Cause i want to use normal-textures aswell as simple diffuse ones i had to adapt the shader Xplodwild presented. If the normal maps are missing the original shader didnt compute correct normals.That results in a dark and unlighted terrain. My version of the shader is looking for an normal-mapping sampler inside the terrain layer and if there is no - it will take the vertex normal to compute the simple diffuse texture layer.
It was easy to integrate.
In "...SM2Profile::ShaderHelperCg::generateFpLayer() and ..SM2Profile::ShaderHelperCg::generateFpLayer()" i am now looking for the normal textures for each layer:
Coding this stuff i may found another bug in the shader. There is no TSnormal-blending at all. In the FPfooter the TSnormal of the last layer will be applied to the GBuffer-Normal-Texture. This is maybe not the expected result. I m not quite sure if i m right but i think the TSnormal has to be blended with each layer blending factor.
The problem is assignment of the TSnormal. The if-statement after the assignment is unnecessary cause of the oColor1 assignment in the FPfooter:
So this way - the GBuffer-Normal-Texture get the last layer normal but not a right blended one. I fixed this using something like this:
My editor - using the shader - isn't able to change the alpha splatting so far so i could not test if the blending is working correct. But a single diffuse texture layer seems now to reflect all the light (directional light) more correct. Notice - my code is mostly untested.
So my whole shader cpp is now looking like this. I added a few more lines of code beside thouse above. If there is a need i would integrate my fix into the original Shader (similar to this one - simply replace the classname).
If iam completly wrong - be patient im new to that stuff and i didnt know it better!
Code: Select all
#include "koTerrainMaterialGenerator.h"
#include "Terrain/OgreTerrain.h"
#include "OgreMaterialManager.h"
#include "OgreTechnique.h"
#include "OgrePass.h"
#include "OgreTextureUnitState.h"
#include "OgreGpuProgramManager.h"
#include "OgreHighLevelGpuProgramManager.h"
#include "OgreHardwarePixelBuffer.h"
#include "koTerrain.h"
namespace Ogre
{
//---------------------------------------------------------------------
koTerrainMaterialGenerator::koTerrainMaterialGenerator()
{
// define the layers
// We expect terrain textures to have no alpha, so we use the alpha channel
// in the albedo texture to store specular reflection
// similarly we double-up the normal and height (for parallax)
mLayerDecl.samplers.push_back(TerrainLayerSampler("albedo_specular", PF_BYTE_RGBA));
mLayerDecl.samplers.push_back(TerrainLayerSampler("normal_height", PF_BYTE_RGBA));
mLayerDecl.elements.push_back(
TerrainLayerSamplerElement(0, TLSS_ALBEDO, 0, 3));
mLayerDecl.elements.push_back(
TerrainLayerSamplerElement(0, TLSS_SPECULAR, 3, 1));
mLayerDecl.elements.push_back(
TerrainLayerSamplerElement(1, TLSS_NORMAL, 0, 3));
mLayerDecl.elements.push_back(
TerrainLayerSamplerElement(1, TLSS_HEIGHT, 3, 1));
mProfiles.push_back(OGRE_NEW SM2Profile(this, "SM2", "Profile for rendering on Shader Model 2 capable cards"));
// TODO - check hardware capabilities & use fallbacks if required (more profiles needed)
setActiveProfile("SM2");
}
//---------------------------------------------------------------------
koTerrainMaterialGenerator::~koTerrainMaterialGenerator()
{
}
//---------------------------------------------------------------------
//---------------------------------------------------------------------
koTerrainMaterialGenerator::SM2Profile::SM2Profile(TerrainMaterialGenerator* parent, const String& name, const String& desc)
: Profile(parent, name, desc)
, mShaderGen(0)
, mGlobalColourMapEnabled(false)
, mLightmapEnabled(false)
, mCompositeMapEnabled(false)
{
}
//---------------------------------------------------------------------
koTerrainMaterialGenerator::SM2Profile::~SM2Profile()
{
OGRE_DELETE mShaderGen;
}
//---------------------------------------------------------------------
void koTerrainMaterialGenerator::SM2Profile::requestOptions(Terrain* terrain)
{
terrain->_setMorphRequired(true);
terrain->_setNormalMapRequired(true);
terrain->_setLightMapRequired(mLightmapEnabled, true);
terrain->_setCompositeMapRequired(mCompositeMapEnabled);
}
//---------------------------------------------------------------------
bool koTerrainMaterialGenerator::SM2Profile::isVertexCompressionSupported() const
{
return true;
}
//---------------------------------------------------------------------
void koTerrainMaterialGenerator::SM2Profile::setGlobalColourMapEnabled(bool enabled)
{
if (enabled != mGlobalColourMapEnabled)
{
mGlobalColourMapEnabled = enabled;
mParent->_markChanged();
}
}
//---------------------------------------------------------------------
void koTerrainMaterialGenerator::SM2Profile::setLightmapEnabled(bool enabled)
{
if (enabled != mLightmapEnabled)
{
mLightmapEnabled = enabled;
mParent->_markChanged();
}
}
//---------------------------------------------------------------------
void koTerrainMaterialGenerator::SM2Profile::setCompositeMapEnabled(bool enabled)
