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  • Ogre 编辑器二(用Ogre的地形组件加载天龙八部地形)

      主界面如上文设计完成后,场景刚开始添加了是Ogre例子里的,发现场景里实物太少,于是想到直接把天龙的场景拿下来,天龙网上有源码,参考了下,把天龙的地形用Ogre的地形组件完成了下,如下是效果图:  

      因为主要是加载地形,然后只是简单加载了静态模型,因此场景看着比较简陋,再者因为上传的图片限制,场景复杂后根本传不上来.

      天龙的地形还是比较简单的,如下是天龙的pingpan.terrain简化后的内容.

    <?xml version="1.0" encoding="UTF-8" standalone="no" ?>
    <Terrain name="_pingpan_1" tileSize="32" xsize="128" zsize="128">
      <scale x="100" y="100" z="100"/>
      <heightmap filename="_pingpan_1.Heightmap" type="standard"/>
      <gridInfo filename="_pingpan_1.GridInfo" type="standard"/>
      <lightmap filename="_pingpan_1.Lightmap" type="standard"/>
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        <texture filename="08大理/大理方砖地.tga" type="image"/>
        <texture filename="08大理/大理石台阶.tga" type="image"/>
        <texture filename="08大理/台基座矮.tga" type="image"/>
        <texture filename="08大理/台基座高.tga" type="image"/>
        <texture filename="13镜湖/镜湖桃花瓣.tga" type="image"/>
        <texture filename="江南/花2.tga" type="image"/>
        <texture filename="江南/花3.tga" type="image"/>
        <texture filename="江南/花4.tga" type="image"/>
        <texture filename="西南/浅草地底层.jpg" type="image"/>
        <texture filename="西南/浅草地上层.tga" type="image"/>
        <texture filename="西南/山b01.jpg" type="image"/>
        <texture filename="西南/山b02.jpg" type="image"/>
        <texture filename="西南/山b03.jpg" type="image"/>
        <texture filename="西南/深草地底层.jpg" type="image"/>
        <texture filename="西南/深草地上层.tga" type="image"/>
        <texture filename="西南/西南碎石地.tga" type="image"/>
        <texture filename="西南/沼泽.jpg" type="image"/>
        <texture filename="西南/砖地.tga" type="image"/>
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      <materials>
        <template material="Terrain/OneLayer" name="OneLayer"/>
        <template material="Terrain/OneLayerLightmap" name="OneLayerLightmap"/>
        <template material="Terrain/TwoLayer" name="TwoLayer"/>
        <template material="Terrain/TwoLayerLightmap" name="TwoLayerLightmap"/>
        <fog_replacement exp="Terrain/OneLayer_ps%fog_exp" exp2="Terrain/OneLayer_ps%fog_exp2" linear="Terrain/OneLayer_ps%fog_linear" none="Terrain/OneLayer_ps"/>
        <fog_replacement exp="Terrain/TwoLayer_ps%fog_exp" exp2="Terrain/TwoLayer_ps%fog_exp2" linear="Terrain/TwoLayer_ps%fog_linear" none="Terrain/TwoLayer_ps"/>
        <fog_replacement exp="Terrain/OneLayerLightmap_ps%fog_exp" exp2="Terrain/OneLayerLightmap_ps%fog_exp2" linear="Terrain/OneLayerLightmap_ps%fog_linear" none="Terrain/OneLayerLightmap_ps"/>
        <fog_replacement exp="Terrain/TwoLayerLightmap_ps%fog_exp" exp2="Terrain/TwoLayerLightmap_ps%fog_exp2" linear="Terrain/TwoLayerLightmap_ps%fog_linear" none="Terrain/TwoLayerLightmap_ps"/>
      </materials>
    </Terrain>
    地形文件

      天龙的地形代码我没仔细看,大致看了下,如下有不对的地方请指明,前面的titleSize与xsize与zsize主要是指明天龙是如何分块,xsize*zsize是所有的网格,而每titleSize指明多个网格合成一个MovableObject,如这个,一共有128*128块,然后每32*32块合成一个MovableObject(天龙中是TerrainTile),然后TerrainTile根据每个网格的纹理决定生成多少个Renderable,这样达到有限的合并网格渲染的目的.

      然后是scale,这个就是对应的在游戏中的实际位置,如xsize是128,那么x轴的实际长度应该是12800,其中y是地形高度的缩放,然后是高度图,网格信息文件,光照图.然后是所有网格要用的纹理,然后是网格要用的分块纹理pixmaps.简单来说,一个纹理分成几块pixmap,而pixmap才是每个网格用到的纹理部分.其中最重要的gridInfo文件是网格信息文件,存放的是每个网格用的二层pixmap id和显示方式.

      天龙的这种地形方式,一般来说会分成十几块(如上面是(128/32)^2=16),每块差不多用到所有纹理的一半左右,如果不设置雾与摄像机在远处全看到,综合下来,每次渲染要一百多个单元,不算多也不算少,不过没有LOD,也不会合成远处显示,故天龙的场景一般要开很大雾.

