::ResourceBackgroundQueue::getSingleton().load(Ogre::MaterialManager::getSingleton().getResourceType(), materialPtr->getName(), Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, false, 0, 0, createListener());
					if (ticket) {
						//						materialPtr->setBackgroundLoaded(true);
						addTicket(ticket);
					}
#else
					Ogre::Material::TechniqueIterator techIter = materialPtr->getSupportedTechniqueIterator();
					while (techIter.hasMoreElements()) {
						Ogre::Technique* tech = techIter.getNext();
						Ogre::Technique::PassIterator passIter = tech->getPassIterator();
						while (passIter.hasMoreElements()) {
							Ogre::Pass* pass = passIter.getNext();
							Ogre::Pass::TextureUnitStateIterator tusIter = pass->getTextureUnitStateIterator();
							while (tusIter.hasMoreElements()) {
								Ogre::TextureUnitState* tus = tusIter.getNext();
								unsigned int frames = tus->getNumFrames();
								for (unsigned int i = 0; i < frames; ++i) {
									if (!timeFrame.isTimeLeft()) {
										return false;
									}
									//This will automatically load the texture.
//									S_LOG_VERBOSE("Loading texture " << tus->getTextureName());
									Ogre::TexturePtr texturePtr = tus->_getTexturePtr(i);
								}
							}
						}
					}
					if (!timeFrame.isTimeLeft()) {
						return false;
					}
//					S_LOG_VERBOSE("Loading material " << materialPtr->getName());
					materialPtr->load();
#endif

				}
			}
			for (PartDefinitionsStore::const_iterator I_parts = (*I_subModels)->getPartDefinitions().begin(); I_parts != (*I_subModels)->getPartDefinitions().end(); ++I_parts) {
				if ((*I_parts)->getSubEntityDefinitions().size() > 0) {
					for (SubEntityDefinitionsStore::const_iterator I_subEntities = (*I_parts)->getSubEntityDefinitions().begin(); I_subEntities != (*I_parts)->getSubEntityDefinitions().end(); ++I_subEntities) {
						const std::string& materialName = (*I_subEntities)->getMaterialName();
						if (materialName != "") {
							Ogre::MaterialPtr materialPtr = static_cast<Ogre::MaterialPtr> (Ogre::MaterialManager::getSingleton().getByName(materialName));
							if (!materialPtr.isNull() && !materialPtr->isLoaded()) {
#if OGRE_THREAD_SUPPORT == 1
								Ogre::BackgroundProcessTicket ticket = Ogre::ResourceBackgroundQueue::getSingleton().load(Ogre::MaterialManager::getSingleton().getResourceType(), materialPtr->getName(), Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, false, 0, 0, createListener());
								if (ticket) {
									addTicket(ticket);
								}
#else
								Ogre::Material::TechniqueIterator techIter = materialPtr->getSupportedTechniqueIterator();
								while (techIter.hasMoreElements()) {
									Ogre::Technique* tech = techIter.getNext();
									Ogre::Technique::PassIterator passIter = tech->getPassIterator();
									while (passIter.hasMoreElements()) {
										Ogre::Pass* pass = passIter.getNext();
										Ogre::Pass::TextureUnitStateIterator tusIter = pass->getTextureUnitStateIterator();
										while (tusIter.hasMoreElements()) {
											Ogre::TextureUnitState* tus = tusIter.getNext();
											unsigned int frames = tus->getNumFrames();
											for (unsigned int i = 0; i < frames; ++i) {
												if (!timeFrame.isTimeLeft()) {
													return false;
												}
												//This will automatically load the texture.
//												S_LOG_VERBOSE("Loading texture " << tus->getTextureName());
												Ogre::TexturePtr texturePtr = tus->_getTexturePtr(i);
											}
										}
									}
								}
								if (!timeFrame.isTimeLeft()) {
									return false;
								}
//								S_LOG_VERBOSE("Loading material " << materialPtr->getName());
								materialPtr->load();
#endif
							}
						}
					}
				}
			}
		}

		mState = LS_MATERIAL_LOADING;
		return poll(timeFrame);
	} else if (mState == LS_MATERIAL_LOADING) {
		if (areAllTicketsProcessed()) {
			mState = LS_DONE;
			return true;
		}

	} else {
		return true;
	}
	return false;
#else
	//If there's no threading support, just return here.
	return true;
#endif
}
Пример #21
0
void Objects::insertMesh (const MWWorld::Ptr& ptr, const std::string& mesh)
{
    Ogre::SceneNode* insert = ptr.getRefData().getBaseNode();
    assert(insert);