{
if (enabled != mCompositeMapEnabled)
{
mCompositeMapEnabled = enabled;
mParent->_markChanged();
}
}
//---------------------------------------------------------------------
uint8 koTerrainMaterialGenerator::SM2Profile::getMaxLayers(const Terrain* terrain) const
{
// count the texture units free
uint8 freeTextureUnits = 16;
// lightmap
--freeTextureUnits;
// normalmap
--freeTextureUnits;
// colourmap
if (terrain->getGlobalColourMapEnabled())
--freeTextureUnits;
// each layer needs 2.25 units (1xdiffusespec, 1xnormalheight, 0.25xblend)
return static_cast<uint8>(freeTextureUnits / 2.25f);
}
//---------------------------------------------------------------------
MaterialPtr koTerrainMaterialGenerator::SM2Profile::generate(const Terrain* terrain)
{
// re-use old material if exists
MaterialPtr mat = terrain->_getMaterial();
if (mat.isNull())
{
MaterialManager& matMgr = MaterialManager::getSingleton();
// it's important that the names are deterministic for a given terrain, so
// use the terrain pointer as an ID
const String& matName = terrain->getMaterialName();
mat = matMgr.getByName(matName);
if (mat.isNull())
{
mat = matMgr.create(matName, ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
}
}
// clear everything
mat->removeAllTechniques();
addTechnique(mat, terrain, HIGH_LOD);
// LOD
if(mCompositeMapEnabled)
{
addTechnique(mat, terrain, LOW_LOD);
Material::LodValueList lodValues;
lodValues.push_back(TerrainGlobalOptions::getSingleton().getCompositeMapDistance());
mat->setLodLevels(lodValues);
Technique* lowLodTechnique = mat->getTechnique(1);
lowLodTechnique->setLodIndex(1);
}
updateParams(mat, terrain);
return mat;
}
//---------------------------------------------------------------------
MaterialPtr koTerrainMaterialGenerator::SM2Profile::generateForCompositeMap(const Terrain* terrain)
{
// re-use old material if exists
MaterialPtr mat = terrain->_getCompositeMapMaterial();
if (mat.isNull())
{
MaterialManager& matMgr = MaterialManager::getSingleton();
// it's important that the names are deterministic for a given terrain, so
// use the terrain pointer as an ID
const String& matName = terrain->getMaterialName() + "/comp";
mat = matMgr.getByName(matName);
if (mat.isNull())
{
mat = matMgr.create(matName, ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
}
}
// clear everything
mat->removeAllTechniques();
addTechnique(mat, terrain, RENDER_COMPOSITE_MAP);
updateParamsForCompositeMap(mat, terrain);
return mat;
}
//---------------------------------------------------------------------
void koTerrainMaterialGenerator::SM2Profile::addTechnique(
const MaterialPtr& mat, const Terrain* terrain, TechniqueType tt)
{
Technique* tech = mat->createTechnique();
tech->setSchemeName("GBuffer");
// Only supporting one pass
Pass* pass = tech->createPass();
//pass->setName("NO_DEFERRED");
GpuProgramManager& gmgr = GpuProgramManager::getSingleton();
HighLevelGpuProgramManager& hmgr = HighLevelGpuProgramManager::getSingleton();
if (!mShaderGen)
{
if (hmgr.isLanguageSupported("cg"))
mShaderGen = OGRE_NEW ShaderHelperCg();
else
{
// todo
}
// check SM3 features
mSM3Available = GpuProgramManager::getSingleton().isSyntaxSupported("ps_3_0");
mSM4Available = GpuProgramManager::getSingleton().isSyntaxSupported("ps_4_0");
}
HighLevelGpuProgramPtr vprog = mShaderGen->generateVertexProgram(this, terrain, tt);
HighLevelGpuProgramPtr fprog = mShaderGen->generateFragmentProgram(this, terrain, tt);
pass->setVertexProgram(vprog->getName());
pass->setFragmentProgram(fprog->getName());
if (tt == HIGH_LOD || tt == RENDER_COMPOSITE_MAP)
{
// global normal map
TextureUnitState* tu = pass->createTextureUnitState();
tu->setTextureName(terrain->getTerrainNormalMap()->getName());
tu->setTextureAddressingMode(TextureUnitState::TAM_CLAMP);
// global colour map
if (terrain->getGlobalColourMapEnabled() && isGlobalColourMapEnabled())
{
tu = pass->createTextureUnitState(terrain->getGlobalColourMap()->getName());
tu->setTextureAddressingMode(TextureUnitState::TAM_CLAMP);
}
// light map
if (isLightmapEnabled())
{
tu = pass->createTextureUnitState(terrain->getLightmap()->getName());
tu->setTextureAddressingMode(TextureUnitState::TAM_CLAMP);
}
// blend maps
uint maxLayers = getMaxLayers(terrain);
uint numBlendTextures = std::min(terrain->getBlendTextureCount(maxLayers), terrain->getBlendTextureCount());
uint numLayers = std::min(maxLayers, static_cast<uint>(terrain->getLayerCount()));
for (uint i = 0; i < numBlendTextures; ++i)
{
tu = pass->createTextureUnitState(terrain->getBlendTextureName(i));
tu->setTextureAddressingMode(TextureUnitState::TAM_CLAMP);
}
// layer textures
for (uint i = 0; i < numLayers; ++i)
{
// diffuse / specular
pass->createTextureUnitState(terrain->getLayerTextureName(i, 0));
// normal / height
pass->createTextureUnitState(terrain->getLayerTextureName(i, 1));
}
}
else
{
// LOW_LOD textures
// composite map
TextureUnitState* tu = pass->createTextureUnitState();
tu->setTextureName(terrain->getCompositeMap()->getName());
tu->setTextureAddressingMode(TextureUnitState::TAM_CLAMP);
// That's it!
