void CarModel::ChangeClr()
{
	int i = iColor;
	float c_h = pSet->gui.car_hue[i], c_s = pSet->gui.car_sat[i],
	      c_v = pSet->gui.car_val[i], gloss = pSet->gui.car_gloss[i], refl = pSet->gui.car_refl[i];
	color.setHSB(1-c_h, c_s, c_v);  //set, mini pos clr

	MaterialPtr mtr = MaterialManager::getSingleton().getByName(sMtr[Mtr_CarBody]);
	if (!mtr.isNull())
	{	Material::TechniqueIterator techIt = mtr->getTechniqueIterator();
		while (techIt.hasMoreElements())
		{	Technique* tech = techIt.getNext();
			Technique::PassIterator passIt = tech->getPassIterator();
			while (passIt.hasMoreElements())
			{	Pass* pass = passIt.getNext();
				if (pass->hasFragmentProgram())
				{
					GpuProgramParametersSharedPtr params = pass->getFragmentProgramParameters();
					params->setNamedConstant("carColour", color);
					params->setNamedConstant("glossiness", 1 - gloss);
					params->setNamedConstant("reflectiveness", refl);
	}	}	}	}

	if (pNickTxt)
		pNickTxt->setTextColour(MyGUI::Colour(color.r,color.g,color.b));
	
	// opp list text and mini pos colors - auto in hud update
}
Пример #2
0
void MaterialFactory::setShadowsEnabled(bool bEnable)
{
	for (std::vector<MaterialDefinition*>::iterator it=mDefinitions.begin();
		it!=mDefinitions.end(); ++it)
	{
		MaterialPtr mat = MaterialManager::getSingleton().getByName( (*it)->getName() );
			
		if (mat.isNull()) continue;
		
		Material::TechniqueIterator techIt = mat->getTechniqueIterator();
		while (techIt.hasMoreElements())
		{
			Technique* tech = techIt.getNext();
			Technique::PassIterator passIt = tech->getPassIterator();
			while (passIt.hasMoreElements())
			{
				Pass* pass = passIt.getNext();
									
				if (pass->hasFragmentProgram())
				{
					if ( pass->getFragmentProgramParameters()->_findNamedConstantDefinition("enableShadows", false))
						pass->getFragmentProgramParameters()->setNamedConstant("enableShadows", Real(bEnable));
				}
			}
		}
		
	}
}
Пример #3
0
String OgreSample13App::buildInstancedMaterial(const String &originalMaterialName)
{
	if (StringUtil::endsWith(originalMaterialName,"/instanced"))
	{
		return originalMaterialName;
	}

	MaterialPtr originalMaterial = MaterialManager::getSingleton().getByName(originalMaterialName);
	const String instancedMaterialName(originalMaterial.isNull() ? "Instancing" : originalMaterialName + "/Instanced");
	MaterialPtr instancedMaterial = MaterialManager::getSingleton().getByName(instancedMaterialName);
	if (instancedMaterial.isNull())
	{
		instancedMaterial = originalMaterial->clone(instancedMaterialName);
		instancedMaterial->load();
		Technique::PassIterator pIt = instancedMaterial->getBestTechnique()->getPassIterator();
		while(pIt.hasMoreElements())
		{
			Pass * const p = pIt.getNext();
			p->setVertexProgram("Instancing",false);
			p->setShadowCasterVertexProgram("InstancingShadowCaster");
		}
	}
	instancedMaterial->load();
	return instancedMaterialName;
}
Пример #4
0
	virtual void execute(SceneManager *sm, RenderSystem *rs)
	{
		// Fire listener
		instance->_fireNotifyMaterialRender(pass_id, mat);

        Rectangle2D * mRectangle=static_cast<Rectangle2D *>(CompositorManager::getSingleton()._getTexturedRectangle2D());
        if (mQuadCornerModified)
        {
            // insure positions are using peculiar render system offsets 
            RenderSystem* rs = Root::getSingleton().getRenderSystem();
            Viewport* vp = rs->_getViewport();
            Real hOffset = rs->getHorizontalTexelOffset() / (0.5 * vp->getActualWidth());
            Real vOffset = rs->getVerticalTexelOffset() / (0.5 * vp->getActualHeight());
            mRectangle->setCorners(mQuadLeft + hOffset, mQuadTop - vOffset, mQuadRight + hOffset, mQuadBottom - vOffset);
        }
        
		// Queue passes from mat
		Technique::PassIterator i = technique->getPassIterator();
		while(i.hasMoreElements())
		{
			sm->_injectRenderWithPass(
				i.getNext(), 
				mRectangle,
				false // don't allow replacement of shadow passes
				);
		}
	}
Пример #5
0
void MaterialInstance::setColor(float red, float green, float blue, float alpha)
{
    if (mCopyMat.isNull ()) {
      createCopyMaterial ();
    }
	unsigned short i = 0, j;
	ColourValue sc, dc; // Source colur, destination colour
	Material::TechniqueIterator techniqueIt = mCopyMat->getTechniqueIterator ();
	while (techniqueIt.hasMoreElements ()) 
	{
		Technique *t = techniqueIt.getNext ();
		Technique::PassIterator passIt = t->getPassIterator ();
		j = 0;
		while (passIt.hasMoreElements ()) 
		{
			sc = mOriginalMat->getTechnique (i)->getPass (j)->getDiffuse ();

			dc = sc;

			dc.a = alpha;
			dc.r = red;
			dc.g = green;
			dc.b = blue;
            passIt.peekNext ()->setAmbient (mOriginalMat->getTechnique (i)->getPass (j)->getAmbient ());
			passIt.peekNext ()->setDiffuse (dc);
			passIt.moveNext ();