    Ogre::AxisAlignedBox bounds = Ogre::AxisAlignedBox::BOX_NULL;
    NifOgre::EntityList entities = NifOgre::NIFLoader::createEntities(insert, NULL, mesh);
    for(size_t i = 0;i < entities.mEntities.size();i++)
    {
        const Ogre::AxisAlignedBox &tmp = entities.mEntities[i]->getBoundingBox();
        bounds.merge(Ogre::AxisAlignedBox(insert->_getDerivedPosition() + tmp.getMinimum(),
                                          insert->_getDerivedPosition() + tmp.getMaximum())
        );
    }
    Ogre::Vector3 extents = bounds.getSize();
    extents *= insert->getScale();
    float size = std::max(std::max(extents.x, extents.y), extents.z);

    bool small = (size < Settings::Manager::getInt("small object size", "Viewing distance")) && Settings::Manager::getBool("limit small object distance", "Viewing distance");

    // do not fade out doors. that will cause holes and look stupid
    if (ptr.getTypeName().find("Door") != std::string::npos)
        small = false;

    if (mBounds.find(ptr.getCell()) == mBounds.end())
        mBounds[ptr.getCell()] = Ogre::AxisAlignedBox::BOX_NULL;
    mBounds[ptr.getCell()].merge(bounds);

    bool transparent = false;
    for(size_t i = 0;i < entities.mEntities.size();i++)
    {
        Ogre::Entity *ent = entities.mEntities[i];
        for (unsigned int i=0; i<ent->getNumSubEntities(); ++i)
        {
            Ogre::MaterialPtr mat = ent->getSubEntity(i)->getMaterial();
            Ogre::Material::TechniqueIterator techIt = mat->getTechniqueIterator();
            while (techIt.hasMoreElements())
            {
                Ogre::Technique* tech = techIt.getNext();
                Ogre::Technique::PassIterator passIt = tech->getPassIterator();
                while (passIt.hasMoreElements())
                {
                    Ogre::Pass* pass = passIt.getNext();

                    if (pass->getDepthWriteEnabled() == false)
                        transparent = true;
                }
            }
        }
    }

    if(!mIsStatic || !Settings::Manager::getBool("use static geometry", "Objects") || transparent)
    {
        for(size_t i = 0;i < entities.mEntities.size();i++)
        {
            Ogre::Entity *ent = entities.mEntities[i];

            ent->setRenderingDistance(small ? Settings::Manager::getInt("small object distance", "Viewing distance") : 0);
            ent->setVisibilityFlags(mIsStatic ? (small ? RV_StaticsSmall : RV_Statics) : RV_Misc);
            ent->setRenderQueueGroup(transparent ? RQG_Alpha : RQG_Main);
        }
    }
    else
    {
        Ogre::StaticGeometry* sg = 0;

        if (small)
        {
            if( mStaticGeometrySmall.find(ptr.getCell()) == mStaticGeometrySmall.end())
            {
                uniqueID = uniqueID +1;
                sg = mRenderer.getScene()->createStaticGeometry( "sg" + Ogre::StringConverter::toString(uniqueID));
                mStaticGeometrySmall[ptr.getCell()] = sg;

                sg->setRenderingDistance(Settings::Manager::getInt("small object distance", "Viewing distance"));
            }
            else
                sg = mStaticGeometrySmall[ptr.getCell()];
        }
        else
        {
            if( mStaticGeometry.find(ptr.getCell()) == mStaticGeometry.end())
            {

                uniqueID = uniqueID +1;
                sg = mRenderer.getScene()->createStaticGeometry( "sg" + Ogre::StringConverter::toString(uniqueID));
                mStaticGeometry[ptr.getCell()] = sg;
            }
            else
                sg = mStaticGeometry[ptr.getCell()];
        }

