主界面如上文設計完成後,場景剛開始添加了是Ogre例子裏的,發現場景裏實物太少,於是想到直接把天龍的場景拿下來,天龍網上有源碼,參考了下,把天龍的地形用Ogre的地形組件完成了下,如下是效果圖:
因為主要是加載地形,然後只是簡單加載了靜態模型,因此場景看着比較簡陋,再者因為上傳的圖片限制,場景複雜後根本傳不上來.
天龍的地形還是比較簡單的,如下是天龍的pingpan.terrain簡化後的內容.
<?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"/>
<textures>
<texture filename="08大理/大理方磚地.tga" type="image"/>
<texture filename="08大理/大理石台階.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鏡湖/鏡湖桃花瓣.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/淺草地底層.jpg" type="image"/>
<texture filename="西南/淺草地上層.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/深草地底層.jpg" type="image"/>
<texture filename="西南/深草地上層.tga" type="image"/>
<texture filename="西南/西南碎石地.tga" type="image"/>
<texture filename="西南/沼澤.jpg" type="image"/>
<texture filename="西南/磚地.tga" type="image"/>
</textures>
<pixmaps>
<pixmap bottom="0.2480469" left="0.00390625" right="0.4960938" textureId="0" top="0.001953125"/>
<pixmap bottom="0.4980469" left="0.00390625" right="0.4960938" textureId="0" top="0.2519531"/>
<pixmap bottom="0.7480469" left="0.00390625" right="0.4960938" textureId="0" top="0.5019531"/>
<pixmap bottom="0.9980469" left="0.00390625" right="0.4960938" textureId="0" top="0.7519531"/>
<pixmap bottom="0.748047" left="0.503906" right="0.996094" textureId="0" top="0.501953"/>
<pixmap bottom="0.2480469" left="0.5039063" right="0.9960938" textureId="0" top="0.001953125"/>
<pixmap bottom="0.4980469" left="0.5039063" right="0.9960938" textureId="0" top="0.2519531"/>
<pixmap bottom="0.7480469" left="0.5039063" right="0.9960938" textureId="0" top="0.5019531"/>
<pixmap bottom="0.9980469" left="0.5039063" right="0.9960938" textureId="0" top="0.7519531"/>
<pixmap bottom="0.4960938" left="0.00390625" right="0.4960938" textureId="1" top="0.00390625"/>
<pixmap bottom="0.9960938" left="0.00390625" right="0.4960938" textureId="1" top="0.5039063"/>
<pixmap bottom="0.4960938" left="0.5039063" right="0.9960938" textureId="1" top="0.00390625"/>
<pixmap bottom="0.9960938" left="0.5039063" right="0.9960938" textureId="1" top="0.5039063"/>
<pixmap bottom="0.9960938" left="0.00390625" right="0.4960938" textureId="2" top="0.00390625"/>
<pixmap bottom="0.996094" left="0.00390625" right="0.496094" textureId="2" top="0.00390625"/>
<pixmap bottom="0.996094" left="0.503906" right="0.996094" textureId="2" top="0.00390625"/>
<pixmap bottom="0.9960938" left="0.5039063" right="0.9960938" textureId="2" top="0.00390625"/>
<pixmap bottom="0.9980469" left="0.00390625" right="0.4960938" textureId="3" top="0.001953125"/>
<pixmap bottom="0.998047" left="0.00390625" right="0.496094" textureId="3" top="0.00195313"/>
<pixmap bottom="0.998047" left="0.503906" right="0.996094" textureId="3" top="0.00195313"/>
<pixmap bottom="0.9980469" left="0.5039063" right="0.9960938" textureId="3" top="0.001953125"/>
<pixmap bottom="0.2480469" left="0.00390625" right="0.4960938" textureId="4" top="0.001953125"/>
<pixmap bottom="0.4980469" left="0.00390625" right="0.4960938" textureId="4" top="0.2519531"/>