			++j;
		}

		++i;
	}
}
Пример #6
0
void MaterialInstance::ChangeOriginalMaterial()
{
    if (mCopyMat.isNull ()) {
      createCopyMaterial ();
    }
	unsigned short i = 0, j;
	ColourValue sc, dc; // Source colur, destination colour
	Material::TechniqueIterator techniqueIt = mCopyMat->getTechniqueIterator ();
	while (techniqueIt.hasMoreElements ()) 
	{
		Technique *t = techniqueIt.getNext ();
		Technique::PassIterator passIt = t->getPassIterator ();
		j = 0;
		while (passIt.hasMoreElements ()) 
		{
			sc = mOriginalMat->getTechnique (i)->getPass (j)->getDiffuse ();

            passIt.peekNext ()->setAmbient (mOriginalMat->getTechnique (i)->getPass (j)->getAmbient ());
			passIt.peekNext ()->setDiffuse (sc);
			passIt.moveNext ();

			++j;
		}

		++i;
	}
}
    //-----------------------------------------------------------------------
    void RenderPriorityGroup::addTransparentRenderable(Technique* pTech, Renderable* rend)
    {
        Technique::PassIterator pi = pTech->getPassIterator();

        while (pi.hasMoreElements())
        {
            // Insert into transparent list
            mTransparents.addRenderable(pi.getNext(), rend);
        }
    }
Пример #8
0
void MaterialInstance::setSceneBlending (SceneBlendType sbt) {
  mSBT = sbt;

  if (!mCopyMat.isNull ()) {
    Material::TechniqueIterator techniqueIt = mCopyMat->getTechniqueIterator ();
    while (techniqueIt.hasMoreElements ()) {
      Technique *t = techniqueIt.getNext ();
      Technique::PassIterator passIt = t->getPassIterator ();
      while (passIt.hasMoreElements ()) {
        passIt.getNext ()->setSceneBlending (mSBT);
      }
    }
  }
}
Пример #9
0
	virtual void execute(SceneManager *sm, RenderSystem *rs)
	{
		// Fire listener
		instance->_fireNotifyMaterialRender(pass_id, mat);
		// Queue passes from mat
		Technique::PassIterator i = technique->getPassIterator();
		while(i.hasMoreElements())
		{
			sm->_injectRenderWithPass(
				i.getNext(), 
				CompositorManager::getSingleton()._getTexturedRectangle2D(),
				false // don't allow replacement of shadow passes
				);
		}
	}
//-------------------------------------------------------------------------------------------------------
//  utility
//-------------------------------------------------------------------------------------------------------
void CarModel::UpdateLightMap()
{
	MaterialPtr mtr;
	for (int i=0; i < NumMaterials; ++i)
	{
		mtr = MaterialManager::getSingleton().getByName(sMtr[i]);
		if (!mtr.isNull())
		{	Material::TechniqueIterator techIt = mtr->getTechniqueIterator();
			while (techIt.hasMoreElements())
			{	Technique* tech = techIt.getNext();
				Technique::PassIterator passIt = tech->getPassIterator();
				while (passIt.hasMoreElements())
				{	Pass* pass = passIt.getNext();
					if (pass->hasFragmentProgram())
					{
						GpuProgramParametersSharedPtr params = pass->getFragmentProgramParameters();
						params->setIgnoreMissingParams(true);  // don't throw exception if material doesnt use lightmap
						params->setNamedConstant("enableTerrainLightMap", bLightMapEnabled ? 1.f : 0.f);
	}	}	}	}	}
}
Пример #11
0
void MaterialInstance::createCopyMaterial () {
	String name;
	// Avoid name collision
	do {
		name = mOriginalMat->getName () + StringConverter::toString (Math::UnitRandom ());
	} while (MaterialManager::getSingleton ().resourceExists (name));

	mCopyMat = mOriginalMat->clone (name);

	Material::TechniqueIterator techniqueIt = mCopyMat->getTechniqueIterator ();
	while (techniqueIt.hasMoreElements ()) {
		Technique *t = techniqueIt.getNext ();
		Technique::PassIterator passIt = t->getPassIterator ();
		while (passIt.hasMoreElements ()) {
			passIt.peekNext ()->setDepthWriteEnabled (false);
			passIt.peekNext ()->setSceneBlending (mSBT);
			passIt.moveNext ();
		}
	}
}
Пример #12
0
//===========================================================================
// MaterialPassAction
//===========================================================================
void IMaterialPassAction::subEntityAction( SubEntityMaterial* subEntity ) const
{
  if( !subEntity->getMaterial().isNull() )
  {
    unsigned short i = 0 ;
    for( Material::TechniqueIterator techniqueIt = subEntity->getMaterial()->getTechniqueIterator() ;
         techniqueIt.hasMoreElements() ;
         techniqueIt.moveNext(), ++i )
    {
      Technique* techniqueScr = subEntity->getMaterial()->getTechnique( i ) ;
      unsigned short j = 0;
      for( Technique::PassIterator passIt = techniqueIt.peekNext()->getPassIterator ();
           passIt.hasMoreElements() ;
           passIt.moveNext(), ++j )
      {
        passAction( subEntity, passIt.peekNext(), techniqueScr->getPass( j ) ) ;
      }
    }
  }
}
    //-----------------------------------------------------------------------
    void RenderPriorityGroup::addSolidRenderable(Technique* pTech, 
        Renderable* rend, bool addToNoShadow)
    {
        Technique::PassIterator pi = pTech->getPassIterator();

