summarylogtreecommitdiffstats
path: root/ogre-1.11.patch
diff options
context:
space:
mode:
Diffstat (limited to 'ogre-1.11.patch')
-rw-r--r--ogre-1.11.patch4725
1 files changed, 0 insertions, 4725 deletions
diff --git a/ogre-1.11.patch b/ogre-1.11.patch
deleted file mode 100644
index 3224138aabd2..000000000000
--- a/ogre-1.11.patch
+++ /dev/null
@@ -1,4725 +0,0 @@
-diff -ruN original/gazebo-9.0.0/gazebo/gui/model/JointMaker.cc patched/gazebo-9.0.0/gazebo/gui/model/JointMaker.cc
---- original/gazebo-9.0.0/gazebo/gui/model/JointMaker.cc 2018-01-25 23:25:47.000000000 +0100
-+++ patched/gazebo-9.0.0/gazebo/gui/model/JointMaker.cc 2018-06-02 21:55:56.462116279 +0200
-@@ -506,7 +506,7 @@
- jointData->parent = _parent;
- jointData->line = jointLine;
- jointData->type = this->dataPtr->jointType;
-- jointData->line->setMaterial(this->jointMaterials[jointData->type]);
-+ jointData->line->setMaterial(Ogre::MaterialManager::getSingleton().getByName(this->jointMaterials[jointData->type]));
-
- return jointData;
- }
-@@ -1221,7 +1221,7 @@
- // Line
- if (this->line)
- {
-- this->line->setMaterial(material);
-+ this->line->setMaterial(Ogre::MaterialManager::getSingleton().getByName(material));
-
- // Parent - child
- if (this->child && this->jointVisual)
-diff -ruN original/gazebo-9.0.0/gazebo/gui/ModelSnap.cc patched/gazebo-9.0.0/gazebo/gui/ModelSnap.cc
---- original/gazebo-9.0.0/gazebo/gui/ModelSnap.cc 2018-01-25 23:25:47.000000000 +0100
-+++ patched/gazebo-9.0.0/gazebo/gui/ModelSnap.cc 2018-06-02 21:52:42.833149545 +0200
-@@ -416,7 +416,7 @@
- this->dataPtr->snapHighlight =
- this->dataPtr->highlightVisual->CreateDynamicLine(
- rendering::RENDERING_TRIANGLE_FAN);
-- this->dataPtr->snapHighlight->setMaterial("Gazebo/RedTransparent");
-+ this->dataPtr->snapHighlight->setMaterial(Ogre::MaterialManager::getSingleton().getByName("Gazebo/RedTransparent"));
- this->dataPtr->snapHighlight->AddPoint(hoverTriangle[0]);
- this->dataPtr->snapHighlight->AddPoint(hoverTriangle[1]);
- this->dataPtr->snapHighlight->AddPoint(hoverTriangle[2]);
-@@ -480,7 +480,7 @@
- this->dataPtr->snapLines =
- this->dataPtr->snapVisual->CreateDynamicLine(
- rendering::RENDERING_LINE_STRIP);
-- this->dataPtr->snapLines->setMaterial("Gazebo/RedGlow");
-+ this->dataPtr->snapLines->setMaterial(Ogre::MaterialManager::getSingleton().getByName("Gazebo/RedGlow"));
- this->dataPtr->snapLines->AddPoint(triangle[0]);
- this->dataPtr->snapLines->AddPoint(triangle[1]);
- this->dataPtr->snapLines->AddPoint(triangle[2]);
-diff -ruN original/gazebo-9.0.0/gazebo/rendering/ApplyWrenchVisual.cc patched/gazebo-9.0.0/gazebo/rendering/ApplyWrenchVisual.cc
---- original/gazebo-9.0.0/gazebo/rendering/ApplyWrenchVisual.cc 2018-01-25 23:25:48.000000000 +0100
-+++ patched/gazebo-9.0.0/gazebo/rendering/ApplyWrenchVisual.cc 2018-05-31 11:01:14.012257184 +0200
-@@ -175,7 +175,7 @@
- // Torque line
- dPtr->torqueLine = dPtr->torqueVisual->
- CreateDynamicLine(rendering::RENDERING_LINE_LIST);
-- dPtr->torqueLine->setMaterial(dPtr->unselectedMaterial);
-+ dPtr->torqueLine->setMaterial(Ogre::MaterialManager::getSingleton().getByName(dPtr->unselectedMaterial));
- dPtr->torqueLine->AddPoint(0, 0, 0);
- dPtr->torqueLine->AddPoint(0, 0, 0.1);
-
-diff -ruN original/gazebo-9.0.0/gazebo/rendering/Camera.cc patched/gazebo-9.0.0/gazebo/rendering/Camera.cc
---- original/gazebo-9.0.0/gazebo/rendering/Camera.cc 2018-01-25 23:25:48.000000000 +0100
-+++ patched/gazebo-9.0.0/gazebo/rendering/Camera.cc 2018-05-31 11:01:14.035590482 +0200
-@@ -1613,7 +1613,7 @@
- box.setMinimum(bbox.Min().X(), bbox.Min().Y(), bbox.Min().Z());
- box.setMaximum(bbox.Max().X(), bbox.Max().Y(), bbox.Max().Z());
