Ogre 编辑器二(用Ogre的地形组件加载天龙八部地形)
主界面如上文設計完成后,場景剛開始添加了是Ogre例子里的,發現場景里實物太少,于是想到直接把天龍的場景拿下來,天龍網上有源碼,參考了下,把天龍的地形用Ogre的地形組件完成了下,如下是效果圖:
因為主要是加載地形,然后只是簡單加載了靜態模型,因此場景看著比較簡陋,再者因為上傳的圖片限制,場景復雜后根本傳不上來.
天龍的地形還是比較簡單的,如下是天龍的pingpan.terrain簡化后的內容.
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left="0.7519531" right="0.9980469" textureId="17" top="0.7519531"/></pixmaps><materials><template material="Terrain/OneLayer" name="OneLayer"/><template material="Terrain/OneLayerLightmap" name="OneLayerLightmap"/><template material="Terrain/TwoLayer" name="TwoLayer"/><template material="Terrain/TwoLayerLightmap" name="TwoLayerLightmap"/><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> 地形文件天龍的地形代碼我沒仔細看,大致看了下,如下有不對的地方請指明,前面的titleSize與xsize與zsize主要是指明天龍是如何分塊,xsize*zsize是所有的網格,而每titleSize指明多個網格合成一個MovableObject,如這個,一共有128*128塊,然后每32*32塊合成一個MovableObject(天龍中是TerrainTile),然后TerrainTile根據每個網格的紋理決定生成多少個Renderable,這樣達到有限的合并網格渲染的目的.
然后是scale,這個就是對應的在游戲中的實際位置,如xsize是128,那么x軸的實際長度應該是12800,其中y是地形高度的縮放,然后是高度圖,網格信息文件,光照圖.然后是所有網格要用的紋理,然后是網格要用的分塊紋理pixmaps.簡單來說,一個紋理分成幾塊pixmap,而pixmap才是每個網格用到的紋理部分.其中最重要的gridInfo文件是網格信息文件,存放的是每個網格用的二層pixmap id和顯示方式.
天龍的這種地形方式,一般來說會分成十幾塊(如上面是(128/32)^2=16),每塊差不多用到所有紋理的一半左右,如果不設置霧與攝像機在遠處全看到,綜合下來,每次渲染要一百多個單元,不算多也不算少,不過沒有LOD,也不會合成遠處顯示,故天龍的場景一般要開很大霧.
Ogre地形組件比較復雜,實現的功能比較多,在這?Ogre 1.7的地形系統?簡單說了下,其中和天龍不一樣的是,天龍中的地形材質針對是每個網格,而Ogre中地形材質一般針對是整個地形,那么我們需要拿到天龍整個地形的紋理,這個紋理要拿到,我們只需想下這個地形是如何組成的就行,由zsize行xsize列個網格組成,每成對應的顯示在對應gridInfo上的pixmaps上,這樣我們只需要借助RTT把一塊紋理分成zsize行xsize列,然后把每個pixmap渲染Rectangle2D與manualRender方法渲染到對應位置.請看如下代碼:
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);//得到當前網格在整個屏幕上的位置(-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;} RTT 天龍地圖如下是pingpan中對應的二張圖:
這個方法過程就是生成一張Ogre::TU_RENDERTARGET紋理,調用scene->manualRender方法渲染到這張渲染上就行了,這個方法manualRender是我在看Ogre源碼時,他的注釋讓我特別關注了下,發現用在這個地方完美,最開始我想到這個方法,但是發現生成的圖片上啥都沒,如果用正常的方法,生成多個Rectangle2D,多個Material,并掛在SceneNode下,然后調用rtt->pdate ,想想就變態,因為我只是暫時用下,生成這么多,我update后要清理多個,并且速度也不見的比這個快,網上找manualRender發現很多人也在說這個渲染不出來,也沒人說為啥并給出解決方法,還好,我也是忽然想到了下,在調用manualRender 之前,我先讓rtt->update一下,這樣就能正常的輸出到紋理了,不知這個地方算不算BUG.
有了這二張紋理后,我們就讓正常的流程加載高度圖,然后生成TerrainGroup,在原來的地形組件中,Ogre會自動給我們生成對應的著色器代碼,包含多層混合,燈光,霧設置,遠景Technique等等.請看如下地形加載的代碼.
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();}}; 天龍地形加載設置這段代碼Ogre例子中有差不多的,天龍的地圖就用二層,并且每層只有一個散射光紋理,所以我們把每層的鏡面光,法線,視差紋理全部關閉,如果我們使用光照圖,需要設置terrainglobal的光照方向.
代碼參照Ogre地形例子里的就行,需要注意我們設置混合值.我們如果有超過一層的紋理,需要設置混合值,否則只有第一層的顏色,這個混合值在地形中有紋理專門來保存,如有1-5層紋理,那么對應一個混合紋理的argb四個通道,其中1-2層散射光紋理的混合值對應a,2-3對應g,如果超過5層,就生成第二個混合紋理.在這我們只有二層,那么只需要設置第一層的混合值就行,如果第二張圖的Alpha為0,我們則全用第一層的.在天龍的地形中,第二層是專門用來混合的,在這,我們取對應第二層的Alpha就好.
但是這樣有個問題,我們發現顏色和天龍自己的編輯器加載還是有些區別,如下是地形組件自動生成的場景.
通過分析,主要是二者的片斷著色器代碼有些區別.
#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; } 地形組件自動生成 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 * (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); } 天龍的地形片斷著色代碼通過我們前面設置的混合紋理initBlendMaps這個方法,二者紋理都是第二層的Alpha進行線性混合,主要是天龍在最后還會用到這二個紋理的Alpha的值造成一些顏色上的區別.那么我們能不能就用天龍的著色器代碼了,不用地形組件自動生成的,答案是可以.Ogre本身的地形組件提供足夠我們的擴展,看如下代碼:
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";elsematerialName += "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 mapterrain->_setLightMapRequired(false);terrain->_setCompositeMapRequired(false);} TLTerrainMaterial簡單來說,就是我們生成我們自己的TerrainMaterialGenerator與Profile,然后在地形設置中調用如下mTerrainGlobals->setDefaultMaterialGenerator(tlMaterial);這樣地形組件就是用的我們的著色器代碼,在這我們只是簡單把設置下,所以原先里有很多設置我們用不上,直接關掉就可.
如下是加載天龍地形文件里所有信息的完整代碼,最主要的就是前面的第一段代碼,已經發過的:
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/大理方磚地.tgaauto 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);//得到當前網格在整個屏幕上的位置(-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;}}}; TLTerrain文件加載其中我用MyGUI里提供的XML讀取類來讀取相關的文件,注意如果是中文,并且要拿到Ogre中去查找資料的字符串,應該調用utf8togbk,開始這個位置直接用的utf8編碼,然后在前面生成天龍的地形時,調用manualRender非常慢,怎么說了,一分鐘都還沒走完,我很奇怪怎么會這么慢,用VS的性能和診斷分析了下,定位到加載紋理是最要時間的,然后跑去看,才發現所有紋理都沒加載上.然后比較同一字符串,在Ogre中和Mygui讀出來的char比對才發現是不一樣的,但是還想著寬字符啥的,但是Ogre本身也是用std::string存的,所以應該是字符編碼的問題,轉成gbk后,二者的char就一樣了,這樣用前面的manualRender渲染128*128個網格不到一秒了.
? 到這整個天龍的地形就用Ogre的地形組件加載上去了.
總結
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