OgreTerrainMaterialGeneratorA.h
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/*
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This source file is part of OGRE
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For the latest info, see http://www.ogre3d.org/
Copyright (c) 2000-2013 Torus Knot Software Ltd
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The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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*/
#ifndef __Ogre_TerrainMaterialGeneratorA_H__
#define __Ogre_TerrainMaterialGeneratorA_H__
#include "OgreTerrainPrerequisites.h"
#include "OgreTerrainMaterialGenerator.h"
#include "OgreGpuProgramParams.h"
namespace Ogre
{
class PSSMShadowCameraSetup;
class _OgreTerrainExport TerrainMaterialGeneratorA : public TerrainMaterialGenerator
{
public:
TerrainMaterialGeneratorA();
virtual ~TerrainMaterialGeneratorA();
class _OgreTerrainExport SM2Profile : public TerrainMaterialGenerator::Profile
{
public:
SM2Profile(TerrainMaterialGenerator* parent, const String& name, const String& desc);
virtual ~SM2Profile();
MaterialPtr generate(const Terrain* terrain);
MaterialPtr generateForCompositeMap(const Terrain* terrain);
uint8 getMaxLayers(const Terrain* terrain) const;
void updateParams(const MaterialPtr& mat, const Terrain* terrain);
void updateParamsForCompositeMap(const MaterialPtr& mat, const Terrain* terrain);
void requestOptions(Terrain* terrain);
bool isVertexCompressionSupported() const;
bool isLayerNormalMappingEnabled() const { return mLayerNormalMappingEnabled; }
void setLayerNormalMappingEnabled(bool enabled);
bool isLayerParallaxMappingEnabled() const { return mLayerParallaxMappingEnabled; }
void setLayerParallaxMappingEnabled(bool enabled);
bool isLayerSpecularMappingEnabled() const { return mLayerSpecularMappingEnabled; }
void setLayerSpecularMappingEnabled(bool enabled);
bool isGlobalColourMapEnabled() const { return mGlobalColourMapEnabled; }
void setGlobalColourMapEnabled(bool enabled);
bool isLightmapEnabled() const { return mLightmapEnabled; }
void setLightmapEnabled(bool enabled);
bool isCompositeMapEnabled() const { return mCompositeMapEnabled; }
void setCompositeMapEnabled(bool enabled);
bool getReceiveDynamicShadowsEnabled() const { return mReceiveDynamicShadows; }
void setReceiveDynamicShadowsEnabled(bool enabled);
void setReceiveDynamicShadowsPSSM(PSSMShadowCameraSetup* pssmSettings);
PSSMShadowCameraSetup* getReceiveDynamicShadowsPSSM() const { return mPSSM; }
void setReceiveDynamicShadowsDepth(bool enabled);
bool getReceiveDynamicShadowsDepth() const { return mDepthShadows; }
void setReceiveDynamicShadowsLowLod(bool enabled);
bool getReceiveDynamicShadowsLowLod() const { return mLowLodShadows; }
bool _isSM3Available() const { return mSM3Available; }
bool _isSM4Available() const { return mSM4Available; }
String _getShaderLanguage() const { return mShaderLanguage; }
protected:
enum TechniqueType
{
HIGH_LOD,
LOW_LOD,
RENDER_COMPOSITE_MAP
};
void addTechnique(const MaterialPtr& mat, const Terrain* terrain, TechniqueType tt);
class _OgreTerrainExport ShaderHelper : public TerrainAlloc
{
public:
ShaderHelper() : mShadowSamplerStartHi(0), mShadowSamplerStartLo(0) {}
virtual ~ShaderHelper() {}
virtual HighLevelGpuProgramPtr generateVertexProgram(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt);
virtual HighLevelGpuProgramPtr generateFragmentProgram(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt);
virtual void updateParams(const SM2Profile* prof, const MaterialPtr& mat, const Terrain* terrain, bool compositeMap);
protected:
virtual String getVertexProgramName(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt);
virtual String getFragmentProgramName(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt);
virtual HighLevelGpuProgramPtr createVertexProgram(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt) = 0;
virtual HighLevelGpuProgramPtr createFragmentProgram(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt) = 0;
virtual void generateVertexProgramSource(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream);
virtual void generateFragmentProgramSource(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream);
virtual void generateVpHeader(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream) = 0;
virtual void generateFpHeader(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream) = 0;
virtual void generateVpLayer(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, uint layer, StringUtil::StrStreamType& outStream) = 0;
virtual void generateFpLayer(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, uint layer, StringUtil::StrStreamType& outStream) = 0;
virtual void generateVpFooter(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream) = 0;
virtual void generateFpFooter(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream) = 0;
virtual void defaultVpParams(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, const HighLevelGpuProgramPtr& prog);
virtual void defaultFpParams(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, const HighLevelGpuProgramPtr& prog);
virtual void updateVpParams(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, const GpuProgramParametersSharedPtr& params);
virtual void updateFpParams(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, const GpuProgramParametersSharedPtr& params);
static String getChannel(uint idx);
size_t mShadowSamplerStartHi;
size_t mShadowSamplerStartLo;
};
