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:  Ogre 编辑器二(用Ogre的地形组件加载天龙八部地形)-LMLPHP

  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" ?>
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<scale x="100" y="100" z="100"/>
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<gridInfo filename="_pingpan_1.GridInfo" type="standard"/>
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<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, , Ogre::PF_A8R8G8B8, Ogre::TU_RENDERTARGET); Ogre::RenderTexture* renderTaget = mRtTexture->getBuffer()->getRenderTarget();
auto mRtCamera = scene->createCamera(fullName);
renderTaget->addViewport(mRtCamera);
renderTaget->getViewport()->setClearEveryFrame(false);
renderTaget->getViewport()->setBackgroundColour(ColourValue(1.0f, 1.0f, 1.0f, 1.0f));
renderTaget->getViewport()->setOverlaysEnabled(true);
renderTaget->setAutoUpdated(false);
renderTaget->setActive(true); MaterialPtr matPtr = MaterialManager::getSingleton().create
(fullName, ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
Ogre::Pass* pass = matPtr->getTechnique()->getPass();
pass->setLightingEnabled(false);
pass->createTextureUnitState();
pass->getTextureUnitState()->addFrameTextureName("");
auto tUnit = pass->getTextureUnitState(); 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 = ;
for (auto grid : gridInfos->m_data)
{
int gridIndex = i++;
int index = firstLay ? grid.nFirstLayer : grid.nSecondLayer;
if (index < && 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], );
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 > )
{
if (op & )
{
swap(leftTop, rightTop);
swap(leftBottom, rightBottom);
}
if (op & )
{
swap(leftTop, leftBottom);
swap(rightTop, rightBottom);
} if (op & )
{
swap(leftTop, rightTop);
swap(leftBottom, rightTop);
swap(rightBottom, rightTop);
} if (op & )
{
// 非正常索引
if (grid.IndexOrder == ) {
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(),
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:  Ogre 编辑器二(用Ogre的地形组件加载天龙八部地形)-LMLPHP

  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();
float* pBlend1 = blendMap1->getBlendPointer();
for (Ogre::uint16 y = ; y < blendMapSize; ++y)
{
for (Ogre::uint16 x = ; x < blendMapSize; ++x)
{
auto color2 = image2.getColourAt(x * scale + scale / , y*scale + scale / , );
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(, , 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();
mTerrainGlobals->setCompositeMapDistance(); Vector3 lightdir(0.0, -, 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[].textureNames[], info.LayerList[].textureNames[]);
} if (mPaging)
{
mPageManager = new PageManager();
mPageManager->setPageProvider(&mDummyPageProvider);
mPageManager->addCamera(mCamera);
mPageManager->setDebugDisplayLevel();
mTerrainPaging = new TerrainPaging(mPageManager);
mPagedWorld = mPageManager->createWorld();
mTerrainPagedWorldSection = mTerrainPaging->createWorldSection(mPagedWorld, mTerrainGroup, , ,
, ,
, );
mPageDefiner = new SimpleTerrainDefiner(info.HeightImage);
mTerrainPagedWorldSection->setDefiner(mPageDefiner);
}
else
{
mTerrainGroup->defineTerrain(, , info.HeightImage);
mTerrainGroup->loadTerrain(, , true);
if (autoMaterialGen)
initBlendMaps(mTerrainGroup->getTerrain(, ), info.LayerList[].textureNames[]);
} 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.

Ogre 编辑器二(用Ogre的地形组件加载天龙八部地形)-LMLPHP

  通过分析,主要是二者的片断着色器代码有些区别.

#version
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(,,,);
vec3 normal = expand(texture(globalNormal, uv)).rgb;
vec3 lightDir =
lightPosObjSpace.xyz - (oPosObj.xyz * lightPosObjSpace.w);
vec3 eyeDir = eyePosObjSpace - oPosObj.xyz;
vec3 diffuse = vec3(,,);
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 * (-c0.a) * (-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 * (-c0.a) * (-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() > ;
if (bTwoLayer)
{
twoLayerName = twoLayer;
}
} void TLTerrainMaterial::setLightMapName(std::string lightMap)
{
bLightMap = lightMap.size() > ;
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 ;
} 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 = ;
int xsize = ;
int zsize = ;
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() > )
{
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();
int* size = new int[];
stream->read(reinterpret_cast<char*>(size), );
int height = size[];
int width = size[];
if (heightMapData.size() > )
heightMapData.clear(); int dataSize = height * width * ;
heightMapData.resize(dataSize);
stream->read(reinterpret_cast<char*>(heightMapData.data()), dataSize * ); imagePtr = SharedPtr<Image>(new Image());
DataStreamPtr imgstream(new MemoryDataStream(heightMapData.data(), width * height * ));
imagePtr->loadRawData(imgstream, width, height, PF_FLOAT32_R);
} void grenate(int width, int height, TerrainInfo& importData)
{
importData.WorldSize = xsize * scale.x;
importData.TerrainSize = ;
importData.MaxBatchSize = ;
importData.MinBatchSize = ;
importData.InputScale = scale.y;
importData.HeightImage = imagePtr.get();
importData.FileName = name;
importData.ResourceGroup = DTLGroupName; auto bLoadHight = createLightTexture(lightMap); importData.LayerList.resize();
string firstLayName; createLayerTexture(width, height, firstLayName, true);
importData.LayerList[].worldSize = xsize * scale.x;
importData.LayerList[].textureNames.push_back(firstLayName); string secondLayName;
createLayerTexture(width, height, secondLayName, false);
importData.LayerList[].worldSize = xsize * scale.x;
importData.LayerList[].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, , Ogre::PF_A8R8G8B8, Ogre::TU_RENDERTARGET); Ogre::RenderTexture* renderTaget = mRtTexture->getBuffer()->getRenderTarget();
auto mRtCamera = scene->createCamera(fullName);
renderTaget->addViewport(mRtCamera);
renderTaget->getViewport()->setClearEveryFrame(false);
renderTaget->getViewport()->setBackgroundColour(ColourValue(1.0f, 1.0f, 1.0f, 1.0f));
renderTaget->getViewport()->setOverlaysEnabled(true);
renderTaget->setAutoUpdated(false);
renderTaget->setActive(true); MaterialPtr matPtr = MaterialManager::getSingleton().create
(fullName, ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
Ogre::Pass* pass = matPtr->getTechnique()->getPass();
pass->setLightingEnabled(false);
pass->createTextureUnitState();
pass->getTextureUnitState()->addFrameTextureName("");
auto tUnit = pass->getTextureUnitState(); 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 = ;
for (auto grid : gridInfos->m_data)
{
int gridIndex = i++;
int index = firstLay ? grid.nFirstLayer : grid.nSecondLayer;
if (index < && 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], );
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 > )
{
if (op & )
{
swap(leftTop, rightTop);
swap(leftBottom, rightBottom);
}
if (op & )
{
swap(leftTop, leftBottom);
swap(rightTop, rightBottom);
} if (op & )
{
swap(leftTop, rightTop);
swap(leftBottom, rightTop);
swap(rightBottom, rightTop);
} if (op & )
{
// 非正常索引
if (grid.IndexOrder == ) {
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(),
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() != ;
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.

  

05-11 11:09