OGRE版本1.7.1的Sample裡包含了地形的樣本,且用到了PSSM+LiSPSM。
今天嘗試把Character的Sinbad模型擺到地形上,不過模型的材質本身不支援PSSM。
看了下地形樣本的實現,發現它在給Shader傳PSSM分界點資料時,用了把模板材質clone一份,再設定diffusemap和pssm分界點的方法,相當讓人無語....
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- MaterialPtr ret = MaterialManager::getSingleton().getByName(matName);
- MaterialPtr baseMat = MaterialManager::getSingleton().getByName("Ogre/shadow/depth/integrated/pssm");
- ret = baseMat->clone(matName);
- Pass* p = ret->getTechnique(0)->getPass(0);
- p->getTextureUnitState("diffuse")->setTextureName(textureName);
- Vector4 splitPoints;
- const PSSMShadowCameraSetup::SplitPointList& splitPointList =
- static_cast<PSSMShadowCameraSetup*>(mPSSMSetup.get())->getSplitPoints();
- for (int i = 0; i < 3; ++i)
- {
- splitPoints[i] = splitPointList[i];
- }
- p->getFragmentProgramParameters()->setNamedConstant("pssmSplitPoints", splitPoints);
MaterialPtr ret = MaterialManager::getSingleton().getByName(matName);<br />MaterialPtr baseMat = MaterialManager::getSingleton().getByName("Ogre/shadow/depth/integrated/pssm");<br />ret = baseMat->clone(matName);<br />Pass* p = ret->getTechnique(0)->getPass(0);<br />p->getTextureUnitState("diffuse")->setTextureName(textureName);<br />Vector4 splitPoints;<br />const PSSMShadowCameraSetup::SplitPointList& splitPointList =<br />static_cast<PSSMShadowCameraSetup*>(mPSSMSetup.get())->getSplitPoints();<br />for (int i = 0; i < 3; ++i)<br />{<br />splitPoints[i] = splitPointList[i];<br />}<br />p->getFragmentProgramParameters()->setNamedConstant("pssmSplitPoints", splitPoints);
如果有幾百種不同貼圖的物件,就得在代碼裏手動為每一個物件設定diffusemap和pssm分界點,前者其實在材質指令碼中可以用繼承來覆蓋,後者其實整個情境用到的資料都是一樣的。好在OGRE增加了shared_params,可以多個shader共用相同的參數,在代碼裡只設定一遍就可以了。
修改後的fp:
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- shared_params pssm_params
- {
- shared_param_named pssmSplitPoints float4
- }
- fragment_program Ogre/shadow/receiver/depth/pssm3/fp cg
- {
- source depthshadowobject.cg
- profiles ps_2_x arbfp1
- entry_point main_fp
- compile_arguments -DSHADOWCASTER=0 -DDEPTH_SHADOWCASTER=0 -DDEPTH_SHADOWRECEIVER=1
- default_params
- {
- param_named_auto materialAmbient derived_ambient_light_colour
- // shadow samplers are indexes 1/2/3
- param_named_auto inverseShadowmapSize0 inverse_texture_size 1
- param_named_auto inverseShadowmapSize1 inverse_texture_size 2
- param_named_auto inverseShadowmapSize2 inverse_texture_size 3
- //SET THIS MANUALLY!
- //param_named pssmSplitPoints 0 0 0 0
- shared_params_ref pssm_params
- }
- }
shared_params pssm_params<br />{<br />shared_param_named pssmSplitPoints float4<br />}<br />fragment_program Ogre/shadow/receiver/depth/pssm3/fp cg<br />{<br />source depthshadowobject.cg<br />profiles ps_2_x arbfp1<br />entry_point main_fp<br />compile_arguments -DSHADOWCASTER=0 -DDEPTH_SHADOWCASTER=0 -DDEPTH_SHADOWRECEIVER=1<br />default_params<br />{<br />param_named_auto materialAmbient derived_ambient_light_colour<br />// shadow samplers are indexes 1/2/3<br />param_named_auto inverseShadowmapSize0 inverse_texture_size 1<br />param_named_auto inverseShadowmapSize1 inverse_texture_size 2<br />param_named_auto inverseShadowmapSize2 inverse_texture_size 3<br />//SET THIS MANUALLY!<br />//param_named pssmSplitPoints 0 0 0 0<br />shared_params_ref pssm_params<br />}<br />}
c++:
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- Vector4 splitPoints;
- const PSSMShadowCameraSetup::SplitPointList& splitPointList =
- static_cast<PSSMShadowCameraSetup*>(mPSSMSetup.get())->getSplitPoints();
- for (int i = 0; i < 3; ++i)
- {
- splitPoints[i] = splitPointList[i];
- }
- GpuSharedParametersPtr p = GpuProgramManager::getSingleton().getSharedParameters("pssm_params");
- p->setNamedConstant("pssmSplitPoints", splitPoints);
Vector4 splitPoints;<br />const PSSMShadowCameraSetup::SplitPointList& splitPointList =<br />static_cast<PSSMShadowCameraSetup*>(mPSSMSetup.get())->getSplitPoints();<br />for (int i = 0; i < 3; ++i)<br />{<br />splitPoints[i] = splitPointList[i];<br />}<br />GpuSharedParametersPtr p = GpuProgramManager::getSingleton().getSharedParameters("pssm_params");<br />p->setNamedConstant("pssmSplitPoints", splitPoints);
http://blog.csdn.net/cometeor/archive/2010/06/09/5657168.aspx