      Ogre地形组件比较复杂,实现的功能比较多,在这 Ogre 1.7的地形系统 简单说了下,其中和天龙不一样的是,天龙中的地形材质针对是每个网格,而Ogre中地形材质一般针对是整个地形,那么我们需要拿到天龙整个地形的纹理,这个纹理要拿到,我们只需想下这个地形是如何组成的就行,由zsize行xsize列个网格组成,每成对应的显示在对应gridInfo上的pixmaps上,这样我们只需要借助RTT把一块纹理分成zsize行xsize列,然后把每个pixmap渲染Rectangle2D与manualRender方法渲染到对应位置.请看如下代码:

            void createLayerTexture(int width, int height, string& textureName, bool firstLay)
            {
                auto layName = firstLay ? "firstLay" : "secondLay";
                auto fullName = name + layName;
                textureName = fullName;
                auto texture = Ogre::TextureManager::getSingleton().getByName(fullName);
                if (!texture.isNull())
                {
                    return;
                }
    
                auto scene = Ogre::Root::getSingleton().getSceneManager(DSceneName);
                auto mRtTexture = Ogre::TextureManager::getSingleton().createManual(fullName, Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME,
                    Ogre::TEX_TYPE_2D, width, height, 0, Ogre::PF_A8R8G8B8, Ogre::TU_RENDERTARGET);
    
                Ogre::RenderTexture* renderTaget = mRtTexture->getBuffer()->getRenderTarget();
                auto mRtCamera = scene->createCamera(fullName);
                renderTaget->addViewport(mRtCamera);
                renderTaget->getViewport(0)->setClearEveryFrame(false);
                renderTaget->getViewport(0)->setBackgroundColour(ColourValue(1.0f, 1.0f, 1.0f, 1.0f));
                renderTaget->getViewport(0)->setOverlaysEnabled(true);
                renderTaget->setAutoUpdated(false);
                renderTaget->setActive(true);
    
                MaterialPtr matPtr = MaterialManager::getSingleton().create
                    (fullName, ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
                Ogre::Pass* pass = matPtr->getTechnique(0)->getPass(0);
                pass->setLightingEnabled(false);
                pass->createTextureUnitState();
                pass->getTextureUnitState(0)->addFrameTextureName("");
                auto tUnit = pass->getTextureUnitState(0);
    
                Ogre::Rectangle2D* rect = new Ogre::Rectangle2D(true);
                //opengl 不知是否是BUG,需要先update一下,才能用manualRender.
                renderTaget->update();
    
                auto getLocation = [&](int t, float &aleft, float &atop, float& aright, float& abottom){
                    int width = gridInfos->m_width;
                    int height = gridInfos->m_height;
                    int row = t / width;
                    int col = t % width;
                    aleft = (1.0f / width) * col * 2.0f - 1.0f;
                    atop = 1.0f - (1.0f / height) * row * 2.0f;
                    aright = aleft + 2.0f / width;
                    abottom = atop - 2.0f / height;
                };
                int i = 0;
                for (auto grid : gridInfos->m_data)
                {
                    int gridIndex = i++;
                    int index = firstLay ? grid.nFirstLayer : grid.nSecondLayer;
                    if (index < 0 && index >= pixmaps.size())
                        continue;
                    auto pixmap = pixmaps[index];
                    int textureIndex = pixmap->textureId;
                    auto left = pixmap->left;
                    auto top = pixmap->top;
                    auto right = pixmap->right;
                    auto bottom = pixmap->bottom;
                    //auto texture = Ogre::TextureManager::getSingletonPtr()->getByName(textures[textureIndex]);
                    tUnit->setFrameTextureName(textures[textureIndex], 0);
                    int op = firstLay ? grid.nFirstLayerOp : grid.nSecondLayerOp;
                    auto leftTop = Vector2(left, top);
                    auto leftBottom = Vector2(left, bottom);
                    auto rightTop = Vector2(right, top);
                    auto rightBottom = Vector2(right, bottom);
                    if (op > 0)
                    {
                        if (op & 1)
                        {
                            swap(leftTop, rightTop);
                            swap(leftBottom, rightBottom);
                        }
                        if (op & 2)
                        {
                            swap(leftTop, leftBottom);
                            swap(rightTop, rightBottom);
                        }
    
                        if (op & 4)
                        {
                            swap(leftTop, rightTop);
                            swap(leftBottom, rightTop);
                            swap(rightBottom, rightTop);
                        }
    
                        if (op & 8)
                        {
                            // 非正常索引
                            if (grid.IndexOrder == 0) {
                                leftBottom.x = rightTop.x;
                                leftBottom.y = rightTop.y;
                            }
                            // 正常索引
                            else {
                                rightBottom.x = leftTop.x;
                                rightBottom.y = leftTop.y;
                            }
                        }
                    }
                    rect->setUVs(leftTop, leftBottom, rightTop, rightBottom);
                    //得到当前网格在整个屏幕上的位置(-1,1)                
                    getLocation(gridIndex, left, top, right, bottom);
                    rect->setCorners(left, top, right, bottom);
                    Ogre::RenderOperation renderOp;
                    rect->getRenderOperation(renderOp);
                    scene->manualRender(&renderOp,
                        pass,
                        renderTaget->getViewport(0),
                        Ogre::Matrix4::IDENTITY,
                        Ogre::Matrix4::IDENTITY,
                        Ogre::Matrix4::IDENTITY, false);
                }
    
