Пример #1
0
    ShaderTechnique::ShaderTechnique(Shader::ShaderManager& shaderManager, bool forcePerPixelLighting, bool clampLighting, const std::vector<TextureLayer>& layers,
                                                   const std::vector<osg::ref_ptr<osg::Texture2D> >& blendmaps, int blendmapScale, float layerTileSize)
    {
        bool firstLayer = true;
        int i=0;
        for (std::vector<TextureLayer>::const_iterator it = layers.begin(); it != layers.end(); ++it)
        {
            osg::ref_ptr<osg::StateSet> stateset (new osg::StateSet);

            if (!firstLayer)
            {
                stateset->setMode(GL_BLEND, osg::StateAttribute::ON);
                osg::ref_ptr<osg::Depth> depth (new osg::Depth);
                depth->setFunction(osg::Depth::EQUAL);
                stateset->setAttributeAndModes(depth, osg::StateAttribute::ON);
            }

            int texunit = 0;

            stateset->setTextureAttributeAndModes(texunit, it->mDiffuseMap);

            osg::ref_ptr<osg::TexMat> texMat (new osg::TexMat);
            texMat->setMatrix(osg::Matrix::scale(osg::Vec3f(layerTileSize,layerTileSize,1.f)));
            stateset->setTextureAttributeAndModes(texunit, texMat, osg::StateAttribute::ON);

            stateset->addUniform(new osg::Uniform("diffuseMap", texunit));

            if(!firstLayer)
            {
                ++texunit;
                osg::ref_ptr<osg::Texture2D> blendmap = blendmaps.at(i++);

                stateset->setTextureAttributeAndModes(texunit, blendmap.get());

                // This is to map corner vertices directly to the center of a blendmap texel.
                osg::Matrixf texMat;
                float scale = (blendmapScale/(static_cast<float>(blendmapScale)+1.f));
                texMat.preMultTranslate(osg::Vec3f(0.5f, 0.5f, 0.f));
                texMat.preMultScale(osg::Vec3f(scale, scale, 1.f));
                texMat.preMultTranslate(osg::Vec3f(-0.5f, -0.5f, 0.f));

                stateset->setTextureAttributeAndModes(texunit, new osg::TexMat(texMat));
                stateset->addUniform(new osg::Uniform("blendMap", texunit));
            }

            if (it->mNormalMap)
            {
                ++texunit;
                stateset->setTextureAttributeAndModes(texunit, it->mNormalMap);
                stateset->addUniform(new osg::Uniform("normalMap", texunit));
            }

            Shader::ShaderManager::DefineMap defineMap;
            defineMap["forcePPL"] = forcePerPixelLighting ? "1" : "0";
            defineMap["clamp"] = clampLighting ? "1" : "0";
            defineMap["normalMap"] = (it->mNormalMap) ? "1" : "0";
            defineMap["blendMap"] = !firstLayer ? "1" : "0";
            defineMap["colorMode"] = "2";
            defineMap["specularMap"] = it->mSpecular ? "1" : "0";

            osg::ref_ptr<osg::Shader> vertexShader = shaderManager.getShader("terrain_vertex.glsl", defineMap, osg::Shader::VERTEX);
            osg::ref_ptr<osg::Shader> fragmentShader = shaderManager.getShader("terrain_fragment.glsl", defineMap, osg::Shader::FRAGMENT);
            if (!vertexShader || !fragmentShader)
                throw std::runtime_error("Unable to create shader");

            stateset->setAttributeAndModes(shaderManager.getProgram(vertexShader, fragmentShader));

            firstLayer = false;

            addPass(stateset);
        }
    }
Пример #2
0
    ShaderTechnique::ShaderTechnique(Shader::ShaderManager& shaderManager, bool forcePerPixelLighting, bool clampLighting, const std::vector<TextureLayer>& layers,
                                                   const std::vector<osg::ref_ptr<osg::Texture2D> >& blendmaps, int blendmapScale, float layerTileSize)
    {
        bool firstLayer = true;
        int i=0;
        for (std::vector<TextureLayer>::const_iterator it = layers.begin(); it != layers.end(); ++it)
        {
            osg::ref_ptr<osg::StateSet> stateset (new osg::StateSet);

            if (!firstLayer)
            {
                stateset->setMode(GL_BLEND, osg::StateAttribute::ON);
                stateset->setAttributeAndModes(getEqualDepth(), osg::StateAttribute::ON);
            }

            int texunit = 0;

            stateset->setTextureAttributeAndModes(texunit, it->mDiffuseMap);

            stateset->setTextureAttributeAndModes(texunit, getLayerTexMat(layerTileSize), osg::StateAttribute::ON);

            stateset->addUniform(new osg::Uniform("diffuseMap", texunit));

            if(!firstLayer)
            {
                ++texunit;
                osg::ref_ptr<osg::Texture2D> blendmap = blendmaps.at(i++);

                stateset->setTextureAttributeAndModes(texunit, blendmap.get());

                stateset->setTextureAttributeAndModes(texunit, getBlendmapTexMat(blendmapScale));
                stateset->addUniform(new osg::Uniform("blendMap", texunit));
            }

            if (it->mNormalMap)
            {
                ++texunit;
                stateset->setTextureAttributeAndModes(texunit, it->mNormalMap);
                stateset->addUniform(new osg::Uniform("normalMap", texunit));
            }

            Shader::ShaderManager::DefineMap defineMap;
            defineMap["forcePPL"] = forcePerPixelLighting ? "1" : "0";
            defineMap["clamp"] = clampLighting ? "1" : "0";
            defineMap["normalMap"] = (it->mNormalMap) ? "1" : "0";
            defineMap["blendMap"] = !firstLayer ? "1" : "0";
            defineMap["colorMode"] = "2";
            defineMap["specularMap"] = it->mSpecular ? "1" : "0";
            defineMap["parallax"] = (it->mNormalMap && it->mParallax) ? "1" : "0";

            osg::ref_ptr<osg::Shader> vertexShader = shaderManager.getShader("terrain_vertex.glsl", defineMap, osg::Shader::VERTEX);
            osg::ref_ptr<osg::Shader> fragmentShader = shaderManager.getShader("terrain_fragment.glsl", defineMap, osg::Shader::FRAGMENT);
            if (!vertexShader || !fragmentShader)
                throw std::runtime_error("Unable to create shader");

            stateset->setAttributeAndModes(shaderManager.getProgram(vertexShader, fragmentShader));

            firstLayer = false;

            addPass(stateset);
        }
    }