}
}
//---------------------------------------------------------------------
void koTerrainMaterialGenerator::SM2Profile::updateParams(const MaterialPtr& mat, const Terrain* terrain)
{
mShaderGen->updateParams(this, mat, terrain, false);
}
//---------------------------------------------------------------------
void koTerrainMaterialGenerator::SM2Profile::updateParamsForCompositeMap(const MaterialPtr& mat, const Terrain* terrain)
{
mShaderGen->updateParams(this, mat, terrain, true);
}
//---------------------------------------------------------------------
//---------------------------------------------------------------------
HighLevelGpuProgramPtr
koTerrainMaterialGenerator::SM2Profile::ShaderHelper::generateVertexProgram(
const SM2Profile* prof, const Terrain* terrain, TechniqueType tt)
{
HighLevelGpuProgramPtr ret = createVertexProgram(prof, terrain, tt);
StringUtil::StrStreamType sourceStr;
generateVertexProgramSource(prof, terrain, tt, sourceStr);
ret->setSource(sourceStr.str());
ret->load();
defaultVpParams(prof, terrain, tt, ret);
#if OGRE_DEBUG_MODE
LogManager::getSingleton().stream(LML_CRITICAL) << "*** Terrain Vertex Program: "
<< ret->getName() << " ***\n" << ret->getSource() << "\n*** ***";
#endif
return ret;
}
//---------------------------------------------------------------------
HighLevelGpuProgramPtr
koTerrainMaterialGenerator::SM2Profile::ShaderHelper::generateFragmentProgram(
const SM2Profile* prof, const Terrain* terrain, TechniqueType tt)
{
HighLevelGpuProgramPtr ret = createFragmentProgram(prof, terrain, tt);
StringUtil::StrStreamType sourceStr;
generateFragmentProgramSource(prof, terrain, tt, sourceStr);
ret->setSource(sourceStr.str());
ret->load();
defaultFpParams(prof, terrain, tt, ret);
#if 1
LogManager::getSingleton().stream(LML_CRITICAL) << "*** Terrain Fragment Program: "
<< ret->getName() << " ***\n" << ret->getSource() << "\n*** ***";
#endif
return ret;
}
//---------------------------------------------------------------------
void koTerrainMaterialGenerator::SM2Profile::ShaderHelper::generateVertexProgramSource(
const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream)
{
generateVpHeader(prof, terrain, tt, outStream);
if (tt != LOW_LOD)
{
uint maxLayers = prof->getMaxLayers(terrain);
uint numLayers = std::min(maxLayers, static_cast<uint>(terrain->getLayerCount()));
for (uint i = 0; i < numLayers; ++i)
generateVpLayer(prof, terrain, tt, i, outStream);
}
generateVpFooter(prof, terrain, tt, outStream);
}
//---------------------------------------------------------------------
void koTerrainMaterialGenerator::SM2Profile::ShaderHelper::generateFragmentProgramSource(
const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream)
{
generateFpHeader(prof, terrain, tt, outStream);
if (tt != LOW_LOD)
{
uint maxLayers = prof->getMaxLayers(terrain);
uint numLayers = std::min(maxLayers, static_cast<uint>(terrain->getLayerCount()));
for (uint i = 0; i < numLayers; ++i)
generateFpLayer(prof, terrain, tt, i, outStream);
}
generateFpFooter(prof, terrain, tt, outStream);
}
//---------------------------------------------------------------------
void koTerrainMaterialGenerator::SM2Profile::ShaderHelper::defaultVpParams(
const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, const HighLevelGpuProgramPtr& prog)
{
GpuProgramParametersSharedPtr params = prog->getDefaultParameters();
params->setIgnoreMissingParams(true);
params->setNamedAutoConstant("worldMatrix", GpuProgramParameters::ACT_WORLD_MATRIX);