                //std::string saveFile = "d:\" + fullName + ".png";
                //renderTaget->writeContentsToFile(saveFile);            
                renderTaget->removeAllViewports();
                scene->destroyCamera(mRtCamera);
                MaterialManager::getSingleton().remove(fullName);
                delete rect;
            }
    RTT 天龙地图

      如下是pingpan中对应的二张图:  

      这个方法过程就是生成一张Ogre::TU_RENDERTARGET纹理,调用scene->manualRender方法渲染到这张渲染上就行了,这个方法manualRender是我在看Ogre源码时,他的注释让我特别关注了下,发现用在这个地方完美,最开始我想到这个方法,但是发现生成的图片上啥都没,如果用正常的方法,生成多个Rectangle2D,多个Material,并挂在SceneNode下,然后调用rtt->pdate ,想想就变态,因为我只是暂时用下,生成这么多,我update后要清理多个,并且速度也不见的比这个快,网上找manualRender发现很多人也在说这个渲染不出来,也没人说为啥并给出解决方法,还好,我也是忽然想到了下,在调用manualRender 之前,我先让rtt->update一下,这样就能正常的输出到纹理了,不知这个地方算不算BUG.

      有了这二张纹理后,我们就让正常的流程加载高度图,然后生成TerrainGroup,在原来的地形组件中,Ogre会自动给我们生成对应的着色器代码,包含多层混合,灯光,雾设置,远景Technique等等.请看如下地形加载的代码. 

    class TLTerrainManager :
            public TerrainManager
        {
        protected:
            bool autoMaterialGen = true;
            SharedPtr<TLTerrainMaterial> tlMaterial;
        public:
            TLTerrainManager(SceneManager* scene, Ogre::Camera* camera)
                :TerrainManager(scene, camera)
            {
                tlMaterial = SharedPtr<TLTerrainMaterial>(new TLTerrainMaterial());
                //loadTerrainFile("_pingpan_1.Terrain");
            }
    
            ~TLTerrainManager()
            {
    
            }
    
            void initBlendMaps(Terrain* terrain,string towTexture)
            {
                int blendMapSize = terrain->getLayerBlendMapSize();            
                auto texture2 = Ogre::TextureManager::getSingleton().getByName(towTexture);
                Image image2;            
                tool::TextureToImage(texture2, image2);            
                int scale = image2.getWidth() / blendMapSize;
                TerrainLayerBlendMap* blendMap1 = terrain->getLayerBlendMap(1);
                float* pBlend1 = blendMap1->getBlendPointer();
                for (Ogre::uint16 y = 0; y < blendMapSize; ++y)
                {
                    for (Ogre::uint16 x = 0; x < blendMapSize; ++x)
                    {                    
                        auto color2 = image2.getColourAt(x * scale + scale / 2, y*scale + scale / 2, 0);
                        float blendA = color2.a;
                        *pBlend1++ = blendA;
                    }
                }
                blendMap1->dirty();
                blendMap1->update();
            }
    
            virtual void loadTerrainFile(const string& fileName)
            {
                TLTerrain tlTerrain;
                tlTerrain.openTerrain(fileName);
                TerrainInfo terrainInfo;
                tlTerrain.grenate(4096, 4096, terrainInfo);
                loadInfo(terrainInfo);
            }
    
            float getHeight(Vector3 pos)
            {
                return mTerrainGroup->getHeightAtWorldPosition(pos);
            }
        private:
            void loadInfo(TerrainInfo& info)
            {
                mTerrainGroup = OGRE_NEW TerrainGroup(mScene, Terrain::ALIGN_X_Z, info.TerrainSize, info.WorldSize);
                mTerrainGroup->setFilenameConvention(info.FileName, info.FileSuffix);
                mTerrainGroup->setOrigin(info.Center);
                mTerrainGroup->setResourceGroup(info.ResourceGroup);
    
                mTerrainGlobals->setMaxPixelError(8);
                mTerrainGlobals->setCompositeMapDistance(3000);
    
                Vector3 lightdir(0.0, -1000, 0.0);
    
                Ogre::Light* l = mScene->createLight(info.FileName + "tstLight");
                l->setType(Light::LT_DIRECTIONAL);
                l->setDirection(lightdir);
                l->setDiffuseColour(ColourValue::White);
                l->setSpecularColour(ColourValue::White);
    
                mTerrainGlobals->setLightMapDirection(l->getDerivedDirection());
                mTerrainGlobals->setCompositeMapAmbient(mScene->getAmbientLight());
                mTerrainGlobals->setCompositeMapDiffuse(l->getDiffuseColour());            
    