<pixmap bottom="0.7480469" left="0.00390625" right="0.4960938" textureId="4" top="0.5019531"/>
<pixmap bottom="0.9980469" left="0.00390625" right="0.4960938" textureId="4" top="0.7519531"/>
<pixmap bottom="0.2480469" left="0.5039063" right="0.9960938" textureId="4" top="0.001953125"/>
<pixmap bottom="0.4980469" left="0.5039063" right="0.9960938" textureId="4" top="0.2519531"/>
<pixmap bottom="0.7480469" left="0.5039063" right="0.9960938" textureId="4" top="0.5019531"/>
<pixmap bottom="0.9980469" left="0.5039063" right="0.9960938" textureId="4" top="0.7519531"/>
<pixmap bottom="0.4960938" left="0.00390625" right="0.4960938" textureId="5" top="0.00390625"/>
<pixmap bottom="0.9960938" left="0.00390625" right="0.4960938" textureId="5" top="0.5039063"/>
<pixmap bottom="0.4960938" left="0.5039063" right="0.9960938" textureId="5" top="0.00390625"/>
<pixmap bottom="0.9960938" left="0.5039063" right="0.9960938" textureId="5" top="0.5039063"/>
<pixmap bottom="0.2480469" left="0.00390625" right="0.4960938" textureId="6" top="0.001953125"/>
<pixmap bottom="0.7480469" left="0.00390625" right="0.4960938" textureId="6" top="0.5019531"/>
<pixmap bottom="0.9980469" left="0.00390625" right="0.4960938" textureId="6" top="0.7519531"/>
<pixmap bottom="0.2480469" left="0.00390625" right="0.4960938" textureId="7" top="0.001953125"/>
<pixmap bottom="0.4980469" left="0.00390625" right="0.4960938" textureId="7" top="0.2519531"/>
<pixmap bottom="0.7480469" left="0.00390625" right="0.4960938" textureId="7" top="0.5019531"/>
<pixmap bottom="0.2480469" left="0.5039063" right="0.9960938" textureId="7" top="0.001953125"/>
<pixmap bottom="0.4980469" left="0.5039063" right="0.9960938" textureId="7" top="0.2519531"/>
<pixmap bottom="0.7480469" left="0.5039063" right="0.9960938" textureId="7" top="0.5019531"/>
<pixmap bottom="0.9980469" left="0.5039063" right="0.9960938" textureId="7" top="0.7519531"/>
<pixmap bottom="0.2480469" left="0.2519531" right="0.4980469" textureId="8" top="0.001953125"/>
<pixmap bottom="0.2480469" left="0.001953125" right="0.2480469" textureId="9" top="0.001953125"/>
<pixmap bottom="0.9980469" left="0.4980469" right="0.2519531" textureId="9" top="0.7519531"/>
<pixmap bottom="0.4980469" left="0.7480469" right="0.5019531" textureId="9" top="0.2519531"/>
<pixmap bottom="0.250977" left="0.00195313" right="0.250977" textureId="10" top="0.00195313"/>
<pixmap bottom="0.5" left="0.00195313" right="0.250977" textureId="10" top="0.250977"/>
<pixmap bottom="0.749023" left="0.00195313" right="0.250977" textureId="10" top="0.5"/>
<pixmap bottom="0.998047" left="0.00195313" right="0.250977" textureId="10" top="0.749023"/>
<pixmap bottom="0.250977" left="0.250977" right="0.5" textureId="10" top="0.00195313"/>
<pixmap bottom="0.5" left="0.250977" right="0.5" textureId="10" top="0.250977"/>
<pixmap bottom="0.749023" left="0.250977" right="0.5" textureId="10" top="0.5"/>
<pixmap bottom="0.998047" left="0.250977" right="0.5" textureId="10" top="0.749023"/>
