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.
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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>
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; }
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(); } };
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; }
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); }
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); }
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; } } };
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.