pxmlw6n2f/Gazebo_Distributed_TCP/gazebo/rendering/deferred_shading/MaterialGenerator.cc

146 lines
4.0 KiB
C++

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