		QueuedRenderableCollection* collection;
        if (addToNoShadow)
        {
            collection = &mSolidsNoShadowReceive;
        }
        else
        {
            collection = &mSolidsBasic;
        }


        while (pi.hasMoreElements())
        {
            // Insert into solid list
            Pass* p = pi.getNext();
			collection->addRenderable(p, rend);
        }
    }
Пример #14
0
void MaterialFactory::update()
{
	for (std::vector<std::string>::const_iterator it = timeMtrs.begin();
		it != timeMtrs.end(); ++it)
	{
		MaterialPtr mtr = MaterialManager::getSingleton().getByName( (*it) );

		if (!mtr.isNull())
		{	Material::TechniqueIterator techIt = mtr->getTechniqueIterator();
			while (techIt.hasMoreElements())
			{	Technique* tech = techIt.getNext();
				Technique::PassIterator passIt = tech->getPassIterator();
				while (passIt.hasMoreElements())
				{	Pass* pass = passIt.getNext();

					// time
					if (pass->hasFragmentProgram() && pass->getFragmentProgramParameters()->_findNamedConstantDefinition("time", false))
						pass->getFragmentProgramParameters()->setNamedConstantFromTime( "time", 1 );
				}
			}	
		}	
	}
}
void CarModel::UpdateBraking()
{
	if (brakes)
		brakes->setVisible(bBraking && mbVisible);

	std::string texName = sDirname + (bBraking ? "_body00_brake.png" : "_body00_add.png");

	MaterialPtr mtr = MaterialManager::getSingleton().getByName(sMtr[Mtr_CarBody]);
	if (!mtr.isNull())
	{	Material::TechniqueIterator techIt = mtr->getTechniqueIterator();
		while (techIt.hasMoreElements())
		{	Technique* tech = techIt.getNext();
			Technique::PassIterator passIt = tech->getPassIterator();
			while (passIt.hasMoreElements())
			{	Pass* pass = passIt.getNext();
				Pass::TextureUnitStateIterator tusIt = pass->getTextureUnitStateIterator();
				while (tusIt.hasMoreElements())
				{
					TextureUnitState* tus = tusIt.getNext();
					if (tus->getName() == "diffuseMap")
					{	tus->setTextureName( texName );  return;  }
	}	}	}	}
}
Пример #16
0
bool OcclusionQuery::isPotentialOccluder(Ogre::SceneNode* node)
{
    bool result = false;
    for (unsigned int i=0; i < node->numAttachedObjects(); ++i)
    {
        MovableObject* ob = node->getAttachedObject(i);
        std::string type = ob->getMovableType();
        if (type == "Entity")
        {
            Entity* ent = static_cast<Entity*>(ob);
            for (unsigned int j=0; j < ent->getNumSubEntities(); ++j)
            {
                // if any sub entity has a material with depth write off,
                // consider the object as not an occluder
                MaterialPtr mat = ent->getSubEntity(j)->getMaterial();

                Material::TechniqueIterator techIt = mat->getTechniqueIterator();
                while (techIt.hasMoreElements())
                {
                    Technique* tech = techIt.getNext();
                    Technique::PassIterator passIt = tech->getPassIterator();
                    while (passIt.hasMoreElements())
                    {
                        Pass* pass = passIt.getNext();

                        if (pass->getDepthWriteEnabled() == false)
                            return false;
                        else
                            result = true;
                    }
                }
            }
        }
    }
    return result;
}
Пример #17
0
void MaterialInstance::setTransparency (Real transparency) {
  mCurrentTransparency = transparency;
  if (mCurrentTransparency > 0.0f) {
    if (mCurrentTransparency > 1.0f)
      mCurrentTransparency = 1.0f;
    
    if (mCopyMat.isNull ()) {
      createCopyMaterial ();
    }
      
    unsigned short i = 0, j;
    ColourValue sc, dc; // Source colur, destination colour
    Material::TechniqueIterator techniqueIt = mCopyMat->getTechniqueIterator ();
    while (techniqueIt.hasMoreElements ()) {
      Technique *t = techniqueIt.getNext ();
      Technique::PassIterator passIt = t->getPassIterator ();
      j = 0;
      while (passIt.hasMoreElements ()) {
        sc = mOriginalMat->getTechnique (i)->getPass (j)->getDiffuse ();

        switch (mSBT) {
          case SBT_ADD:
            dc = sc;
            dc.r -= sc.r * mCurrentTransparency;
            dc.g -= sc.g * mCurrentTransparency;
            dc.b -= sc.b * mCurrentTransparency;
            passIt.peekNext ()->setAmbient (ColourValue::Black);
            break;
          case SBT_TRANSPARENT_ALPHA:
          default:
            dc = sc;
            dc.a = sc.a * (1.0f - mCurrentTransparency);
            passIt.peekNext ()->setAmbient (mOriginalMat->getTechnique (i)->getPass (j)->getAmbient ());
            break;
        }
        passIt.peekNext ()->setDiffuse (dc);
        passIt.moveNext ();
            
        ++j;
      }
          
      ++i;
    }
  }
  else {
    mCurrentTransparency = 0.0f;
  }
}
Пример #18
0
void MaterialFactory::generate(bool force)
{
	if (bSettingsChanged || force)
	{
		QTimer ti;  ti.update(); /// time
		LogO("[MaterialFactory] generating new materials...");
		
		deleteShaderCache();
		fogMtrs.clear();
		timeMtrs.clear();
		softMtrs.clear();
		
		for (std::vector<MaterialDefinition*>::iterator it=mDefinitions.begin();
			it!=mDefinitions.end(); ++it)
		{
			// don't generate abstract materials
			if ((*it)->getProps()->abstract) continue;
						