<pixmap bottom="0.250977" left="0.5" right="0.749023" textureId="10" top="0.00195313"/>
<pixmap bottom="0.5" left="0.5" right="0.749023" textureId="10" top="0.250977"/>
<pixmap bottom="0.749023" left="0.5" right="0.749023" textureId="10" top="0.5"/>
<pixmap bottom="0.998047" left="0.5" right="0.749023" textureId="10" top="0.749023"/>
<pixmap bottom="0.250977" left="0.749023" right="0.998047" textureId="10" top="0.00195313"/>
<pixmap bottom="0.5" left="0.749023" right="0.998047" textureId="10" top="0.250977"/>
<pixmap bottom="0.749023" left="0.749023" right="0.998047" textureId="10" top="0.5"/>
<pixmap bottom="0.998047" left="0.749023" right="0.998047" textureId="10" top="0.749023"/>
<pixmap bottom="0.25" left="0.00195313" right="0.25" textureId="11" top="0.00195313"/>
<pixmap bottom="0.498047" left="0.00195313" right="0.25" textureId="11" top="0.25"/>
<pixmap bottom="0.75" left="0.00195313" right="0.250977" textureId="11" top="0.501953"/>
<pixmap bottom="0.998047" left="0.00195313" right="0.250977" textureId="11" top="0.75"/>
<pixmap bottom="0.25" left="0.25" right="0.498047" textureId="11" top="0.00195313"/>
<pixmap bottom="0.498047" left="0.25" right="0.498047" textureId="11" top="0.25"/>
<pixmap bottom="0.75" left="0.250977" right="0.5" textureId="11" top="0.501953"/>
<pixmap bottom="0.998047" left="0.250977" right="0.5" textureId="11" top="0.75"/>
<pixmap bottom="0.75" left="0.5" right="0.749023" textureId="11" top="0.501953"/>
<pixmap bottom="0.998047" left="0.5" right="0.749023" textureId="11" top="0.75"/>
<pixmap bottom="0.25" left="0.501953" right="0.75" textureId="11" top="0.00195313"/>
<pixmap bottom="0.498047" left="0.501953" right="0.75" textureId="11" top="0.25"/>
<pixmap bottom="0.75" left="0.749023" right="0.998047" textureId="11" top="0.501953"/>
<pixmap bottom="0.998047" left="0.749023" right="0.998047" textureId="11" top="0.75"/>
<pixmap bottom="0.25" left="0.75" right="0.998047" textureId="11" top="0.00195313"/>
<pixmap bottom="0.498047" left="0.75" right="0.998047" textureId="11" top="0.25"/>
<pixmap bottom="0.5" left="0.00390625" right="0.5" textureId="12" top="0.00390625"/>
<pixmap bottom="0.996094" left="0.00390625" right="0.5" textureId="12" top="0.5"/>
<pixmap bottom="0.5" left="0.5" right="0.996094" textureId="12" top="0.00390625"/>
<pixmap bottom="0.996094" left="0.5" right="0.996094" textureId="12" top="0.5"/>
<pixmap bottom="0.25" left="0" right="0.5" textureId="13" top="0"/>
<pixmap bottom="0.5" left="0" right="0.5" textureId="13" top="0.25"/>
<pixmap bottom="0.75" left="0" right="0.5" textureId="13" top="0.5"/>
<pixmap bottom="1" left="0" right="0.5" textureId="13" top="0.75"/>
<pixmap bottom="0.2480469" left="0.00390625" right="0.4960938" textureId="13" top="0.001953125"/>
<pixmap bottom="0.248047" left="0.00390625" right="0.496094" textureId="13" top="0.00195313"/>
<pixmap bottom="0.498047" left="0.00390625" right="0.496094" textureId="13" top="0.251953"/>
<pixmap bottom="0.4980469" left="0.00390625" right="0.4960938" textureId="13" top="0.2519531"/>