params->setNamedAutoConstant("viewMatrix", GpuProgramParameters::ACT_WORLDVIEW_MATRIX);
params->setNamedAutoConstant("viewProjMatrix", GpuProgramParameters::ACT_VIEWPROJ_MATRIX);
params->setNamedAutoConstant("lodMorph", GpuProgramParameters::ACT_CUSTOM,
Terrain::LOD_MORPH_CUSTOM_PARAM);
params->setNamedAutoConstant("fogParams", GpuProgramParameters::ACT_FOG_PARAMS);
if (terrain->_getUseVertexCompression() && tt != RENDER_COMPOSITE_MAP)
{
Matrix4 posIndexToObjectSpace;
terrain->getPointTransform(&posIndexToObjectSpace);
params->setNamedConstant("posIndexToObjectSpace", posIndexToObjectSpace);
}
}
//---------------------------------------------------------------------
void koTerrainMaterialGenerator::SM2Profile::ShaderHelper::defaultFpParams(
const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, const HighLevelGpuProgramPtr& prog)
{
GpuProgramParametersSharedPtr params = prog->getDefaultParameters();
params->setIgnoreMissingParams(true);
params->setNamedAutoConstant("fogColour", GpuProgramParameters::ACT_FOG_COLOUR);
params->setNamedAutoConstant("cFarDistance", Ogre::GpuProgramParameters::ACT_FAR_CLIP_DISTANCE);
params->setNamedAutoConstant("viewMatrix", GpuProgramParameters::ACT_WORLDVIEW_MATRIX); // tout sauf Z : VIEW_MATRIX
}
//---------------------------------------------------------------------
void koTerrainMaterialGenerator::SM2Profile::ShaderHelper::updateParams(
const SM2Profile* prof, const MaterialPtr& mat, const Terrain* terrain, bool compositeMap)
{
Pass* p = mat->getTechnique(0)->getPass(0);
if (compositeMap)
{
updateVpParams(prof, terrain, RENDER_COMPOSITE_MAP, p->getVertexProgramParameters());
updateFpParams(prof, terrain, RENDER_COMPOSITE_MAP, p->getFragmentProgramParameters());
}
else
{
// high lod
updateVpParams(prof, terrain, HIGH_LOD, p->getVertexProgramParameters());
updateFpParams(prof, terrain, HIGH_LOD, p->getFragmentProgramParameters());
if(prof->isCompositeMapEnabled())
{
// low lod
p = mat->getTechnique(1)->getPass(0);
updateVpParams(prof, terrain, LOW_LOD, p->getVertexProgramParameters());
updateFpParams(prof, terrain, LOW_LOD, p->getFragmentProgramParameters());
}
}
}
//---------------------------------------------------------------------
void koTerrainMaterialGenerator::SM2Profile::ShaderHelper::updateVpParams(
const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, const GpuProgramParametersSharedPtr& params)
{
params->setIgnoreMissingParams(true);
uint maxLayers = prof->getMaxLayers(terrain);
uint numLayers = std::min(maxLayers, static_cast<uint>(terrain->getLayerCount()));
uint numUVMul = numLayers / 4;
if (numLayers % 4)
++numUVMul;
for (uint i = 0; i < numUVMul; ++i)
{
Vector4 uvMul(
terrain->getLayerUVMultiplier(i * 4),
terrain->getLayerUVMultiplier(i * 4 + 1),
terrain->getLayerUVMultiplier(i * 4 + 2),
terrain->getLayerUVMultiplier(i * 4 + 3)
);
params->setNamedConstant("uvMul_" + StringConverter::toString(i), uvMul);
}
if (terrain->_getUseVertexCompression() && tt != RENDER_COMPOSITE_MAP)
{
Real baseUVScale = 1.0f / (terrain->getSize() - 1);
params->setNamedConstant("baseUVScale", baseUVScale);
}
}
//---------------------------------------------------------------------
void koTerrainMaterialGenerator::SM2Profile::ShaderHelper::updateFpParams(
const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, const GpuProgramParametersSharedPtr& params)
{
params->setIgnoreMissingParams(true);
// TODO - parameterise this?