                Terrain::ImportData& defaultimp = mTerrainGroup->getDefaultImportSettings();
                defaultimp.terrainSize = info.TerrainSize;
                defaultimp.worldSize = info.WorldSize;
                defaultimp.inputScale = info.InputScale;
                defaultimp.minBatchSize = info.MinBatchSize;
                defaultimp.maxBatchSize = info.MaxBatchSize;
                if (autoMaterialGen)
                {                
                    defaultimp.layerList = info.LayerList;
                    auto matProfile =
                        static_cast<TerrainMaterialGeneratorA::SM2Profile*>(mTerrainGlobals->getDefaultMaterialGenerator()->getActiveProfile());
                    matProfile->setLayerNormalMappingEnabled(false);
                    matProfile->setLayerParallaxMappingEnabled(false);
                    matProfile->setLayerSpecularMappingEnabled(false);
                    matProfile->setGlobalColourMapEnabled(false);
                    //matProfile->setCompositeMapEnabled(false);
                    //matProfile->setLightmapEnabled(false);
                }
                else
                {
                    mTerrainGlobals->setDefaultMaterialGenerator(tlMaterial);
                    tlMaterial->setLight(l);
                    tlMaterial->setLayerName(info.LayerList[0].textureNames[0], info.LayerList[1].textureNames[0]);
                }
    
                if (mPaging)
                {
                    mPageManager = new PageManager();
                    mPageManager->setPageProvider(&mDummyPageProvider);
                    mPageManager->addCamera(mCamera);
                    mPageManager->setDebugDisplayLevel(0);
                    mTerrainPaging = new TerrainPaging(mPageManager);
                    mPagedWorld = mPageManager->createWorld();
                    mTerrainPagedWorldSection = mTerrainPaging->createWorldSection(mPagedWorld, mTerrainGroup, 400, 500,
                        0, 0,
                        1, 1);
                    mPageDefiner = new SimpleTerrainDefiner(info.HeightImage);
                    mTerrainPagedWorldSection->setDefiner(mPageDefiner);
                }
                else
                {                
                    mTerrainGroup->defineTerrain(0, 0, info.HeightImage);
                    mTerrainGroup->loadTerrain(0, 0, true);
                    if (autoMaterialGen)
                        initBlendMaps(mTerrainGroup->getTerrain(0, 0), info.LayerList[1].textureNames[0]);
                }
    
                mTerrainGroup->freeTemporaryResources();
            }
        };
    天龙地形加载设置

      这段代码Ogre例子中有差不多的,天龙的地图就用二层,并且每层只有一个散射光纹理,所以我们把每层的镜面光,法线,视差纹理全部关闭,如果我们使用光照图,需要设置terrainglobal的光照方向.

      代码参照Ogre地形例子里的就行,需要注意我们设置混合值.我们如果有超过一层的纹理,需要设置混合值,否则只有第一层的颜色,这个混合值在地形中有纹理专门来保存,如有1-5层纹理,那么对应一个混合纹理的argb四个通道,其中1-2层散射光纹理的混合值对应a,2-3对应g,如果超过5层,就生成第二个混合纹理.在这我们只有二层,那么只需要设置第一层的混合值就行,如果第二张图的Alpha为0,我们则全用第一层的.在天龙的地形中,第二层是专门用来混合的,在这,我们取对应第二层的Alpha就好.

      但是这样有个问题,我们发现颜色和天龙自己的编辑器加载还是有些区别,如下是地形组件自动生成的场景.

      通过分析,主要是二者的片断着色器代码有些区别.

    #version 440
    vec4 expand(vec4 v)
    {
        return v * 2.0 - 1.0;
    }
    
    vec4 lit(float NdotL, float NdotH, float m) {
        float ambient = 1.0;
        float diffuse = max(0.0, NdotL);
        float specular = step(0.0, NdotL) * max(NdotH, 0.0);
        return vec4(ambient, diffuse, specular, 1.0);
    }
    
    in vec4 oPosObj;
    in vec4 oUVMisc;
    out vec4 fragColour;
    in vec4 layerUV0;
    uniform vec4 lightPosObjSpace;
    uniform vec3 lightDiffuseColour;
    uniform vec3 lightSpecularColour;
    uniform vec3 eyePosObjSpace;
    uniform vec4 ambient;
    uniform vec4 scaleBiasSpecular;
    uniform sampler2D globalNormal;
    uniform sampler2D blendTex0;
    uniform sampler2D difftex0;
    uniform sampler2D normtex0;
    uniform sampler2D difftex1;
    uniform sampler2D normtex1;
    void main(void) {
        float shadow = 1.0;
        vec2 uv = oUVMisc.xy;
        fragColour = vec4(0,0,0,1);
        vec3 normal = expand(texture(globalNormal, uv)).rgb;
        vec3 lightDir = 
            lightPosObjSpace.xyz - (oPosObj.xyz * lightPosObjSpace.w);
        vec3 eyeDir = eyePosObjSpace - oPosObj.xyz;
        vec3 diffuse = vec3(0,0,0);
        float specular = 0.0;
        vec4 blendTexVal0 = texture(blendTex0, uv);
        lightDir = normalize(lightDir);
        eyeDir = normalize(eyeDir);
        vec3 halfAngle = normalize(lightDir + eyeDir);
        vec4 litRes = lit(dot(normal, lightDir), dot(normal, halfAngle), scaleBiasSpecular.z);
        vec2 uv0 = layerUV0.xy;
        vec4 diffuseSpecTex0 = texture(difftex0, uv0);
        diffuse = diffuseSpecTex0.rgb;
        vec2 uv1 = layerUV0.zw;
        vec4 diffuseSpecTex1 = texture(difftex1, uv1);
        diffuse = mix(diffuse, diffuseSpecTex1.rgb, blendTexVal0.r);
        fragColour.rgb += ambient.rgb * diffuse + litRes.y * lightDiffuseColour * diffuse * shadow;
        specular = 1.0;
        fragColour.a = shadow;
    }
    地形组件自动生成
    void
    TwoLayerLightmap_ps(
        in float2 uv0 : TEXCOORD0,    
        in float2 uvLightmap : TEXCOORD2,
        in uniform sampler2D layer0,
        in uniform sampler2D layer1,
        in uniform sampler2D lightmap,
        in float4 diffuse : COLOR0,
        in float4 specular : COLOR1,
        out float4 oColour : COLOR)
    {
        float4 c0 = tex2D(layer0, uv0);
        float4 c1 = tex2D(layer1, uv0);
        float3 texturedColour = lerp(c0.rgb, c1.rgb, c1.a);
        float4 lightmapColour = tex2D(lightmap, uvLightmap);
        float4 baseColour = diffuse * lightmapColour;
        float3 finalColour = baseColour.rgb * texturedColour + specular.rgb * (1-c0.a) * (1-c1.a) * lightmapColour.a;
        float3 resultColour = Fogging(finalColour);
        oColour = float4(resultColour, baseColour.a);
    }
    