<pixmap bottom="0.748047" left="0.00390625" right="0.496094" textureId="13" top="0.501953"/>
<pixmap bottom="0.7480469" left="0.00390625" right="0.4960938" textureId="13" top="0.5019531"/>
<pixmap bottom="0.998047" left="0.00390625" right="0.496094" textureId="13" top="0.751953"/>
<pixmap bottom="0.9980469" left="0.00390625" right="0.4960938" textureId="13" top="0.7519531"/>
<pixmap bottom="0.25" left="0.5" right="1" textureId="13" top="0"/>
<pixmap bottom="0.5" left="0.5" right="1" textureId="13" top="0.25"/>
<pixmap bottom="0.75" left="0.5" right="1" textureId="13" top="0.5"/>
<pixmap bottom="1" left="0.5" right="1" textureId="13" top="0.75"/>
<pixmap bottom="0.248047" left="0.503906" right="0.996094" textureId="13" top="0.00195313"/>
<pixmap bottom="0.498047" left="0.503906" right="0.996094" textureId="13" top="0.251953"/>
<pixmap bottom="0.748047" left="0.503906" right="0.996094" textureId="13" top="0.501953"/>
<pixmap bottom="0.998047" left="0.503906" right="0.996094" textureId="13" top="0.751953"/>
<pixmap bottom="0.2480469" left="0.5039063" right="0.9960938" textureId="13" top="0.001953125"/>
<pixmap bottom="0.4980469" left="0.5039063" right="0.9960938" textureId="13" top="0.2519531"/>
<pixmap bottom="0.7480469" left="0.5039063" right="0.9960938" textureId="13" top="0.5019531"/>
<pixmap bottom="0.9980469" left="0.5039063" right="0.9960938" textureId="13" top="0.7519531"/>
<pixmap bottom="0.2480469" left="0.001953125" right="0.2480469" textureId="14" top="0.001953125"/>
<pixmap bottom="0.4980469" left="0.001953125" right="0.2480469" textureId="14" top="0.2519531"/>
<pixmap bottom="0.7480469" left="0.001953125" right="0.2480469" textureId="14" top="0.5019531"/>
<pixmap bottom="0.9980469" left="0.001953125" right="0.2480469" textureId="14" top="0.7519531"/>
<pixmap bottom="0.248047" left="0.00195313" right="0.248047" textureId="14" top="0.00195313"/>
<pixmap bottom="0.498047" left="0.00195313" right="0.248047" textureId="14" top="0.251953"/>
<pixmap bottom="0.748047" left="0.00195313" right="0.248047" textureId="14" top="0.501953"/>
<pixmap bottom="0.998047" left="0.00195313" right="0.248047" textureId="14" top="0.751953"/>
<pixmap bottom="0.2480469" left="0.2519531" right="0.4980469" textureId="14" top="0.001953125"/>
<pixmap bottom="0.4980469" left="0.4980469" right="0.2519531" textureId="14" top="0.2519531"/>
<pixmap bottom="0.5019531" left="0.4980469" right="0.2519531" textureId="14" top="0.7480469"/>
<pixmap bottom="0.9980469" left="0.4980469" right="0.2519531" textureId="14" top="0.7519531"/>
<pixmap bottom="0.498047" left="0.498047" right="0.251953" textureId="14" top="0.251953"/>
<pixmap bottom="0.501953" left="0.498047" right="0.251953" textureId="14" top="0.748047"/>
<pixmap bottom="0.998047" left="0.498047" right="0.251953" textureId="14" top="0.751953"/>
<pixmap bottom="0.001953125" left="0.7480469" right="0.5019531" textureId="14" top="0.2480469"/>
<pixmap bottom="0.4980469" left="0.7480469" right="0.5019531" textureId="14" top="0.2519531"/>