class _OgreTerrainExport ShaderHelperCg : public ShaderHelper
{
protected:
HighLevelGpuProgramPtr createVertexProgram(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt);
HighLevelGpuProgramPtr createFragmentProgram(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt);
void generateVpHeader(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream);
void generateFpHeader(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream);
void generateVpLayer(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, uint layer, StringUtil::StrStreamType& outStream);
void generateFpLayer(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, uint layer, StringUtil::StrStreamType& outStream);
void generateVpFooter(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream);
void generateFpFooter(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream);
uint generateVpDynamicShadowsParams(uint texCoordStart, const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream);
void generateVpDynamicShadows(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream);
void generateFpDynamicShadowsHelpers(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream);
void generateFpDynamicShadowsParams(uint* texCoord, uint* sampler, const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream);
void generateFpDynamicShadows(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream);
};
class _OgreTerrainExport ShaderHelperHLSL : public ShaderHelperCg
{
protected:
HighLevelGpuProgramPtr createVertexProgram(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt);
HighLevelGpuProgramPtr createFragmentProgram(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt);
};
class _OgreTerrainExport ShaderHelperGLSL : public ShaderHelper
{
protected:
HighLevelGpuProgramPtr createVertexProgram(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt);
HighLevelGpuProgramPtr createFragmentProgram(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt);
void generateVpHeader(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream);
void generateFpHeader(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream);
void generateVpLayer(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, uint layer, StringUtil::StrStreamType& outStream);
void generateFpLayer(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, uint layer, StringUtil::StrStreamType& outStream);
void generateVpFooter(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream);
void generateFpFooter(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream);
uint generateVpDynamicShadowsParams(uint texCoordStart, const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream);
void generateVpDynamicShadows(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream);
void generateFpDynamicShadowsHelpers(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream);
void generateFpDynamicShadowsParams(uint* texCoord, uint* sampler, const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream);
void generateFpDynamicShadows(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream);
};
class ShaderHelperGLSLES : public ShaderHelper
{
protected:
HighLevelGpuProgramPtr createVertexProgram(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt);
HighLevelGpuProgramPtr createFragmentProgram(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt);
void generateVpHeader(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream);
void generateFpHeader(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream);
void generateVpLayer(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, uint layer, StringUtil::StrStreamType& outStream);
void generateFpLayer(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, uint layer, StringUtil::StrStreamType& outStream);
void generateVpFooter(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream);
void generateFpFooter(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream);
uint generateVpDynamicShadowsParams(uint texCoordStart, const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream);
void generateVpDynamicShadows(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream);
void generateFpDynamicShadowsHelpers(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream);
void generateFpDynamicShadowsParams(uint* texCoord, uint* sampler, const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream);
void generateFpDynamicShadows(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream);
};
ShaderHelper* mShaderGen;
bool mLayerNormalMappingEnabled;
bool mLayerParallaxMappingEnabled;
bool mLayerSpecularMappingEnabled;
bool mGlobalColourMapEnabled;
bool mLightmapEnabled;
bool mCompositeMapEnabled;
bool mReceiveDynamicShadows;
PSSMShadowCameraSetup* mPSSM;
bool mDepthShadows;
bool mLowLodShadows;
bool mSM3Available;
bool mSM4Available;
String mShaderLanguage;
bool isShadowingEnabled(TechniqueType tt, const Terrain* terrain) const;
};
};
}
#endif
Ogre::TerrainMaterialGenerator::Profile
Inner class which should also be subclassed to provide profile-specific material generation.
Definition: OgreTerrainMaterialGenerator.h:167
Ogre::TerrainMaterialGeneratorA::SM2Profile::mCompositeMapEnabled
bool mCompositeMapEnabled
Definition: OgreTerrainMaterialGeneratorA.h:263
Ogre::TerrainMaterialGeneratorA::SM2Profile::ShaderHelper::mShadowSamplerStartHi
size_t mShadowSamplerStartHi
Definition: OgreTerrainMaterialGeneratorA.h:189
Ogre::TerrainMaterialGeneratorA
A TerrainMaterialGenerator which can cope with normal mapped, specular mapped terrain.