    void
    TwoLayer_ps(
        in float2 uv0 : TEXCOORD0,   
        in uniform sampler2D layer0,
        in uniform sampler2D layer1,
        in float4 diffuse : COLOR0,
        in float4 specular : COLOR1,
        out float4 oColour : COLOR)
    {
        float4 c0 = tex2D(layer0, uv0);
        float4 c1 = tex2D(layer1, uv0);
        float3 texturedColour = lerp(c0.rgb, c1.rgb, c1.a);
        float4 baseColour = diffuse;
        float3 finalColour = baseColour.rgb * texturedColour + specular.rgb * (1-c0.a) * (1-c1.a);
        float3 resultColour = Fogging(finalColour);
        oColour = float4(resultColour, baseColour.a);
    }
    天龙的地形片断着色代码

      通过我们前面设置的混合纹理initBlendMaps这个方法,二者纹理都是第二层的Alpha进行线性混合,主要是天龙在最后还会用到这二个纹理的Alpha的值造成一些颜色上的区别.那么我们能不能就用天龙的着色器代码了,不用地形组件自动生成的,答案是可以.Ogre本身的地形组件提供足够我们的扩展,看如下代码:

    class TLTerrainMaterial :
            public TerrainMaterialGenerator
        {
        public:
            TLTerrainMaterial();
    
            std::string getMaterialTemplate();
    
            void setLight(Ogre::Light* light)
            {
                mCompositeMapLight = light;
            }
    
            void setLayerName(std::string oneLayer, std::string twoLayer = "");
    
            void setLightMapName(std::string lightMap);
    
            class TLProfile : public Ogre::TerrainMaterialGenerator::Profile
            {
            public:
                TLProfile(Ogre::TerrainMaterialGenerator* parent, const Ogre::String& name, const Ogre::String& desc);
                ~TLProfile();
    
                bool isVertexCompressionSupported() const { return false; }
    
                Ogre::MaterialPtr generate(const Ogre::Terrain* terrain);
    
                Ogre::MaterialPtr generateForCompositeMap(const Ogre::Terrain* terrain);
    
                void setLightmapEnabled(bool enabled);
    
                Ogre::uint8 getMaxLayers(const Ogre::Terrain* terrain) const;
    
                void updateParams(const Ogre::MaterialPtr& mat, const Ogre::Terrain* terrain);
    
                void updateParamsForCompositeMap(const Ogre::MaterialPtr& mat, const Ogre::Terrain* terrain);
    
                void requestOptions(Ogre::Terrain* terrain);
    
            };
        protected:
            bool bTwoLayer = false;
            bool bLightMap = false;
            std::string oneLayerName;
            std::string twoLayerName;
            std::string lightMapName;
        };
    
        TLTerrainMaterial::TLTerrainMaterial()
        {
            mProfiles.push_back(OGRE_NEW TLProfile(this, "TLTerrainMaterial", "Profile for rendering Ogre standard material"));
            setActiveProfile("TLTerrainMaterial");
        }
    
        std::string TLTerrainMaterial::getMaterialTemplate()
        {
            std::string materialName = "Terrain/";
            if (bTwoLayer)
                materialName += "TwoLayer";
            else
                materialName += "OneLayer";
            if (bLightMap)
                materialName += "Lightmap";
            return materialName;
        }
    
        void TLTerrainMaterial::setLayerName(std::string oneLayer, std::string twoLayer)
        {
            oneLayerName = oneLayer;
            bTwoLayer = twoLayer.size() > 0;
            if (bTwoLayer)
            {
                twoLayerName = twoLayer;
            }
        }
    
        void TLTerrainMaterial::setLightMapName(std::string lightMap)
        {
            bLightMap = lightMap.size() > 0;
            if (bLightMap)
            {
                lightMapName = lightMap;
            }
        }
    
        // -----------------------------------------------------------------------------------------------------------------------
    