<pixmap bottom="0.7480469" left="0.7480469" right="0.5019531" textureId="14" top="0.5019531"/>
<pixmap bottom="0.00195313" left="0.748047" right="0.501953" textureId="14" top="0.248047"/>
<pixmap bottom="0.498047" left="0.748047" right="0.501953" textureId="14" top="0.251953"/>
<pixmap bottom="0.248047" left="0.751953" right="0.998047" textureId="14" top="0.00195313"/>
<pixmap bottom="0.498047" left="0.751953" right="0.998047" textureId="14" top="0.251953"/>
<pixmap bottom="0.748047" left="0.751953" right="0.998047" textureId="14" top="0.501953"/>
<pixmap bottom="0.2480469" left="0.7519531" right="0.9980469" textureId="14" top="0.001953125"/>
<pixmap bottom="0.4980469" left="0.7519531" right="0.9980469" textureId="14" top="0.2519531"/>
<pixmap bottom="0.7480469" left="0.7519531" right="0.9980469" textureId="14" top="0.5019531"/>
<pixmap bottom="0.2480469" left="0.00390625" right="0.4960938" textureId="15" top="0.001953125"/>
<pixmap bottom="0.4980469" left="0.00390625" right="0.4960938" textureId="15" top="0.2519531"/>
<pixmap bottom="0.7480469" left="0.00390625" right="0.4960938" textureId="15" top="0.5019531"/>
<pixmap bottom="0.9980469" left="0.00390625" right="0.4960938" textureId="15" top="0.7519531"/>
<pixmap bottom="0.2480469" left="0.5039063" right="0.9960938" textureId="15" top="0.001953125"/>
<pixmap bottom="0.4980469" left="0.5039063" right="0.9960938" textureId="15" top="0.2519531"/>
<pixmap bottom="0.7480469" left="0.5039063" right="0.9960938" textureId="15" top="0.5019531"/>
<pixmap bottom="0.9980469" left="0.5039063" right="0.9960938" textureId="15" top="0.7519531"/>
<pixmap bottom="0.2480469" left="0.001953125" right="0.2480469" textureId="16" top="0.001953125"/>
<pixmap bottom="0.4980469" left="0.001953125" right="0.2480469" textureId="16" top="0.2519531"/>
<pixmap bottom="0.7480469" left="0.001953125" right="0.2480469" textureId="16" top="0.5019531"/>
<pixmap bottom="0.9980469" left="0.001953125" right="0.2480469" textureId="16" top="0.7519531"/>
<pixmap bottom="0.2480469" left="0.2519531" right="0.4980469" textureId="16" top="0.001953125"/>
<pixmap bottom="0.4980469" left="0.2519531" right="0.4980469" textureId="16" top="0.2519531"/>
<pixmap bottom="0.7480469" left="0.2519531" right="0.4980469" textureId="16" top="0.5019531"/>
<pixmap bottom="0.9980469" left="0.2519531" right="0.4980469" textureId="16" top="0.7519531"/>
<pixmap bottom="0.2480469" left="0.5019531" right="0.7480469" textureId="16" top="0.001953125"/>
<pixmap bottom="0.4980469" left="0.5019531" right="0.7480469" textureId="16" top="0.2519531"/>
<pixmap bottom="0.7480469" left="0.5019531" right="0.7480469" textureId="16" top="0.5019531"/>
<pixmap bottom="0.9980469" left="0.5019531" right="0.7480469" textureId="16" top="0.7519531"/>
<pixmap bottom="0.2480469" left="0.7519531" right="0.9980469" textureId="16" top="0.001953125"/>
<pixmap bottom="0.4980469" left="0.7519531" right="0.9980469" textureId="16" top="0.2519531"/>
