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📄 ogrepaginglandscapetexture_basetexture.cpp

📁 使用stl技术,(还没看,是听说的)
💻 CPP
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/***************************************************************************
OgrePagingLandScapeTexture_BaseTexture.cpp  -  description
-------------------
begin                : Mon Apr 26 2004
copyright            : (C) 2003 by Jose A Milan
email                : spoke@supercable.es
***************************************************************************/

/***************************************************************************
*                                                                         *
*   This program is free software; you can redistribute it and/or modify  *
*   it under the terms of the GNU Lesser General Public License as published by  *
*   the Free Software Foundation; either version 2 of the License, or     *
*   (at your option) any later version.                                   *
*                                                                         *
***************************************************************************/



#include "OgreVector3.h"
#include "OgreColourValue.h"

#include "OgreStringConverter.h"
#include "OgreMaterialManager.h"
#include "OgreTextureManager.h"
#include "OgreTechnique.h"
#include "OgrePass.h"

#include "OgrePagingLandScapeOptions.h"
#include "OgrePagingLandScapeTexture.h"
#include "OgrePagingLandScapeTexture_BaseTexture.h"
#include "OgrePagingLandScapeData2DManager.h"

namespace Ogre
{

PagingLandScapeTexture_BaseTexture::PagingLandScapeTexture_BaseTexture() : PagingLandScapeTexture()
{
}

//-----------------------------------------------------------------------
PagingLandScapeTexture_BaseTexture::~PagingLandScapeTexture_BaseTexture()
{
}

//-----------------------------------------------------------------------
void PagingLandScapeTexture_BaseTexture::_loadMaterial()
{
	if ( mMaterial == 0 )
	{
		mMaterial = reinterpret_cast<Material *>(MaterialManager::getSingleton().getByName("BaseMaterial"));

		// Create a new texture using the base image
		String commonName = StringConverter::toString(mDataX) + String(".") + StringConverter::toString(mDataZ);

		String matname = String("SplattingMaterial.") + commonName;
		mMaterial = mMaterial->clone(matname);

		// Create the base image
		DataChunk dc;
		dc.allocate(256 * 256 * 4);
		// Asign the texture to the alpha map
		Image BaseImage;
		BaseImage.loadRawData(dc, 256, 256, PF_A8R8G8B8);
		dc.clear();

		ColourValue color;

		// This texture will be used as a base color for the terrain, it will fake the splat for distant renderables.
		uchar *BaseData = BaseImage.getData();

		Real alpha1, alpha2, alpha3, alpha4;
		for (int j = 0; j < 256 * 256; j++)
		{
			// Generate the base texture
			_BuildPoint( color, j, alpha1, alpha2, alpha3, alpha4 );
			// R G B A is the format to add the colours
			BaseData[j*4+0] = uchar (color.r * 255);
			BaseData[j*4+1] = uchar (color.g * 255);
			BaseData[j*4+2] = uchar (color.b * 255);
			BaseData[j*4+3] = uchar (( 1.0 - ( alpha1 + alpha2 + alpha3 + alpha4 ) ) * 255 ); // Opaque
		}

		String texname = String("SplattingBase.") + commonName;
		TextureManager::getSingleton().loadImage(texname, BaseImage, TEX_TYPE_2D, 0, 1.0, 1 + 2);
		
		// assing this texture to the material
		mMaterial->getTechnique(0)->getPass(0)->getTextureUnitState(0)->setTextureName(texname);
		mMaterial->getTechnique(1)->getPass(0)->getTextureUnitState(0)->setTextureName(texname);

		// Now that we have all the resources in place, we load the material
		mMaterial->load(); 
        mMaterial->setLightingEnabled( PagingLandScapeOptions::getSingleton().lit );
	}
}

//-----------------------------------------------------------------------
void PagingLandScapeTexture_BaseTexture::_unloadMaterial()
{
	if ( mMaterial != 0 )
	{
		mMaterial->unload();
		// We can磘 destroy de material here.
		//mMaterial -> destroy();
		//delete mMaterial;
		//mMaterial = 0;
	}
}

//-----------------------------------------------------------------------
void PagingLandScapeTexture_BaseTexture::_BuildPoint(ColourValue& out, const int j, Real& alpha1, Real& alpha2, Real& alpha3, Real& alpha4)
{
	// Init the colour
	out = ColourValue(0,0,0,0);
	alpha1 = 0;
	alpha2 = 0;
	alpha3 = 0;
	alpha4 = 0;
	// Calculate the current Point position
	int x = j % 256;
	int z = j / 256;
	// Ask for the current height value and the 8 sourrounding values
	Real height[9];