        // This specifies the size of a single batch region.
        // If it is set too high:
        //  - there will be problems choosing the correct lights
        //  - the culling will be more inefficient
        // If it is set too low:
        //  - there will be too many batches.
        sg->setRegionDimensions(Ogre::Vector3(2500,2500,2500));

        sg->setVisibilityFlags(small ? RV_StaticsSmall : RV_Statics);

        sg->setCastShadows(true);

        sg->setRenderQueueGroup(transparent ? RQG_Alpha : RQG_Main);

        for(size_t i = 0;i < entities.mEntities.size();i++)
        {
            Ogre::Entity *ent = entities.mEntities[i];
            insert->detachObject(ent);
            sg->addEntity(ent,insert->_getDerivedPosition(),insert->_getDerivedOrientation(),insert->_getDerivedScale());

            mRenderer.getScene()->destroyEntity(ent);
        }
    }
}
Пример #22
0
NpcAnimation::NpcAnimation(const MWWorld::Ptr& ptr, Ogre::SceneNode* node, MWWorld::InventoryStore& _inv, int visibilityFlags)
    : Animation(), mStateID(-1), mInv(_inv), timeToChange(0), mVisibilityFlags(visibilityFlags),
    robe(mInv.end()), helmet(mInv.end()), shirt(mInv.end()),
    cuirass(mInv.end()), greaves(mInv.end()),
    leftpauldron(mInv.end()), rightpauldron(mInv.end()),
    boots(mInv.end()),
    leftglove(mInv.end()), rightglove(mInv.end()), skirtiter(mInv.end()),
    pants(mInv.end())
{
    MWWorld::LiveCellRef<ESM::NPC> *ref = ptr.get<ESM::NPC>();

    for (int init = 0; init < 27; init++)
    {
        mPartslots[init] = -1;  //each slot is empty
        mPartPriorities[init] = 0;
    }

    const ESMS::ESMStore &store = MWBase::Environment::get().getWorld()->getStore();
    const ESM::Race *race = store.races.find(ref->base->mRace);

    std::string hairID = ref->base->mHair;
    std::string headID = ref->base->mHead;
    headModel = "meshes\\" + store.bodyParts.find(headID)->mModel;
    hairModel = "meshes\\" + store.bodyParts.find(hairID)->mModel;
    npcName = ref->base->mName;

    isFemale = !!(ref->base->mFlags&ESM::NPC::Female);
    isBeast = !!(race->mData.mFlags&ESM::Race::Beast);

    bodyRaceID = "b_n_"+ref->base->mRace;
    std::transform(bodyRaceID.begin(), bodyRaceID.end(), bodyRaceID.begin(), ::tolower);


    mInsert = node;
    assert(mInsert);

    std::string smodel = (!isBeast ? "meshes\\base_anim.nif" : "meshes\\base_animkna.nif");

    mEntityList = NifOgre::NIFLoader::createEntities(mInsert, &mTextKeys, smodel);
    for(size_t i = 0;i < mEntityList.mEntities.size();i++)
    {
        Ogre::Entity *base = mEntityList.mEntities[i];

        base->getUserObjectBindings ().setUserAny (Ogre::Any(-1));

        base->setVisibilityFlags(mVisibilityFlags);
        bool transparent = false;
        for(unsigned int j=0;j < base->getNumSubEntities();++j)
        {
            Ogre::MaterialPtr mat = base->getSubEntity(j)->getMaterial();
            Ogre::Material::TechniqueIterator techIt = mat->getTechniqueIterator();
            while (techIt.hasMoreElements())
            {
                Ogre::Technique* tech = techIt.getNext();
                Ogre::Technique::PassIterator passIt = tech->getPassIterator();
                while (passIt.hasMoreElements())
                {
                    Ogre::Pass* pass = passIt.getNext();
                    if (pass->getDepthWriteEnabled() == false)
                        transparent = true;
                }
            }
        }
        base->setRenderQueueGroup(transparent ? RQG_Alpha : RQG_Main);
    }

    if(mEntityList.mSkelBase)
    {
        Ogre::AnimationStateSet *aset = mEntityList.mSkelBase->getAllAnimationStates();
        Ogre::AnimationStateIterator as = aset->getAnimationStateIterator();
        while(as.hasMoreElements())
        {
            Ogre::AnimationState *state = as.getNext();
            state->setEnabled(true);
            state->setLoop(false);
        }
    }

    float scale = race->mData.mHeight.mMale;
    if (isFemale) {
        scale = race->mData.mHeight.mFemale;
    }
    mInsert->scale(scale, scale, scale);

    updateParts();
}
Пример #23
0
void GrassLayerBase::_updateShaders()
{
  if (shaderNeedsUpdate) {
    shaderNeedsUpdate = false;

    //Proceed only if there is no custom vertex shader and the user's computer supports vertex shaders
    const RenderSystemCapabilities *caps = Root::getSingleton().getRenderSystem()->getCapabilities();
    if (caps->hasCapability(RSC_VERTEX_PROGRAM) && geom->getShadersEnabled()) {
      //Calculate fade range
      float farViewDist = geom->getDetailLevels().front()->getFarRange();
      float fadeRange = farViewDist / 1.2247449f;
      //Note: 1.2247449 ~= sqrt(1.5), which is necessary since the far view distance is measured from the centers
      //of pages, while the vertex shader needs to fade grass completely out (including the closest corner)
      //before the page center is out of range.