        TLTerrainMaterial::TLProfile::TLProfile(Ogre::TerrainMaterialGenerator* parent, const Ogre::String& name, const Ogre::String& desc)
            : Ogre::TerrainMaterialGenerator::Profile(parent, name, desc)
        {
            };
    
        TLTerrainMaterial::TLProfile::~TLProfile()
        {
        }
    
    
        Ogre::MaterialPtr TLTerrainMaterial::TLProfile::generate(const Ogre::Terrain* terrain)
        {
            auto mGenerator = ((TLTerrainMaterial*)getParent());
    
            const String& matName = terrain->getMaterialName();
            MaterialPtr mat = terrain->_getMaterial();
            if (mat.isNull())
            {
                MaterialManager& matMgr = MaterialManager::getSingleton();
                mat = matMgr.create(matName, ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
            }
            mat->removeAllTechniques();
            auto templateName = mGenerator->getMaterialTemplate();
            Ogre::MaterialPtr templateMaterial = Ogre::MaterialManager::getSingleton().getByName(templateName);
            *mat = *(templateMaterial->clone(matName));
            mat->setDiffuse(mGenerator->mCompositeMapLight->getDiffuseColour());
            mat->setSpecular(mGenerator->mCompositeMapLight->getSpecularColour());
            // Setup texture alias list
            Ogre::AliasTextureNamePairList aliasList;
            aliasList["<layer0>"] = mGenerator->oneLayerName;
            if (mGenerator->bTwoLayer)
                aliasList["<layer1>"] = mGenerator->twoLayerName;
            if (mGenerator->bLightMap)
                aliasList["<lightmap>"] = mGenerator->lightMapName;
            mat->applyTextureAliases(aliasList);
            updateParams(mat, terrain);
            mat->load();
            return mat;
        }
    
        Ogre::MaterialPtr TLTerrainMaterial::TLProfile::generateForCompositeMap(const Ogre::Terrain* terrain)
        {
            return terrain->_getCompositeMapMaterial();
        }
    
        void TLTerrainMaterial::TLProfile::setLightmapEnabled(bool enabled)
        {
    
        }
    
        Ogre::uint8 TLTerrainMaterial::TLProfile::getMaxLayers(const Ogre::Terrain* terrain) const
        {
            return 2;
        }
    
        void TLTerrainMaterial::TLProfile::updateParams(const Ogre::MaterialPtr& mat, const Ogre::Terrain* terrain)
        {
        }
    
        void TLTerrainMaterial::TLProfile::updateParamsForCompositeMap(const Ogre::MaterialPtr& mat, const Ogre::Terrain* terrain)
        {
        }
    
        void TLTerrainMaterial::TLProfile::requestOptions(Ogre::Terrain* terrain)
        {
            terrain->_setMorphRequired(true);
            terrain->_setNormalMapRequired(true); // enable global normal map
            terrain->_setLightMapRequired(false);
            terrain->_setCompositeMapRequired(false);
        }
    TLTerrainMaterial

      简单来说,就是我们生成我们自己的TerrainMaterialGenerator与Profile,然后在地形设置中调用如下mTerrainGlobals->setDefaultMaterialGenerator(tlMaterial);这样地形组件就是用的我们的着色器代码,在这我们只是简单把设置下,所以原先里有很多设置我们用不上,直接关掉就可.

      如下是加载天龙地形文件里所有信息的完整代码,最主要的就是前面的第一段代码,已经发过的:

    class TLTerrain
        {
        private:
            std::string name;
            int tileSize = 1;
            int xsize = 1;
            int zsize = 1;
            Vector3 scale;
            std::string heightMap = "";
            std::string gridInfo = "";
            std::string lightMap = "";
    
            typedef std::vector<MyGUI::UString> VectorUString;
            std::vector<Ogre::String> textures;
            std::vector<Pixmap*> pixmaps;
            std::vector<float> heightMapData;
            GridInfos* gridInfos;
            SharedPtr<Image> imagePtr;
        public:
            TLTerrain()
            {
                gridInfos = new GridInfos();
                imagePtr = SharedPtr<Image>(new Image());
            }
    
            ~TLTerrain()
            {
                clear();
            }
    
            void clear()
            {
                heightMap = "";
                gridInfo = "";
                lightMap = "";
    
                gridInfos->close();
                textures.clear();
                heightMapData.clear();
    
                if (pixmaps.size() > 0)
                {
                    for (auto p : pixmaps)
                    {
                        delete p;
                    }
                    pixmaps.clear();
                }
            }
    
            void openTerrain(const std::string& fileName)
            {
                clear();
                DataStreamHolder data = MyGUI::DataManager::getInstance().getData(fileName);
                xml::Document doc;
                if (!doc.open(data.getData()))
                {
                    throw exception("");
                }
                xml::ElementPtr root = doc.getRoot();
                name = root->findAttribute("name");
                tileSize = MyGUI::utility::parseFloat(root->findAttribute("tileSize"));
                xsize = MyGUI::utility::parseFloat(root->findAttribute("xsize"));
                zsize = MyGUI::utility::parseFloat(root->findAttribute("zsize"));
    