/*Vector4 scaleBiasSpecular(0.03, -0.04, 32, 1);
params->setNamedConstant("scaleBiasSpecular", scaleBiasSpecular);*/
}
//---------------------------------------------------------------------
String koTerrainMaterialGenerator::SM2Profile::ShaderHelper::getChannel(uint idx)
{
uint rem = idx % 4;
switch(rem)
{
case 0:
default:
return "r";
case 1:
return "g";
case 2:
return "b";
case 3:
return "a";
};
}
//---------------------------------------------------------------------
String koTerrainMaterialGenerator::SM2Profile::ShaderHelper::getVertexProgramName(
const SM2Profile* prof, const Terrain* terrain, TechniqueType tt)
{
String progName = terrain->getMaterialName() + "/sm2/vp";
switch(tt)
{
case HIGH_LOD:
progName += "/hlod";
break;
case LOW_LOD:
progName += "/llod";
break;
case RENDER_COMPOSITE_MAP:
progName += "/comp";
break;
}
return progName;
}
//---------------------------------------------------------------------
String koTerrainMaterialGenerator::SM2Profile::ShaderHelper::getFragmentProgramName(
const SM2Profile* prof, const Terrain* terrain, TechniqueType tt)
{
String progName = terrain->getMaterialName() + "/sm2/fp";
switch(tt)
{
case HIGH_LOD:
progName += "/hlod";
break;
case LOW_LOD:
progName += "/llod";
break;
case RENDER_COMPOSITE_MAP:
progName += "/comp";
break;
}
return progName;
}
//---------------------------------------------------------------------
//---------------------------------------------------------------------
HighLevelGpuProgramPtr
koTerrainMaterialGenerator::SM2Profile::ShaderHelperCg::createVertexProgram(
const SM2Profile* prof, const Terrain* terrain, TechniqueType tt)
{
HighLevelGpuProgramManager& mgr = HighLevelGpuProgramManager::getSingleton();
String progName = getVertexProgramName(prof, terrain, tt);
HighLevelGpuProgramPtr ret = mgr.getByName(progName);
if (ret.isNull())
{
ret = mgr.createProgram(progName, ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME,
"cg", GPT_VERTEX_PROGRAM);
}
else
{
ret->unload();
}
ret->setParameter("profiles", "vs_4_0 vs_3_0 vs_2_0 arbvp1");
ret->setParameter("entry_point", "main_vp");
return ret;
}
//---------------------------------------------------------------------
HighLevelGpuProgramPtr
koTerrainMaterialGenerator::SM2Profile::ShaderHelperCg::createFragmentProgram(
const SM2Profile* prof, const Terrain* terrain, TechniqueType tt)
{
HighLevelGpuProgramManager& mgr = HighLevelGpuProgramManager::getSingleton();
String progName = getFragmentProgramName(prof, terrain, tt);
HighLevelGpuProgramPtr ret = mgr.getByName(progName);
if (ret.isNull())
{
ret = mgr.createProgram(progName, ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME,
"cg", GPT_FRAGMENT_PROGRAM);
}
else
{
ret->unload();
}
ret->setParameter("profiles", "ps_4_0 ps_3_0 ps_2_x fp40 arbfp1");
ret->setParameter("entry_point", "main_fp");
return ret;
}
//---------------------------------------------------------------------
void koTerrainMaterialGenerator::SM2Profile::ShaderHelperCg::generateVpHeader(
const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream)
{
outStream <<
"void main_vp(\n";
bool compression = terrain->_getUseVertexCompression() && tt != RENDER_COMPOSITE_MAP;
if (compression)
{
outStream <<
"float2 posIndex : POSITION,\n"
"float height : TEXCOORD0,\n";
}
else
{
outStream <<
"float4 pos : POSITION,\n"
"float2 uv : TEXCOORD0,\n";
}
if (tt != RENDER_COMPOSITE_MAP)
outStream << "float2 delta : TEXCOORD1,\n"; // lodDelta, lodThreshold
outStream <<
"uniform float4x4 worldMatrix,\n"
"uniform float4x4 viewMatrix,\n"
"uniform float4x4 viewProjMatrix,\n"
"uniform float2 lodMorph,\n"; // morph amount, morph LOD target
if (compression)
{
outStream <<
"uniform float4x4 posIndexToObjectSpace,\n"
"uniform float baseUVScale,\n";
}
// uv multipliers
uint maxLayers = prof->getMaxLayers(terrain);