    height[0] = PagingLandScapeData2DManager::getSingleton().getHeightAtPage( mDataX, mDataZ, x - 1, z - 1 );		// Top-Left
	height[1] = PagingLandScapeData2DManager::getSingleton().getHeightAtPage( mDataX, mDataZ, x, z - 1 );			// Top-Center
	height[2] = PagingLandScapeData2DManager::getSingleton().getHeightAtPage( mDataX, mDataZ, x + 1, z - 1 );		// Top-Right
	height[3] = PagingLandScapeData2DManager::getSingleton().getHeightAtPage( mDataX, mDataZ, x - 1, z );			// Left
	height[4] = PagingLandScapeData2DManager::getSingleton().getHeightAtPage( mDataX, mDataZ, x, z );				// Current Point
	height[5] = PagingLandScapeData2DManager::getSingleton().getHeightAtPage( mDataX, mDataZ, x + 1, z );			// Right
	height[6] = PagingLandScapeData2DManager::getSingleton().getHeightAtPage( mDataX, mDataZ, x - 1, z + 1 );		// Botton-Left
	height[7] = PagingLandScapeData2DManager::getSingleton().getHeightAtPage( mDataX, mDataZ, x, z + 1 );			// Botton-Center
	height[8] = PagingLandScapeData2DManager::getSingleton().getHeightAtPage( mDataX, mDataZ, x + 1, z + 1 );		// Botton-Right

	// Weight( pt1 , pt2 ) = 1 - DistanceSquared(pt1,pt2) / (1.75)^2

	//The slopy test
	Real sloppy[8];
	Real dx = PagingLandScapeOptions::getSingleton().scale.x;
	Real dz = PagingLandScapeOptions::getSingleton().scale.z;
	sloppy[0] = Math::Abs ( height[0] - height[4] ) / ( dx + dz );
	sloppy[1] = Math::Abs ( height[1] - height[4] ) / ( dz );
	sloppy[2] = Math::Abs ( height[2] - height[4] ) / ( dx + dz );
	sloppy[3] = Math::Abs ( height[3] - height[4] ) / ( dx );
	sloppy[4] = Math::Abs ( height[5] - height[4] ) / ( dx );
	sloppy[5] = Math::Abs ( height[6] - height[4] ) / ( dx + dz );
	sloppy[6] = Math::Abs ( height[7] - height[4] ) / ( dz );
	sloppy[7] = Math::Abs ( height[8] - height[4] ) / ( dx + dz );

	//snow  = 0
	//sand  = 1
	//grass = 2
	//rock  = 3
	for ( int i = 0; i < 7; i++ )
	{
		if ( height[4] < PagingLandScapeOptions::getSingleton().matHeight[0] )
		{
			if ( sloppy[i] < 0.20 )
			{
				// grass-grass
				_InterpolateColour( out, 1.0, 2, 2 );
				_InterpolateAlpha( alpha1, alpha2, alpha3, alpha4, 1.0, 2, 2 );
			}
			if ( sloppy[i] >= 0.15 && sloppy[i] < 0.40 )
			{
				// sand-grass
				_InterpolateColour( out, 0.25, 1, 2 );
				_InterpolateAlpha( alpha1, alpha2, alpha3, alpha4, 0.25, 1, 2 );
			}
			if ( sloppy[i] >= 0.30 && sloppy[i] < 0.65 )
			{
				// sand-sand
				_InterpolateColour( out, 1.0, 1, 1 );
				_InterpolateAlpha( alpha1, alpha2, alpha3, alpha4, 1.0, 1, 1 );
			}
			if ( sloppy[i] >= 0.55 && sloppy[i] < 0.75 )
			{
				// sand-rock
				_InterpolateColour( out, 0.75, 1, 3 );
				_InterpolateAlpha( alpha1, alpha2, alpha3, alpha4, 0.75, 1, 3 );
			}
			if ( sloppy[i] >= 0.70 )
			{
				// rock-rock
				_InterpolateColour( out, 1.0, 3, 3 );
				_InterpolateAlpha( alpha1, alpha2, alpha3, alpha4, 1.0, 3, 3 );
			}
		}
		else if ( height[4] >= PagingLandScapeOptions::getSingleton().matHeight[0] && height[4] < PagingLandScapeOptions::getSingleton().matHeight[1] )
		{
			if ( sloppy[i] < 0.15 )
			{
				// grass-snow
				_InterpolateColour( out, 0.25, 2, 0 );
				_InterpolateAlpha( alpha1, alpha2, alpha3, alpha4, 0.25, 2, 0 );
			}
			if ( sloppy[i] >= 0.10 && sloppy[i] < 0.45 )
			{
				// snow-sand
				_InterpolateColour( out, 0.65, 0, 1 );
				_InterpolateAlpha( alpha1, alpha2, alpha3, alpha4, 0.65, 0, 1 );
			}
			if ( sloppy[i] >= 0.25 && sloppy[i] < 0.65 )
			{
				// snow-rock
				_InterpolateColour( out, 0.5, 0, 3 );
				_InterpolateAlpha( alpha1, alpha2, alpha3, alpha4, 0.5, 0, 3 );
			}
			if ( sloppy[i] >= 0.50 && sloppy[i] < 0.75 )
			{
				// snow-rock
				_InterpolateColour( out, 0.75, 0, 3 );
				_InterpolateAlpha( alpha1, alpha2, alpha3, alpha4, 0.75, 0, 3 );
			}
			if ( sloppy[i] >= 0.70 )
			{
				// rock-rock
				_InterpolateColour( out, 1.0, 3, 3 );
				_InterpolateAlpha( alpha1, alpha2, alpha3, alpha4, 1.0, 3, 3 );
			}
		}
		else
		{
			if ( sloppy[i] < 0.15 )
			{
				// snow-snow
				_InterpolateColour( out, 1.0, 0, 0 );
				_InterpolateAlpha( alpha1, alpha2, alpha3, alpha4, 1.0, 0, 0 );
			}
			if ( sloppy[i] >= 0.10 && sloppy[i] < 0.45 )
			{
				// snow-sand
				_InterpolateColour( out, 0.35, 0, 1 );
				_InterpolateAlpha( alpha1, alpha2, alpha3, alpha4, 0.35, 0, 1 );
			}
			if ( sloppy[i] >= 0.25 && sloppy[i] < 0.65 )
			{
				// snow-rock
				_InterpolateColour( out, 0.5, 0, 3 );
				_InterpolateAlpha( alpha1, alpha2, alpha3, alpha4, 0.5, 0, 3 );
			}
			if ( sloppy[i] >= 0.50 && sloppy[i] < 0.75 )
			{
				// snow-rock
				_InterpolateColour( out, 0.75, 0, 3 );
				_InterpolateAlpha( alpha1, alpha2, alpha3, alpha4, 0.75, 0, 3 );
			}
			if ( sloppy[i] >= 0.70 )
			{
				// rock-rock
				_InterpolateColour( out, 1.0, 3, 3 );
				_InterpolateAlpha( alpha1, alpha2, alpha3, alpha4, 1.0, 3, 3 );
			}
		}
	}
}