      //Generate a string ID that identifies the current set of vertex shader options
      StringUtil::StrStreamType tmpName;
      tmpName << "GrassVS_";
      if (animate)
        tmpName << "anim_";
      if (blend)
        tmpName << "blend_";
      if (lighting)
        tmpName << "lighting_";
      tmpName << renderTechnique << "_";
      tmpName << fadeTechnique << "_";
      if (fadeTechnique == FADETECH_GROW || fadeTechnique == FADETECH_ALPHAGROW)
        tmpName << maxHeight << "_";
      tmpName << farViewDist << "_";
      tmpName << "vp";
      const String vsName = tmpName.str();

      //Generate a string ID that identifies the material combined with the vertex shader
      const String matName = material->getName() + "_" + vsName;

      //Check if the desired material already exists (if not, create it)
      MaterialPtr tmpMat = MaterialManager::getSingleton().getByName(matName);
      if (tmpMat.isNull()) {
        //Clone the original material
        tmpMat = material->clone(matName);

        //Disable lighting
        tmpMat->setLightingEnabled(false);
        //tmpMat->setReceiveShadows(false);

        //Check if the desired shader already exists (if not, compile it)
        String shaderLanguage = ShaderHelper::getShaderLanguage();
        HighLevelGpuProgramPtr vertexShader = HighLevelGpuProgramManager::getSingleton().getByName(vsName);
        if (vertexShader.isNull()) {

          //Generate the grass shader
          String vertexProgSource;

          if (!shaderLanguage.compare("hlsl") || !shaderLanguage.compare("cg")) {

            vertexProgSource = "void main( \n"
                "	float4 iPosition : POSITION, \n"
                "	float4 iColor : COLOR, \n"
                "	float2 iUV       : TEXCOORD0,	\n"
                "	out float4 oPosition : POSITION, \n"
                "	out float4 oColor : COLOR, \n"
                "	out float2 oUV       : TEXCOORD0,	\n";

            if (lighting)
              vertexProgSource += "   uniform float4   objSpaceLight,   \n"
                  "   uniform float4   lightDiffuse,   \n"
                  "   uniform float4   lightAmbient,   \n";

            if (animate)
              vertexProgSource += "	uniform float time,	\n"
                  "	uniform float frequency,	\n"
                  "	uniform float4 direction,	\n";

            if (fadeTechnique == FADETECH_GROW || fadeTechnique == FADETECH_ALPHAGROW)
              vertexProgSource += "	uniform float grassHeight,	\n";

            if (renderTechnique == GRASSTECH_SPRITE || lighting)
              vertexProgSource += "   float4 iNormal : NORMAL, \n";

            vertexProgSource += "	uniform float4x4 worldViewProj,	\n"
                "	uniform float3 camPos, \n"
                "	uniform float fadeRange ) \n"
                "{	\n"
                "	oColor.rgb = iColor.rgb;   \n"
                "	float4 position = iPosition;	\n"
                "	float dist = distance(camPos.xz, position.xz);	\n";

            if (lighting) {
              vertexProgSource += "   float3 light = normalize(objSpaceLight.xyz - (iPosition.xyz * objSpaceLight.w)); \n"
                  "   float diffuseFactor = max(dot(float4(0,1,0,0), light), 0); \n"
                  "   oColor = (lightAmbient + diffuseFactor * lightDiffuse) * iColor; \n";
            } else {
              vertexProgSource += "   oColor.rgb = iColor.rgb;               \n";
            }

            if (fadeTechnique == FADETECH_ALPHA || fadeTechnique == FADETECH_ALPHAGROW)
              vertexProgSource +=
              //Fade out in the distance
                  "	oColor.a = 2.0f - (2.0f * dist / fadeRange);   \n";
            else
              vertexProgSource += "	oColor.a = 1.0f;   \n";

            vertexProgSource += "	float oldposx = position.x;	\n";