                auto node = root->getElementEnumerator();
                while (node.next())
                {
                    if (node->getName() == "scale")
                    {
                        float x = MyGUI::utility::parseFloat(node->findAttribute("x"));
                        float y = MyGUI::utility::parseFloat(node->findAttribute("y"));
                        float z = MyGUI::utility::parseFloat(node->findAttribute("z"));
                        scale.x = x;
                        scale.y = y;
                        scale.z = z;
                    }
                    else if (node->getName() == "heightmap")
                    {
                        heightMap = node->findAttribute("filename");
                        loadHightMap(heightMap);
                    }
                    else if (node->getName() == "gridInfo")
                    {
                        gridInfo = node->findAttribute("filename");
                        gridInfos->open(gridInfo, Ogre::ResourceGroupManager::AUTODETECT_RESOURCE_GROUP_NAME);
                    }
                    else if (node->getName() == "lightmap")
                    {
                        lightMap = node->findAttribute("filename");
                    }
                    else if (node->getName() == "textures")
                    {
                        auto xtexts = node->getElementEnumerator();
                        while (xtexts.next())
                        {
                            //08大理/大理方砖地.tga
                            auto textName = tool::UTF8ToGBK(xtexts->findAttribute("filename").c_str());
                            textures.push_back(textName);
                        }
                    }
                    else if (node->getName() == "pixmaps")
                    {
                        auto xpixs = node->getElementEnumerator();
                        while (xpixs.next())
                        {
                            float left = MyGUI::utility::parseFloat(xpixs->findAttribute("left"));
                            float top = MyGUI::utility::parseFloat(xpixs->findAttribute("top"));
                            float right = MyGUI::utility::parseFloat(xpixs->findAttribute("right"));
                            float bottom = MyGUI::utility::parseFloat(xpixs->findAttribute("bottom"));
                            int textureId = MyGUI::utility::parseInt(xpixs->findAttribute("textureId"));
                            Pixmap* map = new Pixmap(textureId, left, top, right, bottom);
                            pixmaps.push_back(map);
                        }
                    }
                }
            }
    
            void loadHightMap(const string& fileName)
            {
                //DataStreamHolder data = MyGUI::DataManager::getInstance().getData(fileName);
                auto stream = ResourceGroupManager::getSingletonPtr()->openResource(fileName);
                if (stream.isNull())
                {
                    return;
                }
                stream->seek(8);
                int* size = new int[2];
                stream->read(reinterpret_cast<char*>(size), 8);
                int height = size[0];
                int width = size[1];
                if (heightMapData.size() > 0)
                    heightMapData.clear();
    
                int dataSize = height * width * 4;
                heightMapData.resize(dataSize);
                stream->read(reinterpret_cast<char*>(heightMapData.data()), dataSize * 4);
    
                imagePtr = SharedPtr<Image>(new Image());
                DataStreamPtr imgstream(new MemoryDataStream(heightMapData.data(), width * height * 4));
                imagePtr->loadRawData(imgstream, width, height, PF_FLOAT32_R);
            }
    
            void grenate(int width, int height, TerrainInfo& importData)
            {
                importData.WorldSize = xsize * scale.x;
                importData.TerrainSize = 257;
                importData.MaxBatchSize = 65;
                importData.MinBatchSize = 33;
                importData.InputScale = scale.y;
                importData.HeightImage = imagePtr.get();
                importData.FileName = name;
                importData.ResourceGroup = DTLGroupName;
    
                auto bLoadHight = createLightTexture(lightMap);
    
                importData.LayerList.resize(2);
                string firstLayName;
    
                createLayerTexture(width, height, firstLayName, true);
                importData.LayerList[0].worldSize = xsize * scale.x;
                importData.LayerList[0].textureNames.push_back(firstLayName);            
    
                string secondLayName;
                createLayerTexture(width, height, secondLayName, false);
                importData.LayerList[1].worldSize = xsize * scale.x;
                importData.LayerList[1].textureNames.push_back(secondLayName);
    
            }
    
            void createLayerTexture(int width, int height, string& textureName, bool firstLay)
            {
                auto layName = firstLay ? "firstLay" : "secondLay";
                auto fullName = name + layName;
                textureName = fullName;
                auto texture = Ogre::TextureManager::getSingleton().getByName(fullName);
                if (!texture.isNull())
                {
                    return;
                }
    
                auto scene = Ogre::Root::getSingleton().getSceneManager(DSceneName);
                auto mRtTexture = Ogre::TextureManager::getSingleton().createManual(fullName, Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME,
                    Ogre::TEX_TYPE_2D, width, height, 0, Ogre::PF_A8R8G8B8, Ogre::TU_RENDERTARGET);
    
                Ogre::RenderTexture* renderTaget = mRtTexture->getBuffer()->getRenderTarget();
                auto mRtCamera = scene->createCamera(fullName);
                renderTaget->addViewport(mRtCamera);
                renderTaget->getViewport(0)->setClearEveryFrame(false);
                renderTaget->getViewport(0)->setBackgroundColour(ColourValue(1.0f, 1.0f, 1.0f, 1.0f));
                renderTaget->getViewport(0)->setOverlaysEnabled(true);
                renderTaget->setAutoUpdated(false);
                renderTaget->setActive(true);
    