			// find an appropriate generator
			MaterialGenerator* generator;
			if ((*it)->getProps()->customGenerator == "")
				generator = mGenerator; // default
			else
			{
				// iterate through custom generators
				std::vector<MaterialGenerator*>::iterator gIt;
				for (gIt = mCustomGenerators.begin(); gIt != mCustomGenerators.end(); ++gIt)
				{
					if ( (*gIt)->mName == (*it)->getProps()->customGenerator)
					{
						generator = (*gIt);
						break;
					}
				}
				if (gIt == mCustomGenerators.end())
				{
					LogO("[MaterialFactory] WARNING: Custom generator '" + (*it)->getProps()->customGenerator +
						"' referenced by material '" + (*it)->getName() + "' not found. Using default generator.");
					generator = mGenerator; 
				}
			}

			// shader cache - check if same shader already exists
			ShaderProperties* shaderProps = new ShaderProperties( (*it)->mProps, this );
			
			bool exists = false;
			shaderMap::iterator sit;
			for (sit = mShaderCache.begin();
				sit != mShaderCache.end(); ++sit)
			{
				if ( sit->second->isEqual( shaderProps ) )
				{
					exists = true;
					break;
				}
			}
			
			if (!exists)
				generator->mShaderCached = false;
			else
			{
				generator->mShaderCached = true;
				generator->mVertexProgram = sit->first.first;
				generator->mFragmentProgram = sit->first.second;
			}
						
			generator->mDef = (*it);
			generator->mShader = shaderProps;
			generator->generate();
			
			// insert into cache
			#ifdef USE_CACHE
			if (!exists)
			{
				if (!generator->mVertexProgram.isNull() && !generator->mFragmentProgram.isNull()) 
					mShaderCache[ std::make_pair(generator->mVertexProgram, generator->mFragmentProgram) ] = shaderProps;
				else
					delete shaderProps;
			}
			else
				delete shaderProps;
			#else
			delete shaderProps;
			#endif
		}
		
		bSettingsChanged = false;
		
		ti.update(); /// time
		float dt = ti.dt * 1000.f;
		LogO(String("::: Time MaterialFactory: ") + toStr(dt) + " ms");

		// recreate cloned car materials
		#ifndef ROAD_EDITOR
		pApp->recreateCarMtr();
		#endif
	}
	else
	{
		LogO("[MaterialFactory] settings not changed, using old materials");
	}
	
	
	// update params	
	for (std::vector<MaterialDefinition*>::iterator it=mDefinitions.begin();
		it!=mDefinitions.end(); ++it)
	{
		MaterialPtr mat = MaterialManager::getSingleton().getByName( (*it)->getName() );
		setShaderParams(mat);
	}
	
	#ifdef USE_CUSTOM_TERRAIN_MATERIAL
	// update terrain params
	if (!mTerrain) return;
	MaterialPtr terrainMat = mTerrain->_getMaterial();
	if (!terrainMat.isNull())
	{
		Material::TechniqueIterator techIt = terrainMat->getTechniqueIterator();
		while (techIt.hasMoreElements())
		{
			Technique* tech = techIt.getNext();
			Technique::PassIterator passIt = tech->getPassIterator();
			while (passIt.hasMoreElements())
			{
				Pass* pass = passIt.getNext();
				
				if (!pass->hasFragmentProgram()
				 || !pass->getFragmentProgramParameters()->_findNamedConstantDefinition("fadeStart_farDist", false)) continue;
				
				float fadeDist;
				if (mSceneMgr->getShadowFarDistance() != 0)
					fadeDist = getShadowsFadeDistance()/mSceneMgr->getShadowFarDistance();
				else
					fadeDist = 0.f;
																
				pass->getFragmentProgramParameters()->setNamedConstant("fadeStart_farDist", Vector3(
					fadeDist,
					mSceneMgr->getShadowFarDistance(),
					float(getShadowsFade())
				));
			}
		}
	}
	#endif
}
    //-----------------------------------------------------------------------
    void BspSceneManager::renderStaticGeometry(void)
    {
		// Check we should be rendering
		if (!isRenderQueueToBeProcessed(mWorldGeometryRenderQueue))
			return;

        // Cache vertex/face data first
		vector<StaticFaceGroup*>::type::const_iterator faceGrpi;
        static RenderOperation patchOp;
        
        // no world transform required
        mDestRenderSystem->_setWorldMatrix(Matrix4::IDENTITY);
        // Set view / proj
        setViewMatrix(mCachedViewMatrix);
        mDestRenderSystem->_setProjectionMatrix(mCameraInProgress->getProjectionMatrixRS());

        // For each material in turn, cache rendering data & render
        MaterialFaceGroupMap::const_iterator mati;

        for (mati = mMatFaceGroupMap.begin(); mati != mMatFaceGroupMap.end(); ++mati)
        {
            // Get Material
            Material* thisMaterial = mati->first;

            // Empty existing cache
            mRenderOp.indexData->indexCount = 0;
            // lock index buffer ready to receive data
            unsigned int* pIdx = static_cast<unsigned int*>(
                mRenderOp.indexData->indexBuffer->lock(HardwareBuffer::HBL_DISCARD));

            for (faceGrpi = mati->second.begin(); faceGrpi != mati->second.end(); ++faceGrpi)
            {
                // Cache each
                unsigned int numelems = cacheGeometry(pIdx, *faceGrpi);
                mRenderOp.indexData->indexCount += numelems;
                pIdx += numelems;
            }
            // Unlock the buffer
            mRenderOp.indexData->indexBuffer->unlock();

