void BatchPage::build() { batch->build(); BatchedGeometry::SubBatchIterator it = batch->getSubBatchIterator(); while (it.hasMoreElements()){ BatchedGeometry::SubBatch *subBatch = it.getNext(); MaterialPtr mat = subBatch->getMaterial(); //Disable specular unless a custom shader is being used. //This is done because the default shader applied by BatchPage //doesn't support specular, and fixed-function needs to look //the same as the shader (for computers with no shader support) for (int t = 0; t < mat->getNumTechniques(); ++t){ Technique *tech = mat->getTechnique(t); for (int p = 0; p < tech->getNumPasses(); ++p){ Pass *pass = tech->getPass(p); if (pass->getVertexProgramName() == "") pass->setSpecular(0, 0, 0, 1); } } //Store the original materials unfadedMaterials.push_back(subBatch->getMaterial()); } _updateShaders(); }
//----------------------------------------------------------------------------- /// void BatchPage::build() { m_pBatchGeom->build(); BatchedGeometry::TSubBatchIterator it = m_pBatchGeom->getSubBatchIterator(); while (it.hasMoreElements()) { BatchedGeometry::SubBatch *subBatch = it.getNext(); const MaterialPtr &ptrMat = subBatch->getMaterial(); //Disable specular unless a custom shader is being used. //This is done because the default shader applied by BatchPage //doesn't support specular, and fixed-function needs to look //the same as the shader (for computers with no shader support) for (unsigned short t = 0, tCnt = ptrMat->getNumTechniques(); t < tCnt; ++t) { Technique *tech = ptrMat->getTechnique(t); for (unsigned short p = 0, pCnt = tech->getNumPasses(); p < pCnt; ++p) { Pass *pass = tech->getPass(p); //if (pass->getVertexProgramName() == "") // pass->setSpecular(0, 0, 0, 1); if (!pass->hasVertexProgram()) pass->setSpecular(0.f, 0.f, 0.f, 1.f); } } //Store the original materials m_vecUnfadedMaterials.push_back(subBatch->getMaterial()); } _updateShaders(); }
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; if (Root::getSingleton().getRenderSystem()->getName() == "Direct3D9 Rendering Subsystem") shaderLanguage = "hlsl"; else if(Root::getSingleton().getRenderSystem()->getName() == "OpenGL Rendering Subsystem") shaderLanguage = "glsl"; else shaderLanguage = "cg"; //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"; 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" " oFog = oPosition.z; \n" "}"; } 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" " gl_FogFragCoord = gl_Position.z; \n" "}"; } 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(); } //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 for (unsigned short t = 0; t < generatedMaterial->getNumTechniques(); ++t){ Technique *tech = generatedMaterial->getTechnique(t); for (unsigned short p = 0; p < tech->getNumPasses(); ++p){ Pass *pass = tech->getPass(p); //Setup vertex program if (pass->getVertexProgramName() == "") pass->setVertexProgram(vertexProgName); try{ GpuProgramParametersSharedPtr params = pass->getVertexProgramParameters(); 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")) { //glsl can use the built in gl_ModelViewProjectionMatrix params->setNamedAutoConstant("worldViewProj", GpuProgramParameters::ACT_WORLDVIEWPROJ_MATRIX); } 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); } } 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); } }
//----------------------------------------------------------------------------- /// void WindBatchPage::_updateShaders() { if (!m_bShadersSupported) return; unsigned int i = 0; BatchedGeometry::TSubBatchIterator it = m_pBatchGeom->getSubBatchIterator(); while (it.hasMoreElements()) { BatchedGeometry::SubBatch *subBatch = it.getNext(); const MaterialPtr &ptrMat = m_vecUnfadedMaterials[i++]; //Check if lighting should be enabled bool lightingEnabled = false; for (unsigned short t = 0, techCnt = ptrMat->getNumTechniques(); t < techCnt; ++t) { Technique *tech = ptrMat->getTechnique(t); for (unsigned short p = 0, passCnt = tech->getNumPasses(); p < passCnt; ++p) { if (tech->getPass(p)->getLightingEnabled()) { lightingEnabled = true; break; } } if (lightingEnabled) break; } //Compile the shader script based on various material / fade options StringUtil::StrStreamType tmpName; tmpName << "BatchPage_"; if (m_bFadeEnabled) tmpName << "fade_"; if (lightingEnabled) tmpName << "lit_"; if (subBatch->m_pVertexData->vertexDeclaration->findElementBySemantic(VES_DIFFUSE) != NULL) tmpName << "clr_"; for (unsigned short i = 0; i < subBatch->m_pVertexData->vertexDeclaration->getElementCount(); ++i) { const VertexElement *el = subBatch->m_pVertexData->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; if (Root::getSingleton().getRenderSystem()->getName() == "Direct3D9 Rendering Subsystem") shaderLanguage = "hlsl"; else if(Root::getSingleton().getRenderSystem()->getName() == "OpenGL Rendering Subsystem") shaderLanguage = "glsl"; else shaderLanguage = "cg"; ///T removed code for shader creation (we have our own shader) //Now that the shader is ready to be applied, apply it StringUtil::StrStreamType materialSignature; materialSignature << "BatchMat|"; materialSignature << ptrMat->getName() << "|"; if (m_bFadeEnabled) { materialSignature << m_fVisibleDist << "|"; materialSignature << m_fInvisibleDist << "|"; } //Search for the desired material /* MaterialPtr generatedMaterial = MaterialManager::getSingleton().getByName(materialSignature.str()); if (generatedMaterial.isNull()) { //Clone the material std::cout << ptrMat->getName() << std::endl; sh::MaterialInstance* m = sh::Factory::getInstance ().createMaterialInstance (materialSignature.str(), ptrMat->getName()); //generatedMaterial = ptrMat->clone(materialSignature.str()); //And apply the fade shader } */ //Apply the material Ogre::MaterialPtr m = ptrMat; subBatch->setMaterial(m); } }