Definition: OgreTerrainMaterialGeneratorA.h:53
OgreTerrainMaterialGenerator.h
Ogre::TerrainMaterialGeneratorA::SM2Profile::ShaderHelperHLSL
Definition: OgreTerrainMaterialGeneratorA.h:212
Ogre::TerrainMaterialGeneratorA::SM2Profile::LOW_LOD
Definition: OgreTerrainMaterialGeneratorA.h:156
Ogre::TerrainMaterialGeneratorA::SM2Profile::mReceiveDynamicShadows
bool mReceiveDynamicShadows
Definition: OgreTerrainMaterialGeneratorA.h:264
Ogre::uint
unsigned int uint
Definition: OgrePrerequisites.h:114
Ogre::TerrainMaterialGeneratorA::SM2Profile::mShaderLanguage
String mShaderLanguage
Definition: OgreTerrainMaterialGeneratorA.h:270
Ogre::PSSMShadowCameraSetup
Parallel Split Shadow Map (PSSM) shadow camera setup.
Definition: OgreShadowCameraSetupPSSM.h:56
Ogre::TerrainMaterialGeneratorA::SM2Profile::isLayerNormalMappingEnabled
bool isLayerNormalMappingEnabled() const
Whether to support normal mapping per layer in the shader (default true).
Definition: OgreTerrainMaterialGeneratorA.h:76
Ogre::TerrainMaterialGeneratorA::SM2Profile::ShaderHelperCg
Utility class to help with generating shaders for Cg / HLSL.
Definition: OgreTerrainMaterialGeneratorA.h:194
Ogre::TerrainMaterialGeneratorA::SM2Profile::ShaderHelper::~ShaderHelper
virtual ~ShaderHelper()
Definition: OgreTerrainMaterialGeneratorA.h:166
Ogre::TerrainMaterialGeneratorA::SM2Profile::mDepthShadows
bool mDepthShadows
Definition: OgreTerrainMaterialGeneratorA.h:266
Ogre::TerrainMaterialGeneratorA::SM2Profile::mGlobalColourMapEnabled
bool mGlobalColourMapEnabled
Definition: OgreTerrainMaterialGeneratorA.h:261
Ogre::TerrainMaterialGeneratorA::SM2Profile::mShaderGen
ShaderHelper * mShaderGen
Definition: OgreTerrainMaterialGeneratorA.h:257
Ogre::TerrainMaterialGeneratorA::SM2Profile::HIGH_LOD
Definition: OgreTerrainMaterialGeneratorA.h:155
Ogre::StringUtil::StrStreamType
StringStream StrStreamType
Definition: OgreString.h:78
Ogre::TerrainMaterialGeneratorA::SM2Profile::mLayerNormalMappingEnabled
bool mLayerNormalMappingEnabled
Definition: OgreTerrainMaterialGeneratorA.h:258
Ogre::TerrainMaterialGeneratorA::SM2Profile::mLayerParallaxMappingEnabled
bool mLayerParallaxMappingEnabled
Definition: OgreTerrainMaterialGeneratorA.h:259
Ogre::TerrainMaterialGeneratorA::SM2Profile::getReceiveDynamicShadowsEnabled
bool getReceiveDynamicShadowsEnabled() const
Whether to support dynamic texture shadows received from other objects, on the terrain (default true)...
Definition: OgreTerrainMaterialGeneratorA.h:119
Ogre::TerrainMaterialGeneratorA::SM2Profile::_isSM3Available
bool _isSM3Available() const
Internal.
Definition: OgreTerrainMaterialGeneratorA.h:147
Ogre::TerrainMaterialGeneratorA::SM2Profile::mSM3Available
bool mSM3Available
Definition: OgreTerrainMaterialGeneratorA.h:268
Ogre::Terrain
The main containing class for a chunk of terrain.
Definition: OgreTerrain.h:262
Ogre::TerrainMaterialGeneratorA::SM2Profile::getReceiveDynamicShadowsPSSM
PSSMShadowCameraSetup * getReceiveDynamicShadowsPSSM() const
Whether to use PSSM support dynamic texture shadows, and if so the settings to use (default 0)...
Definition: OgreTerrainMaterialGeneratorA.h:132
OgreGpuProgramParams.h
Ogre::TerrainMaterialGeneratorA::SM2Profile::getReceiveDynamicShadowsDepth
bool getReceiveDynamicShadowsDepth() const
Whether to use depth shadows (default false).
Definition: OgreTerrainMaterialGeneratorA.h:138
Ogre::TerrainMaterialGenerator
Class that provides functionality to generate materials for use with a terrain.
Definition: OgreTerrainMaterialGenerator.h:161
Ogre::TerrainMaterialGeneratorA::SM2Profile::_isSM4Available
bool _isSM4Available() const
Definition: OgreTerrainMaterialGeneratorA.h:148
Ogre::TerrainMaterialGeneratorA::SM2Profile::mSM4Available
bool mSM4Available
Definition: OgreTerrainMaterialGeneratorA.h:269
Ogre::uint8
unsigned char uint8
Definition: OgrePlatform.h:361
_OgreTerrainExport
#define _OgreTerrainExport
Definition: OgreTerrainPrerequisites.h:58
Ogre::TerrainMaterialGeneratorA::SM2Profile
Shader model 2 profile target.