            // Skip if no faces to process (we're not doing flare types yet)
            if (mRenderOp.indexData->indexCount == 0)
                continue;

            Technique::PassIterator pit = thisMaterial->getTechnique(0)->getPassIterator();

            while (pit.hasMoreElements())
            {
                _setPass(pit.getNext());

                mDestRenderSystem->_render(mRenderOp);


            } 


        } // for each material

        /*
        if (mShowNodeAABs)
        {
            mDestRenderSystem->_render(mAABGeometry);
        }
        */
    }
Пример #20
0
void CompositorInstance::collectPasses(TargetOperation &finalState, CompositionTargetPass *target)
{
	/// Here, passes are converted into render target operations
    Pass *targetpass;
    Technique *srctech;
	MaterialPtr mat, srcmat;
	
    CompositionTargetPass::PassIterator it = target->getPassIterator();
    while(it.hasMoreElements())
    {
        CompositionPass *pass = it.getNext();
        switch(pass->getType())
        {
        case CompositionPass::PT_CLEAR:
			queueRenderSystemOp(finalState, new RSClearOperation(
				pass->getClearBuffers(),
				pass->getClearColour(),
				pass->getClearDepth(),
				pass->getClearStencil()
				));
            break;
		case CompositionPass::PT_STENCIL:
			queueRenderSystemOp(finalState, new RSStencilOperation(
				pass->getStencilCheck(),pass->getStencilFunc(), pass->getStencilRefValue(),
				pass->getStencilMask(), pass->getStencilFailOp(), pass->getStencilDepthFailOp(),
				pass->getStencilPassOp(), pass->getStencilTwoSidedOperation()
				));
            break;
        case CompositionPass::PT_RENDERSCENE:
			if(pass->getFirstRenderQueue() < finalState.currentQueueGroupID)
			{
				/// Mismatch -- warn user
				/// XXX We could support repeating the last queue, with some effort
				LogManager::getSingleton().logMessage("Warning in compilation of Compositor "
					+mCompositor->getName()+": Attempt to render queue "+
					StringConverter::toString(pass->getFirstRenderQueue())+" before "+
					StringConverter::toString(finalState.currentQueueGroupID));
			}
			/// Add render queues
			for(int x=pass->getFirstRenderQueue(); x<=pass->getLastRenderQueue(); ++x)
			{
				assert(x>=0);
				finalState.renderQueues.set(x);
			}
			finalState.currentQueueGroupID = pass->getLastRenderQueue()+1;
			finalState.findVisibleObjects = true;
			finalState.materialScheme = target->getMaterialScheme();

            break;
        case CompositionPass::PT_RENDERQUAD:
            srcmat = pass->getMaterial();
			if(srcmat.isNull())
            {
                /// No material -- warn user
				LogManager::getSingleton().logMessage("Warning in compilation of Compositor "
					+mCompositor->getName()+": No material defined for composition pass");
                break;
            }
			srcmat->compile();
			if(srcmat->getNumSupportedTechniques()==0)  
			{
				/// No supported techniques -- warn user
				LogManager::getSingleton().logMessage("Warning in compilation of Compositor "
					+mCompositor->getName()+": material "+srcmat->getName()+" has no supported techniques");
                break;
			}
			srctech = srcmat->getBestTechnique(0);
			/// Create local material
			MaterialPtr mat = createLocalMaterial();
			/// Copy and adapt passes from source material
			Technique::PassIterator i = srctech->getPassIterator();
			while(i.hasMoreElements())
			{
				Pass *srcpass = i.getNext();
				/// Create new target pass
				targetpass = mat->getTechnique(0)->createPass();
				(*targetpass) = (*srcpass);
				/// Set up inputs
				for(size_t x=0; x<pass->getNumInputs(); ++x)
				{
					String inp = pass->getInput(x);
					if(!inp.empty())
					{
						if(x < targetpass->getNumTextureUnitStates())
						{
							targetpass->getTextureUnitState((ushort)x)->setTextureName(getSourceForTex(inp));
						} 
						else
						{
							/// Texture unit not there
							LogManager::getSingleton().logMessage("Warning in compilation of Compositor "
								+mCompositor->getName()+": material "+srcmat->getName()+" texture unit "
								+StringConverter::toString(x)+" out of bounds");
						}
					}
				}
			}
			queueRenderSystemOp(finalState, new RSQuadOperation(this,pass->getIdentifier(),mat));
            break;
        }
    }
}
Пример #21
0
void CarReflection::Create()
{
	bFirstFrame = true;
	if (pSet->refl_mode == "single")  cubetexName = "ReflectionCube"; // single: use 1st cubemap
	else if (pSet->refl_mode == "full")
	{
		cubetexName = "ReflectionCube" + toStr(iIndex);
		// first cubemap: no index
		if (cubetexName == "ReflectionCube0")
			cubetexName = "ReflectionCube";
	}
	else /* static */
		cubetexName = "ReflectionCube";
	
	TextureManager* tm = TextureManager::getSingletonPtr();
	int size = ciShadowSizesA[pSet->refl_size];  // /2 ?

