void LLWaterParamManager::updateShaderUniforms(LLGLSLShader * shader) { if (shader->mShaderGroup == LLGLSLShader::SG_WATER) { shader->uniform4fv(LLViewerShaderMgr::LIGHTNORM, 1, LLWLParamManager::getInstance()->getRotatedLightDir().mV); shader->uniform3fv(LLShaderMgr::WL_CAMPOSLOCAL, 1, LLViewerCamera::getInstance()->getOrigin().mV); shader->uniform4fv(LLShaderMgr::WATER_FOGCOLOR, 1, LLDrawPoolWater::sWaterFogColor.mV); shader->uniform4fv(LLShaderMgr::WATER_WATERPLANE, 1, mWaterPlane.mV); shader->uniform1f(LLShaderMgr::WATER_FOGDENSITY, getFogDensity()); shader->uniform1f(LLShaderMgr::WATER_FOGKS, mWaterFogKS); shader->uniform1f(LLViewerShaderMgr::DISTANCE_MULTIPLIER, 0); } }
void LLWaterParamManager::updateShaderUniforms(LLGLSLShader * shader) { if (shader->mShaderGroup == LLGLSLShader::SG_WATER) { shader->uniform4fv(LLViewerShaderMgr::LIGHTNORM, 1, LLWLParamManager::instance()->getRotatedLightDir().mV); shader->uniform3fv("camPosLocal", 1, LLViewerCamera::getInstance()->getOrigin().mV); shader->uniform4fv("waterFogColor", 1, LLDrawPoolWater::sWaterFogColor.mV); shader->uniform4fv("waterPlane", 1, mWaterPlane.mV); shader->uniform1f("waterFogDensity", getFogDensity()); shader->uniform1f("waterFogKS", mWaterFogKS); shader->uniform4f("distance_multiplier", 0, 0, 0, 0); } }
//------------------------------------------------------------------------- void TerrainSceneManager::setupTerrainMaterial(void) { if (mCustomMaterialName == "") { // define our own material mOptions.terrainMaterial = MaterialManager::getSingleton().getByName(TERRAIN_MATERIAL_NAME); // Make unique terrain material name StringUtil::StrStreamType s; s << mName << "/Terrain"; mOptions.terrainMaterial = MaterialManager::getSingleton().getByName(s.str()); if (mOptions.terrainMaterial.isNull()) { mOptions.terrainMaterial = MaterialManager::getSingleton().create( s.str(), ResourceGroupManager::getSingleton().getWorldResourceGroupName()); } else { mOptions.terrainMaterial->getTechnique(0)->getPass(0)->removeAllTextureUnitStates(); } Pass* pass = mOptions.terrainMaterial->getTechnique(0)->getPass(0); if ( mWorldTextureName != "" ) { pass->createTextureUnitState( mWorldTextureName, 0 ); } if ( mDetailTextureName != "" ) { pass->createTextureUnitState( mDetailTextureName, 1 ); } mOptions.terrainMaterial -> setLightingEnabled( mOptions.lit ); if (mOptions.lodMorph && mDestRenderSystem->getCapabilities()->hasCapability(RSC_VERTEX_PROGRAM) && GpuProgramManager::getSingleton().getByName("Terrain/VertexMorph").isNull()) { // Create & assign LOD morphing vertex program String syntax; if (GpuProgramManager::getSingleton().isSyntaxSupported("arbvp1")) { syntax = "arbvp1"; } else { syntax = "vs_1_1"; } // Get source, and take into account current fog mode FogMode fm = getFogMode(); const String& source = TerrainVertexProgram::getProgramSource( fm, syntax); GpuProgramPtr prog = GpuProgramManager::getSingleton().createProgramFromString( "Terrain/VertexMorph", ResourceGroupManager::getSingleton().getWorldResourceGroupName(), source, GPT_VERTEX_PROGRAM, syntax); // Attach pass->setVertexProgram("Terrain/VertexMorph"); // Get params GpuProgramParametersSharedPtr params = pass->getVertexProgramParameters(); // worldviewproj params->setAutoConstant(0, GpuProgramParameters::ACT_WORLDVIEWPROJ_MATRIX); // morph factor params->setAutoConstant(4, GpuProgramParameters::ACT_CUSTOM, MORPH_CUSTOM_PARAM_ID); // fog exp density(if relevant) if (fm == FOG_EXP || fm == FOG_EXP2) { params->setConstant(5, Vector3(getFogDensity(), 0, 0)); // Override scene fog since otherwise it's applied twice // Set to linear and we derive [0,1] fog value in the shader pass->setFog(true, FOG_LINEAR, getFogColour(), 0, 1, 0); } // Also set shadow receiver program const String& source2 = TerrainVertexProgram::getProgramSource( fm, syntax, true); prog = GpuProgramManager::getSingleton().createProgramFromString( "Terrain/VertexMorphShadowReceive", ResourceGroupManager::getSingleton().getWorldResourceGroupName(), source2, GPT_VERTEX_PROGRAM, syntax); pass->setShadowReceiverVertexProgram("Terrain/VertexMorphShadowReceive"); params = pass->getShadowReceiverVertexProgramParameters(); // worldviewproj params->setAutoConstant(0, GpuProgramParameters::ACT_WORLDVIEWPROJ_MATRIX); // world params->setAutoConstant(4, GpuProgramParameters::ACT_WORLD_MATRIX); // texture view / proj params->setAutoConstant(8, GpuProgramParameters::ACT_TEXTURE_VIEWPROJ_MATRIX); // morph factor params->setAutoConstant(12, GpuProgramParameters::ACT_CUSTOM, MORPH_CUSTOM_PARAM_ID); if (mDetailTextureName != "") { pass->getTextureUnitState(1)->setTextureCoordSet(1); } // Set param index mLodMorphParamName = ""; mLodMorphParamIndex = 4; } mOptions.terrainMaterial->load(); } else { // Custom material mOptions.terrainMaterial = MaterialManager::getSingleton().getByName(mCustomMaterialName); if (mOptions.terrainMaterial.isNull()){ OGRE_EXCEPT(Exception::ERR_ITEM_NOT_FOUND, "Material " + mCustomMaterialName + " not found.", "TerrainSceneManager::setupTerrainMaterial"); } mOptions.terrainMaterial->load(); } // now set up the linkage between vertex program and LOD morph param if (mOptions.lodMorph) { Technique* t = mOptions.terrainMaterial->getBestTechnique(); for (ushort i = 0; i < t->getNumPasses(); ++i) { Pass* p = t->getPass(i); if (p->hasVertexProgram()) { // we have to assume vertex program includes LOD morph capability GpuProgramParametersSharedPtr params = p->getVertexProgramParameters(); // Check to see if custom param is already there GpuProgramParameters::AutoConstantIterator aci = params->getAutoConstantIterator(); bool found = false; while (aci.hasMoreElements()) { const GpuProgramParameters::AutoConstantEntry& ace = aci.getNext(); if (ace.paramType == GpuProgramParameters::ACT_CUSTOM && ace.data == MORPH_CUSTOM_PARAM_ID) { found = true; } } if (!found) { if(mLodMorphParamName != "") { params->setNamedAutoConstant(mLodMorphParamName, GpuProgramParameters::ACT_CUSTOM, MORPH_CUSTOM_PARAM_ID); } else { params->setAutoConstant(mLodMorphParamIndex, GpuProgramParameters::ACT_CUSTOM, MORPH_CUSTOM_PARAM_ID); } } } } } }