            if (renderTechnique == GRASSTECH_SPRITE)
              vertexProgSource +=
              //Face the camera
                  "	float3 dirVec = (float3)position - (float3)camPos;		\n"
                      "	float3 p = normalize(cross(float4(0,1,0,0), dirVec));	\n"
                      "	position += float4(p.x * iNormal.x, iNormal.y, p.z * iNormal.x, 0);	\n";

            if (animate)
              vertexProgSource += "	if (iUV.y == 0.0f){	\n"
              //Wave grass in breeze
                      "		float offset = sin(time + oldposx * frequency);	\n"
                      "		position += direction * offset;	\n"
                      "	}	\n";

            if (blend && animate)
              vertexProgSource += "	else {	\n";
            else if (blend)
              vertexProgSource += "	if (iUV.y != 0.0f){	\n";

            if (blend)
              vertexProgSource +=
              //Blend the base of nearby grass into the terrain
                  "		oColor.a = clamp(oColor.a, 0, 1) * 4.0f * ((dist / fadeRange) - 0.1f);	\n"
                      "	}	\n";

            if (fadeTechnique == FADETECH_GROW || fadeTechnique == FADETECH_ALPHAGROW)
              vertexProgSource += "	float offset = (2.0f * dist / fadeRange) - 1.0f; \n"
                  "	position.y -= grassHeight * clamp(offset, 0, 1); ";

            vertexProgSource += "	oPosition = mul(worldViewProj, position);  \n";

            vertexProgSource += "	oUV = iUV;\n"
                "}";
          } else {
            //Must be glsl
            if (lighting) {
              vertexProgSource = "uniform vec4 objSpaceLight; \n"
                  "uniform vec4 lightDiffuse; \n"
                  "uniform vec4 lightAmbient; \n";
            }

            if (animate) {
              vertexProgSource += "uniform float time; \n"
                  "uniform float frequency; \n"
                  "uniform vec4 direction; \n";
            }

            if (fadeTechnique == FADETECH_GROW || fadeTechnique == FADETECH_ALPHAGROW) {
              vertexProgSource += "uniform float grassHeight;	\n";
            }

            vertexProgSource += "uniform vec3 camPos; \n"
                "uniform float fadeRange; \n"
                "\n"
                "void main()"
                "{ \n"
                "    vec4 color = gl_Color; \n"
                "    vec4 position = gl_Vertex;	\n"
                "    float dist = distance(camPos.xz, position.xz);	\n";

            if (lighting) {
              vertexProgSource += "    vec3 light = normalize(objSpaceLight.xyz - (gl_Vertex.xyz * objSpaceLight.w)); \n"
                  "    float diffuseFactor = max( dot( vec3(0.0,1.0,0.0), light), 0.0); \n"
                  "    color = (lightAmbient + diffuseFactor * lightDiffuse) * gl_Color; \n";
            } else {
              vertexProgSource += "    color.xyz = gl_Color.xyz; \n";
            }

            if (fadeTechnique == FADETECH_ALPHA || fadeTechnique == FADETECH_ALPHAGROW) {
              vertexProgSource +=
              //Fade out in the distance
                  "    color.w = 2.0 - (2.0 * dist / fadeRange); \n";
            } else {
              vertexProgSource += "    color.w = 1.0; \n";
            }

            if (renderTechnique == GRASSTECH_SPRITE) {
              vertexProgSource +=
              //Face the camera
                  "    vec3 dirVec = position.xyz - camPos.xyz; \n"
                      "    vec3 p = normalize(cross(vec3(0.0,1.0,0.0), dirVec)); \n"
                      "    position += vec4(p.x * gl_Normal.x, gl_Normal.y, p.z * gl_Normal.x, 0.0); \n";
            }

            if (animate) {
              vertexProgSource += "    if (gl_MultiTexCoord0.y == 0.0) \n"
                  "    { \n"
                  //Wave grass in breeze
                  "        position += direction * sin(time + gl_Vertex.x * frequency); \n"
                  "    } \n";
            }

            if (blend && animate) {
              vertexProgSource += "    else \n"
                  "    { \n";
            } else if (blend) {
              vertexProgSource += "    if (gl_MultiTexCoord0.y != 0.0) \n"
                  "    { \n";
            }

            if (blend) {
              vertexProgSource +=
              //Blend the base of nearby grass into the terrain
                  "        color.w = clamp(color.w, 0.0, 1.0) * 4.0 * ((dist / fadeRange) - 0.1); \n"
                      "    } \n";
            }