	//  create cube render texture
	if (! (pSet->refl_mode == "single" && iIndex != 0) )
	{
		cubetex = tm->createManual(cubetexName, 
			ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, TEX_TYPE_CUBE_MAP, 
			size,size, 0/*mips*/, PF_R8G8B8, TU_RENDERTARGET);
			//LogO("created rt cube");

		for (int face = 0; face < 6; face++)
		{
			Camera* mCam = pSceneMgr->createCamera("Reflect_" + toStr(iIndex) + "_" + toStr(face));
			mCam->setAspectRatio(1.0f);  mCam->setFOVy(Degree(90));
			mCam->setNearClipDistance(0.1);
			//mCam->setFarClipDistance(pSet->refl_dist);  //sky-

			RenderTarget* mRT = cubetex->getBuffer(face)->getRenderTarget();
			//LogO( "rt face Name: " + mRT->getName() );
			mRT->removeAllViewports();
			Viewport* vp = mRT->addViewport(mCam);
			vp->setOverlaysEnabled(false);
			vp->setVisibilityMask(RV_MaskReflect);
			mRT->setAutoUpdated(false);
			//mRT->addListener(this);  //-
			mCam->setPosition(Vector3::ZERO);

			Vector3 lookAt(0,0,0), up(0,0,0), right(0,0,0);  switch(face)
			{
				case 0:  lookAt.x =-1;  up.y = 1;  right.z = 1;  break;  // +X
				case 1:  lookAt.x = 1;  up.y = 1;  right.z =-1;  break;	 // -X
				case 2:  lookAt.y =-1;  up.z = 1;  right.x = 1;  break;	 // +Y
				case 3:  lookAt.y = 1;  up.z =-1;  right.x = 1;  break;	 // -Y
				case 4:  lookAt.z = 1;  up.y = 1;  right.x =-1;  break;	 // +Z
				case 5:  lookAt.z =-1;  up.y = 1;  right.x =-1;  break;	 // -Z
			}
			Quaternion orient( right, up, lookAt );  mCam->setOrientation( orient );
			pCams[face] = mCam;
			pRTs[face] = mRT;
		}
	}
	
	// Iterate through our materials and add an index to ReflectionCube texture reference
	for (int i=0; i < NumMaterials; i++)
	{
		MaterialPtr mtr = MaterialManager::getSingleton().getByName(sMtr[i]);
		if (!mtr.isNull())
		{	Material::TechniqueIterator techIt = mtr->getTechniqueIterator();
			while (techIt.hasMoreElements())
			{	Technique* tech = techIt.getNext();
				Technique::PassIterator passIt = tech->getPassIterator();
				while (passIt.hasMoreElements())
				{	Pass* pass = passIt.getNext();
					Pass::TextureUnitStateIterator tusIt = pass->getTextureUnitStateIterator();
					while (tusIt.hasMoreElements())
					{	
						TextureUnitState* tus = tusIt.getNext();
						if (tus->getTextureName() == "ReflectionCube")
							tus->setTextureName(cubetexName);
	}	}	}	}	}
}
Пример #22
0
void MaterialFactory::setShaderParams(MaterialPtr mat)
{
	if (mat.isNull()) return;
		
	Material::TechniqueIterator techIt = mat->getTechniqueIterator();
	while (techIt.hasMoreElements())
	{
		Technique* tech = techIt.getNext();
		Technique::PassIterator passIt = tech->getPassIterator();
		while (passIt.hasMoreElements())
		{
			Pass* pass = passIt.getNext();
								
			if (pass->hasFragmentProgram())
			{
				// shadow fading parameters
				if ( getShadowsFade()
					&& pass->getFragmentProgramParameters()->_findNamedConstantDefinition("fadeStart_farDist", false)
					&& mSceneMgr
				)
				{
					float fadeDist;
					if (mSceneMgr->getShadowFarDistance() != 0)
						fadeDist = getShadowsFadeDistance()/mSceneMgr->getShadowFarDistance();
					else
						fadeDist = 0.f;
														
					pass->getFragmentProgramParameters()->setNamedConstant("fadeStart_farDist", Vector3(
						fadeDist,
						mSceneMgr->getShadowFarDistance(),
						float(getShadowsFade())
					));
				}
				// terrain lightmap name & size
				if ( mTerrain && !mTerrain->getLightmap().isNull() )
				{
					if (pass->getFragmentProgramParameters()->_findNamedConstantDefinition("terrainWorldSize", false))
						pass->getFragmentProgramParameters()->setNamedConstant( "terrainWorldSize", Real( mTerrain->getWorldSize() ) );
					
					Pass::TextureUnitStateIterator tusIt = pass->getTextureUnitStateIterator();
					while (tusIt.hasMoreElements())
					{
						TextureUnitState* tus = tusIt.getNext();
						if (tus->getName() == "terrainLightMap")
						{
							tus->setTextureName( mTerrain->getLightmap()->getName() );
						}
					}
				}
				
				if (pass->getFragmentProgramParameters()->_findNamedConstantDefinition("invTerSize", false))
					pass->getFragmentProgramParameters()->setNamedConstant("invTerSize", 1.f / Real(pApp->sc.td.fTerWorldSize));

				// pssm split points
				if ( pass->getFragmentProgramParameters()->_findNamedConstantDefinition("pssmSplitPoints", false) && mPSSM)
				{
					const PSSMShadowCameraSetup::SplitPointList& splitPointList = mPSSM->getSplitPoints();
					Vector4 splitPoints;
					for (size_t i = 0; i < splitPointList.size(); ++i)
						splitPoints[i] = splitPointList[i];
						
					pass->getFragmentProgramParameters()->setNamedConstant("pssmSplitPoints", splitPoints);
				}
			}
		}
	}
}
Пример #23
0
///  Shadows config
//---------------------------------------------------------------------------------------------------
void App::changeShadows()
{	
	QTimer ti;  ti.update();  /// time
	
