Ogre 編輯器二(用Ogre的地形組件加載天龍八部地形)

  主界面如上文設計完成後,場景剛開始添加了是Ogre例子裏的,發現場景裏實物太少,因而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,以下是效果圖:  node

  由於主要是加載地形,而後只是簡單加載了靜態模型,所以場景看着比較簡陋,再者由於上傳的圖片限制,場景複雜後根本傳不上來.app

  天龍的地形仍是比較簡單的,以下是天龍的pingpan.terrain簡化後的內容.編輯器

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  <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,大體看了下,以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是全部的網格,而每titleSize指明多個網格合成一個MovableObject,如這個,一共有128*128塊,而後每32*32塊合成一個MovableObject(天龍中是TerrainTile),而後TerrainTile根據每一個網格的紋理決定生成多少個Renderable,這樣達到有限的合併網格渲染的目的.ide

  而後是scale,這個就是對應的在遊戲中的實際位置,如xsize是128,那麼x軸的實際長度應該是12800,其中y是地形高度的縮放,而後是高度圖,網格信息文件,光照圖.而後是全部網格要用的紋理,而後是網格要用的分塊紋理pixmaps.簡單來講,一個紋理分紅幾塊pixmap,而pixmap纔是每一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,存放的是每一個網格用的二層pixmap id和顯示方式.性能

  天龍的這種地形方式,通常來講會分紅十幾塊(如上面是(128/32)^2=16),每塊差很少用到全部紋理的一半左右,若是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,故天龍的場景通常要開很大霧.ui

  Ogre地形組件比較複雜,實現的功能比較多,在這 Ogre 1.7的地形系統 簡單說了下,其中和天龍不同的是,天龍中的地形材質針對是每一個網格,而Ogre中地形材質通常針對是整個地形,那麼咱們須要拿到天龍整個地形的紋理,這個紋理要拿到,咱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,這樣咱們只須要藉助RTT把一塊紋理分紅zsize行xsize列,而後把每一個pixmap渲染Rectangle2D與manualRender方法渲染到對應位置.請看以下代碼:this

        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 不知是不是BUG,須要先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);
                //獲得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

  以下是pingpan中對應的二張圖:  編碼

  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好了,這個方法manualRender是我在看Ogre源碼時,他的註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,可是發現生成的圖片上啥都沒,若是用正常的方法,生成多個Rectangle2D,多個Material,並掛在SceneNode下,而後調用rtt->pdate ,想一想就變態,由於我只是暫時用下,生成這麼多,我update後要清理多個,而且速度也不見的比這個快,網上找manualRender發現不少人也在說這個渲染不出來,也沒人說爲啥並給出解決方法,還好,我也是突然想到了下,在調用manualRender 以前,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.spa

  有了這二張紋理後,咱們就讓正常的流程加載高度圖,而後生成TerrainGroup,在原來的地形組件中,Ogre會自動給咱們生成對應的着色器代碼,包含多層混合,燈光,霧設置,遠景Technique等等.請看以下地形加載的代碼. .net

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例子中有差很少的,天龍的地圖就用二層,而且每層只有一個散射光紋理,因此咱們把每層的鏡面光,法線,視差紋理所有關閉,若是咱們使用光照圖,須要設置terrainglobal的光照方向.

  代碼參照Ogre地形例子裏的就行,須要注意咱們設置混合值.咱們若是有超過一層的紋理,須要設置混合值,不然只有第一層的顏色,這個混合值在地形中有紋理專門來保存,若有1-5層紋理,那麼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,若是超過5層,就生成第二個混合紋理.在這咱們只有二層,那麼只須要設置第一層的混合值就行,若是第二張圖的Alpha爲0,咱們則全用第一層的.在天龍的地形中,第二層是專門用來混合的,在這,咱們取對應第二層的Alpha就好.

  可是這樣有個問題,咱們發現顏色和天龍本身的編輯器加載仍是有些區別,以下是地形組件自動生成的場景.

  經過分析,主要是兩者的片段着色器代碼有些區別.

#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);
}
天龍的地形片段着色代碼

  經過咱們前面設置的混合紋理initBlendMaps這個方法,兩者紋理都是第二層的Alpha進行線性混合,主要是天龍在最後還會用到這二個紋理的Alpha的值形成一些顏色上的區別.那麼咱們能不能就用天龍的着色器代碼了,不用地形組件自動生成的,答案是能夠.Ogre自己的地形組件提供足夠咱們的擴展,看以下代碼:

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";
        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);
    }
TLTerrainMaterial

  簡單來講,就是咱們生成咱們本身的TerrainMaterialGenerator與Profile,而後在地形設置中調用以下mTerrainGlobals->setDefaultMaterialGenerator(tlMaterial);這樣地形組件就是用的咱們的着色器代碼,在這咱們只是簡單把設置下,因此原先裏有不少設置咱們用不上,直接關掉就可.

  以下是加載天龍地形文件裏全部信息的完整代碼,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.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 不知是不是BUG,須要先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);
                //獲得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裏提供的XML讀取類來讀取相關的文件,注意若是是中文,而且要拿到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,而後在前面生整天龍的地形時,調用manualRender很是慢,怎麼說了,一分鐘都還沒走完,我很奇怪怎麼會這麼慢,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,而後跑去看,才發現全部紋理都沒加載上.而後比較同一字符串,在Ogre中和Mygui讀出來的char比對才發現是不同的,可是還想着寬字符啥的,可是Ogre自己也是用std::string存的,因此應該是字符編碼的問題,轉成gbk後,兩者的char就同樣了,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.

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