Definition: OgreTerrainMaterialGeneratorA.h:61
Ogre::TerrainMaterialGeneratorA::SM2Profile::ShaderHelper::mShadowSamplerStartLo
size_t mShadowSamplerStartLo
Definition: OgreTerrainMaterialGeneratorA.h:190
Ogre::String
_StringBase String
Definition: OgrePrerequisites.h:439
Ogre::TerrainMaterialGeneratorA::SM2Profile::isLayerSpecularMappingEnabled
bool isLayerSpecularMappingEnabled() const
Whether to support specular mapping per layer in the shader (default true).
Definition: OgreTerrainMaterialGeneratorA.h:88
Ogre::TerrainMaterialGeneratorA::SM2Profile::mLightmapEnabled
bool mLightmapEnabled
Definition: OgreTerrainMaterialGeneratorA.h:262
Ogre::TerrainMaterialGeneratorA::SM2Profile::mLowLodShadows
bool mLowLodShadows
Definition: OgreTerrainMaterialGeneratorA.h:267
Ogre::TerrainMaterialGeneratorA::SM2Profile::ShaderHelper
Interface definition for helper class to generate shaders.
Definition: OgreTerrainMaterialGeneratorA.h:162
Ogre::TerrainMaterialGeneratorA::SM2Profile::isCompositeMapEnabled
bool isCompositeMapEnabled() const
Whether to use the composite map to provide a lower LOD technique in the distance (default true)...
Definition: OgreTerrainMaterialGeneratorA.h:111
Ogre::TerrainMaterialGeneratorA::SM2Profile::getReceiveDynamicShadowsLowLod
bool getReceiveDynamicShadowsLowLod() const
Whether to use shadows on low LOD material rendering (when using composite map) (default false)...
Definition: OgreTerrainMaterialGeneratorA.h:144
Ogre
Definition: OgreAndroidLogListener.h:34
Ogre::TerrainMaterialGeneratorA::SM2Profile::TechniqueType
TechniqueType
Definition: OgreTerrainMaterialGeneratorA.h:153
Ogre::TerrainMaterialGeneratorA::SM2Profile::_getShaderLanguage
String _getShaderLanguage() const
Definition: OgreTerrainMaterialGeneratorA.h:149
Ogre::SharedPtr< Material >
Ogre::TerrainMaterialGeneratorA::SM2Profile::isLightmapEnabled
bool isLightmapEnabled() const
Whether to support a light map over the terrain in the shader, if it&#39;s present (default true)...
Definition: OgreTerrainMaterialGeneratorA.h:103
OgreTerrainPrerequisites.h
Ogre::TerrainMaterialGeneratorA::SM2Profile::isLayerParallaxMappingEnabled
bool isLayerParallaxMappingEnabled() const
Whether to support parallax mapping per layer in the shader (default true).
Definition: OgreTerrainMaterialGeneratorA.h:82
Ogre::TerrainMaterialGeneratorA::SM2Profile::ShaderHelperGLSLES
Utility class to help with generating shaders for GLSL ES.
Definition: OgreTerrainMaterialGeneratorA.h:239
Ogre::TerrainMaterialGeneratorA::SM2Profile::mLayerSpecularMappingEnabled
bool mLayerSpecularMappingEnabled
Definition: OgreTerrainMaterialGeneratorA.h:260
Ogre::TerrainMaterialGeneratorA::SM2Profile::ShaderHelperGLSL
Utility class to help with generating shaders for GLSL.
Definition: OgreTerrainMaterialGeneratorA.h:220
Ogre::TerrainMaterialGeneratorA::SM2Profile::ShaderHelper::ShaderHelper
ShaderHelper()
Definition: OgreTerrainMaterialGeneratorA.h:165
Ogre::AllocatedObject
Superclass for all objects that wish to use custom memory allocators when their new / delete operator...
Definition: OgreMemoryAllocatedObject.h:58
Ogre::TerrainMaterialGeneratorA::SM2Profile::isGlobalColourMapEnabled
bool isGlobalColourMapEnabled() const
Whether to support a global colour map over the terrain in the shader, if it&#39;s present (default true)...
Definition: OgreTerrainMaterialGeneratorA.h:95
Ogre::TerrainMaterialGeneratorA::SM2Profile::mPSSM
PSSMShadowCameraSetup * mPSSM
Definition: OgreTerrainMaterialGeneratorA.h:265

Copyright © 2012 Torus Knot Software Ltd
This work is licensed under a Creative Commons Attribution-ShareAlike 3.0 Unported License.