	//  get settings
	bool enabled = pSet->shadow_type != 0;
	bool bDepth = pSet->shadow_type == 3;
	
	pSet->shadow_size = std::max(0,std::min(ciShadowNumSizes-1, pSet->shadow_size));
	int fTex = /*2048*/ ciShadowSizesA[pSet->shadow_size], fTex2 = fTex/2;
	int num = /*3*/ pSet->shadow_count;
	
	// disable 4 shadow textures (does not work because no texcoord's left in shader)
	if (num == 4) num = 3;

	TerrainMaterialGeneratorB::SM2Profile* matProfile = 0;
	
	if (mTerrainGlobals)
	{
		matProfile = (TerrainMaterialGeneratorB::SM2Profile*) mTerrainGlobals->getDefaultMaterialGenerator()->getActiveProfile();
				
		matProfile->setReceiveDynamicShadowsEnabled(enabled);
		matProfile->setReceiveDynamicShadowsLowLod(true);
		matProfile->setGlobalColourMapEnabled(false);

		matProfile->setLayerSpecularMappingEnabled(pSet->ter_mtr >= 1);  // ter mtr
		matProfile->setLayerNormalMappingEnabled(  pSet->ter_mtr >= 2);
		matProfile->setLayerParallaxMappingEnabled(pSet->ter_mtr >= 3);
	}
	
	//  shadows old-
	if (pSet->shadow_type == 1)
	{
		//mSceneMgr->setShadowTechnique(SHADOWTYPE_TEXTURE_ADDITIVE);
		mSceneMgr->setShadowTechnique(SHADOWTYPE_TEXTURE_MODULATIVE);
		//mSceneMgr->setShadowTextureCount(2);
		//mSceneMgr->setShadowTexturePixelFormat(PF_L8);
		//mSceneMgr->setShadowTextureCasterMaterial(StringUtil::BLANK);
		//mSceneMgr->setShadowTextureSelfShadow(true);
		mSceneMgr->setShadowCasterRenderBackFaces(true);

		mSceneMgr->setShadowTextureSettings(fTex, 1, PF_L8);
		mSceneMgr->setShadowColour(ColourValue(0.4, 0.4, 0.4));
		mSceneMgr->setShadowFarDistance(pSet->shadow_dist / 50.f);  // 36 72
		mSceneMgr->setShadowDirLightTextureOffset(0.5);
		//-ShadowCameraSetupPtr mShadowCameraSetup = ShadowCameraSetupPtr(new PlaneOptimalShadowCameraSetup(mPlane));
			ShadowCameraSetupPtr mShadowCameraSetup = ShadowCameraSetupPtr(new LiSPSMShadowCameraSetup());
			mSceneMgr->setShadowCameraSetup(mShadowCameraSetup);/**/
		mSceneMgr->setShadowTextureCountPerLightType(Light::LT_DIRECTIONAL, 1);
		mSceneMgr->setShadowTextureCount(1);
		//return;  // !
	}


	if (!enabled)  {
		mSceneMgr->setShadowTechnique(SHADOWTYPE_NONE);  /*return;*/ }

	else
	{
		// General scene setup
		//mSceneMgr->setShadowTechnique(SHADOWTYPE_TEXTURE_ADDITIVE_INTEGRATED);
		mSceneMgr->setShadowTechnique(SHADOWTYPE_TEXTURE_MODULATIVE_INTEGRATED);
		mSceneMgr->setShadowFarDistance(pSet->shadow_dist);  // 3000
		mSceneMgr->setShadowTextureCountPerLightType(Light::LT_DIRECTIONAL, num);

		if (mPSSMSetup.isNull())
		{
			// shadow camera setup
			PSSMShadowCameraSetup* pssmSetup = new PSSMShadowCameraSetup();
			#ifndef ROAD_EDITOR
			pssmSetup->setSplitPadding(mSplitMgr->mCameras.front()->getNearClipDistance());
			//pssmSetup->setSplitPadding(10);
			pssmSetup->calculateSplitPoints(num, mSplitMgr->mCameras.front()->getNearClipDistance(), mSceneMgr->getShadowFarDistance());
			#else
			pssmSetup->setSplitPadding(mCamera->getNearClipDistance());
			//pssmSetup->setSplitPadding(10);
			pssmSetup->calculateSplitPoints(num, mCamera->getNearClipDistance(), mSceneMgr->getShadowFarDistance());
			#endif
			for (int i=0; i < num; ++i)
			{	int size = i==0 ? fTex : fTex2;
				const Real cAdjfA[5] = {2, 1, 0.5, 0.25, 0.125};
				pssmSetup->setOptimalAdjustFactor(i, cAdjfA[std::min(i, 4)]);
			}
			mPSSMSetup.bind(pssmSetup);
		}
		mSceneMgr->setShadowCameraSetup(mPSSMSetup);

		mSceneMgr->setShadowTextureCount(num);
		for (int i=0; i < num; ++i)
		{	int size = i==0 ? fTex : fTex2;
			mSceneMgr->setShadowTextureConfig(i, size, size, bDepth ? PF_FLOAT32_R : PF_X8B8G8R8);
		}
		
		mSceneMgr->setShadowTextureSelfShadow(bDepth ? true : false);  //-?
		mSceneMgr->setShadowCasterRenderBackFaces(bDepth ? true : false);
		mSceneMgr->setShadowTextureCasterMaterial(bDepth ? "PSSM/shadow_caster" : StringUtil::BLANK);

		if (matProfile && terrain)  {
			matProfile->setReceiveDynamicShadowsDepth(bDepth);
			matProfile->setReceiveDynamicShadowsPSSM(static_cast<PSSMShadowCameraSetup*>(mPSSMSetup.get()));
			MaterialPtr mtr = matProfile->generateForCompositeMap(terrain);
			//LogO(mtr->getBestTechnique()->getPass(0)->getTextureUnitState(0)->getName());
			//LogO(String("Ter mtr: ") + mtr->getName());

