146 lines
4.0 KiB
C++
146 lines
4.0 KiB
C++
/*
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* Copyright (C) 2012 Open Source Robotics Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*
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*/
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#include <OgreMaterialSerializer.h>
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#include <OgreMaterialManager.h>
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#include <OgreStringConverter.h>
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#include <OgreException.h>
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#include <OgrePass.h>
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#include <OgreTechnique.h>
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#include <OgreHighLevelGpuProgram.h>
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#include <OgreHighLevelGpuProgramManager.h>
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#include "gazebo/rendering/deferred_shading/MaterialGenerator.hh"
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using namespace gazebo;
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using namespace rendering;
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/////////////////////////////////////////////////
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MaterialGenerator::MaterialGenerator()
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: vsMask(0), fsMask(0), matMask(0), impl(0)
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{
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this->impl = NULL;
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}
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/////////////////////////////////////////////////
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MaterialGenerator::~MaterialGenerator()
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{
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delete this->impl;
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}
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/////////////////////////////////////////////////
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const Ogre::MaterialPtr &MaterialGenerator::GetMaterial(Perm _permutation)
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{
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/// Check if material/shader permutation already was generated
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MaterialMap::iterator i = this->materials.find(_permutation);
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if (i != this->materials.end())
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{
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return i->second;
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}
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else
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{
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Ogre::MaterialPtr mat;
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Ogre::MaterialPtr templ = this->GetTemplateMaterial(_permutation & matMask);
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Ogre::GpuProgramPtr vertShader =
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this->GetVertexShader(_permutation & vsMask);
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Ogre::GpuProgramPtr fragShader =
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this->GetFragmentShader(_permutation & fsMask);
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/// Create material name
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Ogre::String name = materialBaseName +
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Ogre::StringConverter::toString(_permutation);
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/// Create material from template, and set shaders
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mat = templ->clone(name);
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Ogre::Technique *tech = mat->getTechnique(0);
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if (!this->schemeName.empty())
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{
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tech->setSchemeName(this->schemeName);
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}
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Ogre::Pass *pass = tech->getPass(0);
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pass->setVertexProgram(vertShader->getName());
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pass->setFragmentProgram(fragShader->getName());
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/*Ogre::MaterialSerializer serializer;
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serializer.queueForExport(mat, true);
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Ogre::String matString = serializer.getQueuedAsString();
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std::cout << matString << "\n";
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std::cout << "*************\n" << fragShader->getSource() << "******\n";
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*/
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/// And store it
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this->materials[_permutation] = mat;
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return this->materials[_permutation];
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}
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}
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/////////////////////////////////////////////////
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const Ogre::GpuProgramPtr &MaterialGenerator::GetVertexShader(Perm _permutation)
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{
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ProgramMap::iterator i = this->vs.find(_permutation);
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if (i != this->vs.end())
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return i->second;
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else
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{
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/// Create it
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this->vs[_permutation] = this->impl->GenerateVertexShader(_permutation);
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return this->vs[_permutation];
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}
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}
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/////////////////////////////////////////////////
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const Ogre::GpuProgramPtr &MaterialGenerator::GetFragmentShader(
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Perm _permutation)
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{
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ProgramMap::iterator i = this->fs.find(_permutation);
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if (i != this->fs.end())
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return i->second;
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else
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{
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/// Create it
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this->fs[_permutation] = this->impl->GenerateFragmentShader(_permutation);
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return this->fs[_permutation];
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}
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}
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/////////////////////////////////////////////////
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const Ogre::MaterialPtr &MaterialGenerator::GetTemplateMaterial(
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Perm _permutation)
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{
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MaterialMap::iterator i = this->templateMat.find(_permutation);
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if (i != this->templateMat.end())
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return i->second;
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else
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{
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if (this->impl == NULL)
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printf("ERROR NULL\n");
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/// Create it
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this->templateMat[_permutation] =
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this->impl->GenerateTemplateMaterial(_permutation);
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return this->templateMat[_permutation];
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}
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}
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/////////////////////////////////////////////////
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MaterialGenerator::Impl::~Impl()
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{
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}
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