uint numLayers = std::min(maxLayers, static_cast<uint>(terrain->getLayerCount()));
uint numUVMultipliers = (numLayers / 4);
if (numLayers % 4)
++numUVMultipliers;
for (uint i = 0; i < numUVMultipliers; ++i)
outStream << "uniform float4 uvMul_" << i << ", \n";
outStream <<
"out float4 oPos : POSITION,\n"
"out float4 oPosObj : TEXCOORD0\n";
uint texCoordSet = 1;
outStream <<
", out float4 oUVMisc : TEXCOORD" << texCoordSet++ <<" // xy = uv, z = camDepth\n";
// layer UV's premultiplied, packed as xy/zw
uint numUVSets = numLayers / 2;
if (numLayers % 2)
++numUVSets;
if (tt != LOW_LOD)
{
for (uint i = 0; i < numUVSets; ++i)
{
outStream <<
", out float4 oUV" << i << " : TEXCOORD" << texCoordSet++ << "\n";
}
}
if (prof->getParent()->getDebugLevel() && tt != RENDER_COMPOSITE_MAP)
{
outStream << ", out float2 lodInfo : TEXCOORD" << texCoordSet++ << "\n";
}
bool fog = terrain->getSceneManager()->getFogMode() != FOG_NONE && tt != RENDER_COMPOSITE_MAP;
if (fog)
{
outStream <<
", uniform float4 fogParams\n"
", out float fogVal : COLOR\n";
}
// check we haven't exceeded texture coordinates
if (texCoordSet > 8)
{
OGRE_EXCEPT(Exception::ERR_INVALIDPARAMS,
"Requested options require too many texture coordinate sets! Try reducing the number of layers.",
__FUNCTION__);
}
outStream <<
")\n"
"{\n";
if (compression)
{
outStream <<
" float4 pos;\n"
" pos = mul(posIndexToObjectSpace, float4(posIndex, height, 1));\n"
" float2 uv = float2(posIndex.x * baseUVScale, 1.0 - (posIndex.y * baseUVScale));\n";
}
outStream <<
" float4 worldPos = mul(worldMatrix, pos);\n"
" oPosObj = mul(viewMatrix, pos);\n";
if (tt != RENDER_COMPOSITE_MAP)
{
// determine whether to apply the LOD morph to this vertex
// we store the deltas against all vertices so we only want to apply
// the morph to the ones which would disappear. The target LOD which is
// being morphed to is stored in lodMorph.y, and the LOD at which
// the vertex should be morphed is stored in uv.w. If we subtract
// the former from the latter, and arrange to only morph if the
// result is negative (it will only be -1 in fact, since after that
// the vertex will never be indexed), we will achieve our aim.
// sign(vertexLOD - targetLOD) == -1 is to morph
outStream <<
" float toMorph = -min(0, sign(delta.y - lodMorph.y));\n";
// this will either be 1 (morph) or 0 (don't morph)
if (prof->getParent()->getDebugLevel())
{
// x == LOD level (-1 since value is target level, we want to display actual)
outStream << "lodInfo.x = (lodMorph.y - 1) / " << terrain->getNumLodLevels() << ";\n";
// y == LOD morph
outStream << "lodInfo.y = toMorph * lodMorph.x;\n";
}
// morph
switch (terrain->getAlignment())
{
case Terrain::ALIGN_X_Y:
outStream << " worldPos.z += delta.x * toMorph * lodMorph.x;\n";
break;
case Terrain::ALIGN_X_Z:
outStream << " worldPos.y += delta.x * toMorph * lodMorph.x;\n";
break;
case Terrain::ALIGN_Y_Z:
outStream << " worldPos.x += delta.x * toMorph * lodMorph.x;\n";
break;
};
}
// generate UVs
if (tt != LOW_LOD)
{
for (uint i = 0; i < numUVSets; ++i)
{
uint layer = i * 2;
uint uvMulIdx = layer / 4;
outStream <<
" oUV" << i << ".xy = " << " uv.xy * uvMul_" << uvMulIdx << "." << getChannel(layer) << ";\n";
outStream <<
" oUV" << i << ".zw = " << " uv.xy * uvMul_" << uvMulIdx << "." << getChannel(layer+1) << ";\n";
}
}
}
//---------------------------------------------------------------------
void koTerrainMaterialGenerator::SM2Profile::ShaderHelperCg::generateFpHeader(
const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream)
{
// Main header
outStream <<
// helpers
"float4 expand(float4 v)\n"
"{ \n"
" return v * 2 - 1;\n"
"}\n\n\n";
outStream <<
"void main_fp(\n"
"float4 position : TEXCOORD0,\n"
" out float4 oColor0 : COLOR0,\n"
" out float4 oColor1 : COLOR1,\n"
//" out float4 oColor2 : COLOR2,\n"
"uniform float cFarDistance,\n"
"uniform float4x4 viewMatrix,\n";