		}
		
		#if 0	// shadow tex overlay
		// add the overlay elements to show the shadow maps:
		// init overlay elements
		OverlayManager& mgr = OverlayManager::getSingleton();
		Overlay* overlay;
		
		// destroy if already exists
		if (overlay = mgr.getByName("DebugOverlay"))
			mgr.destroy(overlay);
			
		overlay = mgr.create("DebugOverlay");
		
		for (size_t i = 0; i < num; ++i) {
			TexturePtr tex = mSceneMgr->getShadowTexture(i);

			// Set up a debug panel to display the shadow
			
			if (MaterialManager::getSingleton().resourceExists("Ogre/DebugTexture" + toStr(i)))
				MaterialManager::getSingleton().remove("Ogre/DebugTexture" + toStr(i));
			MaterialPtr debugMat = MaterialManager::getSingleton().create(
				"Ogre/DebugTexture" + toStr(i), 
				ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
				
			debugMat->getTechnique(0)->getPass(0)->setLightingEnabled(false);
			TextureUnitState *t = debugMat->getTechnique(0)->getPass(0)->createTextureUnitState(tex->getName());
			t->setTextureAddressingMode(TextureUnitState::TAM_CLAMP);

			OverlayContainer* debugPanel;
			
			// destroy container if exists
			try
			{
				if (debugPanel = 
					static_cast<OverlayContainer*>(
						mgr.getOverlayElement("Ogre/DebugTexPanel" + toStr(i)
					)))
					mgr.destroyOverlayElement(debugPanel);
			}
			catch (Ogre::Exception&) {}
			
			debugPanel = (OverlayContainer*)
				(OverlayManager::getSingleton().createOverlayElement("Panel", "Ogre/DebugTexPanel" + StringConverter::toString(i)));
			debugPanel->_setPosition(0.8, i*0.25);
			debugPanel->_setDimensions(0.2, 0.24);
			debugPanel->setMaterialName(debugMat->getName());
			debugPanel->show();
			overlay->add2D(debugPanel);
			overlay->show();
		}
		#endif
	}
	
	materialFactory->setNumShadowTex(num);
	materialFactory->setShadows(pSet->shadow_type != 0);
	materialFactory->setShadowsDepth(bDepth);
	materialFactory->generate();
	
	// set terrain lightmap texture and terrainWorldSize for all materials that need it
	if (terrain) // naive check if a game has been started already
	{
		for (std::vector<std::string>::const_iterator it = materialFactory->terrainLightMapMtrs.begin();
			it != materialFactory->terrainLightMapMtrs.end(); ++it)
		{
			MaterialPtr mtr = MaterialManager::getSingleton().getByName( (*it) );
			
			if (!mtr.isNull())
			{	Material::TechniqueIterator techIt = mtr->getTechniqueIterator();
				while (techIt.hasMoreElements())
				{	Technique* tech = techIt.getNext();
					Technique::PassIterator passIt = tech->getPassIterator();
					while (passIt.hasMoreElements())
					{	Pass* pass = passIt.getNext();
						Pass::TextureUnitStateIterator tusIt = pass->getTextureUnitStateIterator();
						while (tusIt.hasMoreElements())
						{
							TextureUnitState* tus = tusIt.getNext();
							if (tus->getName() == "terrainLightMap")
							{
								tus->setTextureName( terrain->getLightmap()->getName() );
								pass->getFragmentProgramParameters()->setNamedConstant( "terrainWorldSize", Real( sc.td.fTerWorldSize ) );
							}
						}
			}	}	}
		}
	}
	
	// -------------------   update the paged-geom materials
	
	// grass is not cloned, just need to set new shader parameters
	if (grass)
	{
		GrassLoader *grassLoader = static_cast<GrassLoader*>(grass->getPageLoader());
		for (std::list<GrassLayer*>::iterator it= grassLoader->getLayerList().begin();
			it != grassLoader->getLayerList().end(); ++it)
		{
			GrassLayer* layer = (*it);
			layer->applyShader();
		}
	}
	
	// trees are more complicated since they are cloned
	if(trees)
	{
		trees->reloadGeometry();
		std::vector<ResourcePtr> reosurceToDelete;
		ResourceManager::ResourceMapIterator it = MaterialManager::getSingleton().getResourceIterator();
		while (it.hasMoreElements())
		{
			ResourcePtr material = it.getNext();
			String materialName = material->getName();
			std::string::size_type pos =materialName.find("BatchMat|");
			if( pos != std::string::npos ) {
				reosurceToDelete.push_back(material);
			}
		}
		for(int i=0;i<reosurceToDelete.size();i++)
		{
			MaterialManager::getSingleton().remove(reosurceToDelete[i]);
		}
	}
	UpdPSSMMaterials();

	ti.update();	/// time
	float dt = ti.dt * 1000.f;
	LogO(String("::: Time Shadows: ") + toStr(dt) + " ms");
}