<pixmap bottom="0.7480469" left="0.7519531" right="0.9980469" textureId="16" top="0.5019531"/>
<pixmap bottom="0.9980469" left="0.7519531" right="0.9980469" textureId="16" top="0.7519531"/>
<pixmap bottom="0.2480469" left="0.001953125" right="0.2480469" textureId="17" top="0.001953125"/>
<pixmap bottom="0.4980469" left="0.001953125" right="0.2480469" textureId="17" top="0.2519531"/>
<pixmap bottom="0.7480469" left="0.001953125" right="0.2480469" textureId="17" top="0.5019531"/>
<pixmap bottom="0.9980469" left="0.001953125" right="0.2480469" textureId="17" top="0.7519531"/>
<pixmap bottom="0.2480469" left="0.2519531" right="0.4980469" textureId="17" top="0.001953125"/>
<pixmap bottom="0.4980469" left="0.2519531" right="0.4980469" textureId="17" top="0.2519531"/>
<pixmap bottom="0.7480469" left="0.2519531" right="0.4980469" textureId="17" top="0.5019531"/>
<pixmap bottom="0.9980469" left="0.2519531" right="0.4980469" textureId="17" top="0.7519531"/>
<pixmap bottom="0.2480469" left="0.5019531" right="0.7480469" textureId="17" top="0.001953125"/>
<pixmap bottom="0.4980469" left="0.5019531" right="0.7480469" textureId="17" top="0.2519531"/>
<pixmap bottom="0.7480469" left="0.5019531" right="0.7480469" textureId="17" top="0.5019531"/>
<pixmap bottom="0.9980469" left="0.5019531" right="0.7480469" textureId="17" top="0.7519531"/>
<pixmap bottom="0.2480469" left="0.7519531" right="0.9980469" textureId="17" top="0.001953125"/>
<pixmap bottom="0.4980469" left="0.7519531" right="0.9980469" textureId="17" top="0.2519531"/>
<pixmap bottom="0.7480469" left="0.7519531" right="0.9980469" textureId="17" top="0.5019531"/>
<pixmap bottom="0.9980469" left="0.7519531" right="0.9980469" textureId="17" top="0.7519531"/>
</pixmaps>
<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
天龍的地形代碼我沒仔細看,大致看了下,如下有不對的地方請指明,前面的titleSize與xsize與zsize主要是指明天龍是如何分塊,xsize*zsize是所有的網格,而每titleSize指明多個網格合成一個MovableObject,如這個,一共有128*128塊,然後每32*32塊合成一個MovableObject(天龍中是TerrainTile),然後TerrainTile根據每個網格的紋理決定生成多少個Renderable,這樣達到有限的合併網格渲染的目的.
gridInfo文件是網格信息文件,存放的是每個網格用的二層pixmap id和顯示方式.
天龍的這種地形方式,一般來説會分成十幾塊(如上面是(128/32)^2=16),每塊差不多用到所有紋理的一半左右,如果不設置霧與攝像機在遠處全看到,綜合下來,每次渲染要一百多個單元,不算多也不算少,不過沒有LOD,也不會合成遠處顯示,故天龍的場景一般要開很大霧.
Ogre 1.7的地形系統簡單説了下,其中和天龍不一樣的是,天龍中的地形材質針對是每個網格,而Ogre中地形材質一般針對是整個地形,那麼我們需要拿到天龍整個地形的紋理,這個紋理要拿到,我們只需想下這個地形是如何組成的就行,由zsize行xsize列個網格組成,每成對應的顯示在對應gridInfo上的pixmaps上,這樣我們只需要藉助RTT把一塊紋理分成zsize行xsize列,然後把每個pixmap渲染Rectangle2D與manualRender方法渲染到對應位置.請看如下代碼:
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);
//得到當前網格在整個屏幕上的位置(-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 天龍地圖 如下是pingpan中對應的二張圖:
這個方法過程就是生成一張Ogre::TU_RENDERTARGET紋理,調用scene->manualRender方法渲染到這張渲染上就行了,這個方法manualRender是我在看Ogre源碼時,他的註釋讓我特別關注了下,發現用在這個地方完美,最開始我想到這個方法,但是發現生成的圖片上啥都沒,如果用正常的方法,生成多個Rectangle2D,多個Material,並掛在SceneNode下,然後調用rtt->pdate ,想想就變態,因為我只是暫時用下,生成這麼多,我update後要清理多個,並且速度也不見的比這個快,網上找manualRender發現很多人也在説這個渲染不出來,也沒人説為啥並給出解決方法,還好,我也是忽然想到了下,在調用manualRender 之前,我先讓rtt->update一下,這樣就能正常的輸出到紋理了,不知這個地方算不算BUG.