            if (fadeTechnique == FADETECH_GROW || fadeTechnique == FADETECH_ALPHAGROW) {
              vertexProgSource += "    position.y -= grassHeight * clamp((2.0 * dist / fadeRange) - 1.0, 0.0, 1.0); \n";
            }

            vertexProgSource += "    gl_Position = gl_ModelViewProjectionMatrix * position; \n"
                "    gl_FrontColor = color; \n"
                "    gl_TexCoord[0] = gl_MultiTexCoord0; \n";
            if (geom->getSceneManager()->getFogMode() == Ogre::FOG_EXP2) {
              vertexProgSource += "	gl_FogFragCoord = clamp(exp(- gl_Fog.density * gl_Fog.density * gl_Position.z * gl_Position.z), 0.0, 1.0); \n";
            } else {
              vertexProgSource += "	gl_FogFragCoord = gl_Position.z; \n";
            }

            vertexProgSource += "}";
          }

          vertexShader = HighLevelGpuProgramManager::getSingleton().createProgram(vsName, ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, shaderLanguage, GPT_VERTEX_PROGRAM);

          vertexShader->setSource(vertexProgSource);

          if (shaderLanguage == "hlsl") {
            vertexShader->setParameter("target", "vs_1_1");
            vertexShader->setParameter("entry_point", "main");
          } else if (shaderLanguage == "cg") {
            vertexShader->setParameter("profiles", "vs_1_1 arbvp1");
            vertexShader->setParameter("entry_point", "main");
          }
          // GLSL can only have one entry point "main".

          vertexShader->load();
        }
        //Now the vertex shader (vertexShader) has either been found or just generated
        //(depending on whether or not it was already generated).

        tmpMat->load();
        Ogre::Material::TechniqueIterator techIterator = tmpMat->getSupportedTechniqueIterator();
        while (techIterator.hasMoreElements()) {
          Ogre::Technique* tech = techIterator.getNext();
          //Apply the shader to the material
          Pass *pass = tech->getPass(0);
          pass->setVertexProgram(vsName);
          GpuProgramParametersSharedPtr params = pass->getVertexProgramParameters();

          if (shaderLanguage.compare("glsl"))
            //glsl can use the built in gl_ModelViewProjectionMatrix
            params->setNamedAutoConstant("worldViewProj", GpuProgramParameters::ACT_WORLDVIEWPROJ_MATRIX);
          params->setNamedAutoConstant("camPos", GpuProgramParameters::ACT_CAMERA_POSITION_OBJECT_SPACE);
          params->setNamedAutoConstant("fadeRange", GpuProgramParameters::ACT_CUSTOM, 1);

          if (animate) {
            params->setNamedConstant("time", 1.0f);
            params->setNamedConstant("frequency", 1.0f);
            params->setNamedConstant("direction", Ogre::Vector4::ZERO);
          }

          if (lighting) {
            params->setNamedAutoConstant("objSpaceLight", GpuProgramParameters::ACT_LIGHT_POSITION_OBJECT_SPACE);
            params->setNamedAutoConstant("lightDiffuse", GpuProgramParameters::ACT_DERIVED_LIGHT_DIFFUSE_COLOUR);
            params->setNamedAutoConstant("lightAmbient", GpuProgramParameters::ACT_DERIVED_AMBIENT_LIGHT_COLOUR);
          }

          if (fadeTechnique == FADETECH_GROW || fadeTechnique == FADETECH_ALPHAGROW) {
            params->setNamedConstant("grassHeight", maxHeight * 1.05f);
          }

          pass->getVertexProgramParameters()->setNamedConstant("fadeRange", fadeRange);
        }
      }
      //Now the material (tmpMat) has either been found or just created (depending on whether or not it was already
      //created). The appropriate vertex shader should be applied and the material is ready for use.