//-----------------------------------------------------------------------
void PagingLandScapeTexture_BaseTexture::_InterpolateColour(ColourValue& out, const Real percentaje, const int index1, const int index2)
{
	Real tmp = 1 - percentaje;
	out.r = ( out.r + ( percentaje * PagingLandScapeOptions::getSingleton().matColor[index1].r + tmp * PagingLandScapeOptions::getSingleton().matColor[index2].r ) ) / 2;
	out.g = ( out.g + ( percentaje * PagingLandScapeOptions::getSingleton().matColor[index1].g + tmp * PagingLandScapeOptions::getSingleton().matColor[index2].g ) ) / 2;
	out.b = ( out.b + ( percentaje * PagingLandScapeOptions::getSingleton().matColor[index1].b + tmp * PagingLandScapeOptions::getSingleton().matColor[index2].b ) ) / 2;
}

//-----------------------------------------------------------------------
void PagingLandScapeTexture_BaseTexture::_InterpolateAlpha(Real& alpha1, Real& alpha2, Real& alpha3, Real& alpha4, const Real percentaje, const int index1, const int index2)
{
	if ( index1 == index2 )
	{
		if ( index1 == 0 )
		{
			alpha1 += 1.0;
		}
		else if ( index1 == 1 )
		{
			alpha2 += 1.0;
		}
		else if ( index1 == 2 )
		{
			alpha3 += 1.0;
		}
		else
		{
			alpha4 += 1.0;
		}
	}
	else
	{
		if ( index2 == 0 )
		{
			alpha1 += percentaje;
		}
		else if ( index2 == 1 )
		{
			alpha2 += percentaje;
		}
		else if ( index2 == 2 )
		{
			alpha3 += percentaje;
		}
		else
		{
			alpha4 += percentaje;
		}

		if ( index1 == 0 )
		{
			alpha1 += 1.0 - percentaje;
		}
		else if ( index1 == 1 )
		{
			alpha2 += 1.0 - percentaje;
		}
		else if ( index1 == 2 )
		{
			alpha3 += 1.0 - percentaje;
		}
		else
		{
			alpha4 += 1.0 - percentaje;
		}
	}
	//snow  = 0
	//sand  = 1
	//grass = 2
	//rock  = 3
	alpha1 *= ( 4.0 / 5.0 );
	alpha2 *= ( 3.0 / 5.0 );
	alpha3 *= ( 4.0 / 5.0 );
	alpha4 *= ( 2.0 / 5.0 );
	// Normalize
	Real total = ( alpha1 + alpha2 + alpha3 + alpha4 ) * 2.0;
	alpha1 = alpha1 / total;
	alpha2 = alpha2 / total;
	alpha3 = alpha3 / total;
	alpha4 = alpha4 / total;
}

} //namespace

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