有了這二張紋理後,我們就讓正常的流程加載高度圖,然後生成TerrainGroup,在原來的地形組件中,Ogre會自動給我們生成對應的着色器代碼,包含多層混合,燈光,霧設置,遠景Technique等等.請看如下地形加載的代碼.
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();
}
};
天龍地形加載設置
這段代碼Ogre例子中有差不多的,天龍的地圖就用二層,並且每層只有一個散射光紋理,所以我們把每層的鏡面光,法線,視差紋理全部關閉,如果我們使用光照圖,需要設置terrainglobal的光照方向.
代碼參照Ogre地形例子裏的就行,需要注意我們設置混合值.我們如果有超過一層的紋理,需要設置混合值,否則只有第一層的顏色,這個混合值在地形中有紋理專門來保存,如有1-5層紋理,那麼對應一個混合紋理的argb四個通道,其中1-2層散射光紋理的混合值對應a,2-3對應g,如果超過5層,就生成第二個混合紋理.在這我們只有二層,那麼只需要設置第一層的混合值就行,如果第二張圖的Alpha為0,我們則全用第一層的.在天龍的地形中,第二層是專門用來混合的,在這,我們取對應第二層的Alpha就好.
但是這樣有個問題,我們發現顏色和天龍自己的編輯器加載還是有些區別,如下是地形組件自動生成的場景.
通過分析,主要是二者的片斷着色器代碼有些區別.
#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;
}
地形組件自動生成
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);
}
天龍的地形片斷着色代碼
通過我們前面設置的混合紋理initBlendMaps這個方法,二者紋理都是第二層的Alpha進行線性混合,主要是天龍在最後還會用到這二個紋理的Alpha的值造成一些顏色上的區別.那麼我們能不能就用天龍的着色器代碼了,不用地形組件自動生成的,答案是可以.Ogre本身的地形組件提供足夠我們的擴展,看如下代碼:
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
簡單來説,就是我們生成我們自己的TerrainMaterialGenerator與Profile,然後在地形設置中調用如下mTerrainGlobals->setDefaultMaterialGenerator(tlMaterial);這樣地形組件就是用的我們的着色器代碼,在這我們只是簡單把設置下,所以原先裏有很多設置我們用不上,直接關掉就可.
如下是加載天龍地形文件裏所有信息的完整代碼,最主要的就是前面的第一段代碼,已經發過的:
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/大理方磚地.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);
//得到當前網格在整個屏幕上的位置(-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文件加載
其中我用MyGUI裏提供的XML讀取類來讀取相關的文件,注意如果是中文,並且要拿到Ogre中去查找資料的字符串,應該調用utf8togbk,開始這個位置直接用的utf8編碼,然後在前面生成天龍的地形時,調用manualRender非常慢,怎麼説了,一分鐘都還沒走完,我很奇怪怎麼會這麼慢,用VS的性能和診斷分析了下,定位到加載紋理是最要時間的,然後跑去看,才發現所有紋理都沒加載上.然後比較同一字符串,在Ogre中和Mygui讀出來的char比對才發現是不一樣的,但是還想着寬字符啥的,但是Ogre本身也是用std::string存的,所以應該是字符編碼的問題,轉成gbk後,二者的char就一樣了,這樣用前面的manualRender渲染128*128個網格不到一秒了.
到這整個天龍的地形就用Ogre的地形組件加載上去了.