uint texCoordSet = 1;
outStream <<
"float4 uvMisc : TEXCOORD" << texCoordSet++ << ",\n";
std::vector<bool> layerNormalMapping;
layerNormalMapping.resize(terrain->getLayerCount());
for(unsigned int i = 0; i < terrain->getLayerCount(); i++)
{
if(terrain->getLayerTextureName(i, 1).compare("") == 0)
layerNormalMapping[i] = false;
else
layerNormalMapping[i] = true;
}
// UV's premultiplied, packed as xy/zw
uint maxLayers = prof->getMaxLayers(terrain);
uint numBlendTextures = std::min(terrain->getBlendTextureCount(maxLayers), terrain->getBlendTextureCount());
uint numLayers = std::min(maxLayers, static_cast<uint>(terrain->getLayerCount()));
uint numUVSets = numLayers / 2;
if (numLayers % 2)
++numUVSets;
if (tt != LOW_LOD)
{
for (uint i = 0; i < numUVSets; ++i)
{
outStream <<
"float4 layerUV" << i << " : TEXCOORD" << texCoordSet++ << ", \n";
}
}
if (prof->getParent()->getDebugLevel() && tt != RENDER_COMPOSITE_MAP)
{
outStream << "float2 lodInfo : TEXCOORD" << texCoordSet++ << ", \n";
}
bool fog = terrain->getSceneManager()->getFogMode() != FOG_NONE && tt != RENDER_COMPOSITE_MAP;
if (fog)
{
outStream <<
"uniform float3 fogColour, \n"
"float fogVal : COLOR,\n";
}
uint currentSamplerIdx = 0;
if (tt == LOW_LOD)
{
// single composite map covers all the others below
outStream <<
"uniform sampler2D compositeMap : register(s" << currentSamplerIdx++ << ")\n";
}
else
{
outStream <<
"uniform sampler2D globalNormal : register(s" << currentSamplerIdx++ << ")\n";
if (terrain->getGlobalColourMapEnabled() && prof->isGlobalColourMapEnabled())
{
outStream << ", uniform sampler2D globalColourMap : register(s"
<< currentSamplerIdx++ << ")\n";
}
// Blend textures - sampler definitions
for (uint i = 0; i < numBlendTextures; ++i)
{
outStream << ", uniform sampler2D blendTex" << i
<< " : register(s" << currentSamplerIdx++ << ")\n";
}
// Layer textures - sampler definitions & UV multipliers
for (uint i = 0; i < numLayers; ++i)
{
outStream << ", uniform sampler2D difftex" << i
<< " : register(s" << currentSamplerIdx++ << ")\n";
if(layerNormalMapping[i])
outStream << ", uniform sampler2D normtex" << i
<< " : register(s" << currentSamplerIdx++ << ")\n";
}
}
// check we haven't exceeded samplers
if (currentSamplerIdx > 16)
{
OGRE_EXCEPT(Exception::ERR_INVALIDPARAMS,
"Requested options require too many texture samplers! Try reducing the number of layers.",
__FUNCTION__);
}
outStream <<
") \n"
"{\n"
" float2 uv = uvMisc.xy;\n"
// base colour
" oColor0 = float4(0,0,0,0);\n"
" oColor1 = float4(1,1,1,1);\n";
if (tt != LOW_LOD)
{
outStream <<
" float3 normal = expand(tex2D(globalNormal, uv)).rgb;\n";
}
// set up accumulation areas
outStream << " float3 diffuse = float3(0,0,0);\n"
" float specular = 0;\n";
if (tt == LOW_LOD)
{
// we just do a single calculation from composite map
outStream <<
" float4 composite = tex2D(compositeMap, uv);\n"
" diffuse = composite.rgb;\n";
// TODO - specular; we'll need normals for this!
}
else
{
// set up the blend values
for (uint i = 0; i < numBlendTextures; ++i)
{
outStream << " float4 blendTexVal" << i << " = tex2D(blendTex" << i << ", uv);\n";
}
// derive the tangent space basis
// we do this in the pixel shader because we don't have per-vertex normals
// because of the LOD, we use a normal map
// tangent is always +x or -z in object space depending on alignment
switch(terrain->getAlignment())
{
case Terrain::ALIGN_X_Y:
case Terrain::ALIGN_X_Z:
outStream << " float3 tangent = float3(1, 0, 0);\n";
break;
case Terrain::ALIGN_Y_Z:
outStream << " float3 tangent = float3(0, 0, -1);\n";
break;
};
// We must do normal calculations here instead of the vertex program because terrain normals
// are provided by the "normal" texture, and not in vertex info. We multiply it by the viewMatrix
// so the normals are in eye-space instead of object-space, as required by deferred shading.