      //Apply the new material
      material = tmpMat;
    }

    Ogre::Technique* tech = material->getBestTechnique();
    if (tech && tech->getNumPasses()) {
      Ogre::Pass* pass = tech->getPass(0);
      if (pass->hasVertexProgram()) {
        Ogre::GpuProgramParametersSharedPtr params = pass->getVertexProgramParameters();
        if (!params.isNull()) {
          params->setIgnoreMissingParams(true);
        }
      }
    }
  }
}
Пример #24
0
const Ogre::MaterialPtr&
Terrain::_getGridMaterial(const TerrainData::GridInfo &gridInfo, ushort depthBias, int nTileX, int nTileZ)
{
    assert(mData != NULL);

    size_t textureIds[TerrainData::NumLayers] = { 0 };
    for (size_t i = 0; i < TerrainData::NumLayers; ++i)
    {
        if (gridInfo.layers[i].pixmapId)
        {
            textureIds[i] = _getPixmapAtlasId(gridInfo.layers[i].pixmapId - 1) + 1;
        }
    }
    assert(textureIds[0] && "Internal fault while create grid material");

    bool lightmapped = mData->mLightmapImage && getLightmapQuality() != LMQ_NONE;
   Ogre::ulong lightmapId = lightmapped ? (nTileZ << 16) | nTileX : ~0;

    MaterialId id(textureIds[0], textureIds[1], lightmapId, depthBias);

    // find the material that already created
    MaterialMap::const_iterator it = mMaterials.find(id);
    if (it != mMaterials.end())
        return it->second;

   Ogre::String name = "Terrain/";
    if (!mData->mName.empty())
        name += mData->mName + "/";
    name += Ogre::StringConverter::toString(textureIds[0]) + "." + Ogre::StringConverter::toString(textureIds[1]);
    if (depthBias)
        name += "_" + Ogre::StringConverter::toString(depthBias);

   Ogre::String lightmapName = "<Lightmap>(" +
        Ogre::StringConverter::toString(nTileX / mData->mTileSize) + "," +
        Ogre::StringConverter::toString(nTileZ / mData->mTileSize) + ")";
    if (lightmapped)
        name += "_" + lightmapName;

	Ogre::MaterialPtr material = Ogre::MaterialManager::getSingleton().getByName(name);
    if (material.isNull())
    {
        // get user supplied material
       Ogre::String templateName = textureIds[1] ? "TwoLayer" : "OneLayer";
		if (lightmapped)
            templateName += "Lightmap";

        TerrainData::MaterialTemplates::const_iterator it =
            mData->mMaterialTemplates.find(templateName);
        if (it == mData->mMaterialTemplates.end())
            OGRE_EXCEPT(Ogre::Exception::ERR_ITEM_NOT_FOUND,
                "Can't found grid material template for '" + templateName + "'!", 
                "Terrain::_getGridMaterial");

        const Ogre::String& baseName = it->second;
        Ogre::MaterialPtr templateMaterial = Ogre::MaterialManager::getSingleton().getByName(baseName);
        if (templateMaterial.isNull())
            OGRE_EXCEPT(Ogre::Exception::ERR_ITEM_NOT_FOUND, 
                "Can't load grid material template '" + baseName + "'!", 
                "Terrain::_getGridMaterial");

        // clone the material
        material = templateMaterial->clone(name, true, BRUSH_RESOURCE_GROUP_NAME);

        // Setup texture alias list
        Ogre::AliasTextureNamePairList aliasList;
        aliasList["<layer0>"] = mAtlases[textureIds[0]-1].texture->getName();
        if (textureIds[1])
            aliasList["<layer1>"] = mAtlases[textureIds[1]-1].texture->getName();
        if (lightmapped)
            aliasList["<lightmap>"] = lightmapName;

        // Applies texture names
        material->applyTextureAliases(aliasList);

        // Applies surface params
        _applySurfaceParams(material);

        // Applies fog
        _applyFogMode(material, Ogre::FOG_NONE, mCurrentFogMode);

        // Adjust other material attributes
        Ogre::Material::TechniqueIterator ti = material->getTechniqueIterator();
        while (ti.hasMoreElements())
        {
            Ogre::Technique* technique = ti.getNext();
            Ogre::Technique::PassIterator pi = technique->getPassIterator();
            while (pi.hasMoreElements())
            {
                Ogre::Pass* pass = pi.getNext();
                if (depthBias)
                {
#if OGRE_VERSION >= 0x010300
                    pass->setDepthBias(depthBias + pass->getDepthBiasConstant(), pass->getDepthBiasSlopeScale());
#else
                    pass->setDepthBias(depthBias + pass->getDepthBias());
#endif
                }
            }
        }
    }

    // The material will load on demand

    std::pair<MaterialMap::iterator, bool> inserted =
        mMaterials.insert(MaterialMap::value_type(id, material));
    assert(inserted.second && "Internal fault while create grid material");
    return inserted.first->second;
}