                MaterialPtr matPtr = MaterialManager::getSingleton().create
                    (fullName, ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
                Ogre::Pass* pass = matPtr->getTechnique(0)->getPass(0);
                pass->setLightingEnabled(false);
                pass->createTextureUnitState();
                pass->getTextureUnitState(0)->addFrameTextureName("");
                auto tUnit = pass->getTextureUnitState(0);
    
                Ogre::Rectangle2D* rect = new Ogre::Rectangle2D(true);
                //opengl 不知是否是BUG,需要先update一下,才能用manualRender.
                renderTaget->update();
    
                auto getLocation = [&](int t, float &aleft, float &atop, float& aright, float& abottom){
                    int width = gridInfos->m_width;
                    int height = gridInfos->m_height;
                    int row = t / width;
                    int col = t % width;
                    aleft = (1.0f / width) * col * 2.0f - 1.0f;
                    atop = 1.0f - (1.0f / height) * row * 2.0f;
                    aright = aleft + 2.0f / width;
                    abottom = atop - 2.0f / height;
                };
                int i = 0;
                for (auto grid : gridInfos->m_data)
                {
                    int gridIndex = i++;
                    int index = firstLay ? grid.nFirstLayer : grid.nSecondLayer;
                    if (index < 0 && index >= pixmaps.size())
                        continue;
                    auto pixmap = pixmaps[index];
                    int textureIndex = pixmap->textureId;
                    auto left = pixmap->left;
                    auto top = pixmap->top;
                    auto right = pixmap->right;
                    auto bottom = pixmap->bottom;
                    //auto texture = Ogre::TextureManager::getSingletonPtr()->getByName(textures[textureIndex]);
                    tUnit->setFrameTextureName(textures[textureIndex], 0);
                    int op = firstLay ? grid.nFirstLayerOp : grid.nSecondLayerOp;
                    auto leftTop = Vector2(left, top);
                    auto leftBottom = Vector2(left, bottom);
                    auto rightTop = Vector2(right, top);
                    auto rightBottom = Vector2(right, bottom);
                    if (op > 0)
                    {
                        if (op & 1)
                        {
                            swap(leftTop, rightTop);
                            swap(leftBottom, rightBottom);
                        }
                        if (op & 2)
                        {
                            swap(leftTop, leftBottom);
                            swap(rightTop, rightBottom);
                        }
    
                        if (op & 4)
                        {
                            swap(leftTop, rightTop);
                            swap(leftBottom, rightTop);
                            swap(rightBottom, rightTop);
                        }
    
                        if (op & 8)
                        {
                            // 非正常索引
                            if (grid.IndexOrder == 0) {
                                leftBottom.x = rightTop.x;
                                leftBottom.y = rightTop.y;
                            }
                            // 正常索引
                            else {
                                rightBottom.x = leftTop.x;
                                rightBottom.y = leftTop.y;
                            }
                        }
                    }
                    rect->setUVs(leftTop, leftBottom, rightTop, rightBottom);
                    //得到当前网格在整个屏幕上的位置(-1,1)                
                    getLocation(gridIndex, left, top, right, bottom);
                    rect->setCorners(left, top, right, bottom);
                    Ogre::RenderOperation renderOp;
                    rect->getRenderOperation(renderOp);
                    scene->manualRender(&renderOp,
                        pass,
                        renderTaget->getViewport(0),
                        Ogre::Matrix4::IDENTITY,
                        Ogre::Matrix4::IDENTITY,
                        Ogre::Matrix4::IDENTITY, false);
                }
    
                //std::string saveFile = "d:\" + fullName + ".png";
                //renderTaget->writeContentsToFile(saveFile);            
                renderTaget->removeAllViewports();
                scene->destroyCamera(mRtCamera);
                MaterialManager::getSingleton().remove(fullName);
                delete rect;
            }
    
            bool createLightTexture(const string& textureName)
            {
                auto haveLight = lightMap.size() != 0;
                if (!haveLight)
                    return false;
                try
                {
                    auto texture = Ogre::TextureManager::getSingleton().load(textureName, DTLGroupName);
                    return !texture.isNull();
                }
                catch (...)
                {
                    return false;
                }
            }
        };
    TLTerrain文件加载

      其中我用MyGUI里提供的XML读取类来读取相关的文件,注意如果是中文,并且要拿到Ogre中去查找资料的字符串,应该调用utf8togbk,开始这个位置直接用的utf8编码,然后在前面生成天龙的地形时,调用manualRender非常慢,怎么说了,一分钟都还没走完,我很奇怪怎么会这么慢,用VS的性能和诊断分析了下,定位到加载纹理是最要时间的,然后跑去看,才发现所有纹理都没加载上.然后比较同一字符串,在Ogre中和Mygui读出来的char比对才发现是不一样的,但是还想着宽字符啥的,但是Ogre本身也是用std::string存的,所以应该是字符编码的问题,转成gbk后,二者的char就一样了,这样用前面的manualRender渲染128*128个网格不到一秒了.

       到这整个天龙的地形就用Ogre的地形组件加载上去了.

      

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  • 原文地址:https://www.cnblogs.com/zhouxin/p/4708300.html
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