outStream << " normal = mul(viewMatrix, float4(normal,0)).xyz;" << std::endl;
outStream << " tangent = mul(viewMatrix, float4(tangent,0)).xyz;" << std::endl;
outStream << " float3 binormal = cross(normal, tangent);" << std::endl;
// derive final matrix
outStream << " float3x3 TBN = float3x3(tangent, binormal, normal);\n";
// set up lighting result placeholders for interpolation
outStream << " float3 TSnormal = normal;\n";
outStream << " float3 TSnormal2;\n";
}
}
//---------------------------------------------------------------------
void koTerrainMaterialGenerator::SM2Profile::ShaderHelperCg::generateVpLayer(
const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, uint layer, StringUtil::StrStreamType& outStream)
{
// nothing to do
}
//---------------------------------------------------------------------
void koTerrainMaterialGenerator::SM2Profile::ShaderHelperCg::generateFpLayer(
const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, uint layer, StringUtil::StrStreamType& outStream)
{
std::vector<bool> layerNormalMapping;
layerNormalMapping.resize(terrain->getLayerCount());
for(unsigned int i = 0; i < terrain->getLayerCount(); i++)
{
if(terrain->getLayerTextureName(i, 1).compare("") == 0)
layerNormalMapping[i] = false;
else
layerNormalMapping[i] = true;
}
uint uvIdx = layer / 2;
String uvChannels = (layer % 2) ? ".zw" : ".xy";
uint blendIdx = (layer-1) / 4;
String blendChannel = getChannel(layer-1);
String blendWeightStr = String("blendTexVal") + StringConverter::toString(blendIdx) +
"." + blendChannel;
// generate early-out conditional
/* Disable - causing some issues even when trying to force the use of texldd
if (layer && prof->_isSM3Available())
outStream << " if (" << blendWeightStr << " > 0.0003)\n { \n";
*/
// generate UV
outStream << " float2 uv" << layer << " = layerUV" << uvIdx << uvChannels << ";\n";
// access TS normal map
if(layerNormalMapping[layer])
{
outStream << " TSnormal2 = expand(tex2D(normtex" << layer << ", uv" << layer << ")).rgb;\n";
outStream << " TSnormal2 = normalize(TSnormal2);\n";
}
else
{
outStream << " TSnormal2 = normalize(normal);\n";
}
if (layer)
outStream << " TSnormal = lerp(TSnormal, TSnormal2, " << blendWeightStr << ");\n";
else
outStream << " TSnormal = TSnormal2;\n";
if (layer)
{
outStream << " oColor1.rgb = lerp(oColor1.rgb, TSnormal2, " << blendWeightStr << ");\n";
}
else
{
outStream << " oColor1.rgb = TSnormal2;\n";
}
// sample diffuse texture
outStream << " float4 diffuseSpecTex" << layer
<< " = tex2D(difftex" << layer << ", uv" << layer << ");\n";
// apply to common
if (!layer)
{
outStream << " diffuse = diffuseSpecTex0.rgb;\n";
outStream << " specular = diffuseSpecTex0.a;\n";
}
else
{
outStream << " diffuse = lerp(diffuse, diffuseSpecTex" << layer
<< ".rgb, " << blendWeightStr << ");\n";
outStream << " specular = lerp(specular, diffuseSpecTex" << layer
<< ".a, " << blendWeightStr << ");\n";
}
// End early-out
/* Disable - causing some issues even when trying to force the use of texldd
if (layer && prof->_isSM3Available())
outStream << " } // early-out blend value\n";
*/
}
//---------------------------------------------------------------------
void koTerrainMaterialGenerator::SM2Profile::ShaderHelperCg::generateVpFooter(
const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream)
{
outStream <<
" oPos = mul(viewProjMatrix, worldPos);\n"
" oUVMisc.xy = uv.xy;\n";
bool fog = terrain->getSceneManager()->getFogMode() != FOG_NONE && tt != RENDER_COMPOSITE_MAP;
if (fog)
{
if (terrain->getSceneManager()->getFogMode() == FOG_LINEAR)
{
outStream <<
" fogVal = saturate((oPos.z - fogParams.y) * fogParams.w);\n";
}
else
{
outStream <<
" fogVal = 1 - saturate(1 / (exp(oPos.z * fogParams.x)));\n";
}
}
outStream <<
"}\n";
}
//---------------------------------------------------------------------
void koTerrainMaterialGenerator::SM2Profile::ShaderHelperCg::generateFpFooter(
const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream)
{
std::vector<bool> layerNormalMapping;
layerNormalMapping.resize(terrain->getLayerCount());
for(unsigned int i = 0; i < terrain->getLayerCount(); i++)
{
if(terrain->getLayerTextureName(i, 1).compare("") == 0)
layerNormalMapping[i] = false;
else
layerNormalMapping[i] = true;
}
if (terrain->getGlobalColourMapEnabled() && prof->isGlobalColourMapEnabled())
{
// sample colour map and apply to diffuse
outStream << " diffuse *= tex2D(globalColourMap, uv).rgb;\n";
}
// diffuse lighting
outStream << " oColor0.rgb += diffuse;\n"
" oColor0.a += specular;\n";
bool fog = terrain->getSceneManager()->getFogMode() != FOG_NONE && tt != RENDER_COMPOSITE_MAP;
if (fog)
{
outStream << " oColor0.rgb = lerp(oColor0.rgb, fogColour, fogVal);\n";
}
// Final return
outStream << " oColor1 = float4(normalize(mul(TSnormal, TBN)), length(position) / cFarDistance);\n" << "}\n";
}
//---------------------------------------------------------------------
}