-
-- box.transformAffine(_visual->GetSceneNode()->_getFullTransform());
-+ box.transform(_visual->GetSceneNode()->_getFullTransform());
- return this->camera->isVisible(box);
- }
-
-@@ -1829,7 +1829,7 @@
- float Camera::AvgFPS() const
- {
- if (this->renderTarget)
-- return this->renderTarget->getAverageFPS();
-+ return this->renderTarget->getStatistics().avgFPS;
- else
- return 0.0f;
- }
-@@ -1837,7 +1837,7 @@
- //////////////////////////////////////////////////
- unsigned int Camera::TriangleCount() const
- {
-- return this->renderTarget->getTriangleCount();
-+ return this->renderTarget->getStatistics().triangleCount;
- }
-
- //////////////////////////////////////////////////
-diff -ruN original/gazebo-9.0.0/gazebo/rendering/CameraVisual.cc patched/gazebo-9.0.0/gazebo/rendering/CameraVisual.cc
---- original/gazebo-9.0.0/gazebo/rendering/CameraVisual.cc 2018-01-25 23:25:48.000000000 +0100
-+++ patched/gazebo-9.0.0/gazebo/rendering/CameraVisual.cc 2018-05-31 11:01:14.022257168 +0200
-@@ -114,7 +114,7 @@
- line->AddPoint(ignition::math::Vector3d(0, 0, 0));
- line->AddPoint(ignition::math::Vector3d(dist, width*0.5, -height*0.5));
-
-- line->setMaterial("Gazebo/WhiteGlow");
-+ line->setMaterial(Ogre::MaterialManager::getSingleton().getByName("Gazebo/WhiteGlow"));
- line->setVisibilityFlags(GZ_VISIBILITY_GUI);
-
- this->AttachObject(planeEnt);
-diff -ruN original/gazebo-9.0.0/gazebo/rendering/COMVisual.cc patched/gazebo-9.0.0/gazebo/rendering/COMVisual.cc
---- original/gazebo-9.0.0/gazebo/rendering/COMVisual.cc 2018-01-25 23:25:48.000000000 +0100
-+++ patched/gazebo-9.0.0/gazebo/rendering/COMVisual.cc 2018-05-31 11:01:14.015590512 +0200
-@@ -183,7 +183,7 @@
- p6 += dPtr->inertiaPose.Pos();
-
- dPtr->crossLines = this->CreateDynamicLine(rendering::RENDERING_LINE_LIST);
-- dPtr->crossLines->setMaterial("Gazebo/Green");
-+ dPtr->crossLines->setMaterial(Ogre::MaterialManager::getSingleton().getByName("Gazebo/Green"));
- dPtr->crossLines->AddPoint(p1);
- dPtr->crossLines->AddPoint(p2);
- dPtr->crossLines->AddPoint(p3);
-diff -ruN original/gazebo-9.0.0/gazebo/rendering/ContactVisual.cc patched/gazebo-9.0.0/gazebo/rendering/ContactVisual.cc
---- original/gazebo-9.0.0/gazebo/rendering/ContactVisual.cc 2018-01-25 23:25:48.000000000 +0100
-+++ patched/gazebo-9.0.0/gazebo/rendering/ContactVisual.cc 2018-05-31 11:01:14.018923841 +0200
-@@ -120,8 +120,8 @@
- dPtr->points[c]->normal->SetPoint(1, (normal*normalScale));
- dPtr->points[c]->depth->SetPoint(1, (normal*-depth*10));
-
-- dPtr->points[c]->normal->setMaterial("Gazebo/LightOn");
-- dPtr->points[c]->depth->setMaterial("Gazebo/LightOff");
-+ dPtr->points[c]->normal->setMaterial(Ogre::MaterialManager::getSingleton().getByName("Gazebo/LightOn"));
-+ dPtr->points[c]->depth->setMaterial(Ogre::MaterialManager::getSingleton().getByName("Gazebo/LightOff"));
- dPtr->points[c]->depth->Update();
- dPtr->points[c]->normal->Update();
- c++;
-diff -ruN original/gazebo-9.0.0/gazebo/rendering/CustomPSSMShadowCameraSetup.cc patched/gazebo-9.0.0/gazebo/rendering/CustomPSSMShadowCameraSetup.cc
---- original/gazebo-9.0.0/gazebo/rendering/CustomPSSMShadowCameraSetup.cc 2018-06-03 09:02:54.541619560 +0200
-+++ patched/gazebo-9.0.0/gazebo/rendering/CustomPSSMShadowCameraSetup.cc 2018-06-02 18:33:14.441141020 +0200
-@@ -276,7 +276,7 @@
- //////////////////////////////////////////////////
- void CustomPSSMShadowCameraSetup::calculateShadowMappingMatrix(
- const Ogre::SceneManager &_sm, const Ogre::Camera &_cam,
-- const Ogre::Light &_light, Ogre::Matrix4 *_outView,
-+ const Ogre::Light &_light, Ogre::Affine3 *_outView,
- Ogre::Matrix4 *_outProj, Ogre::Camera *outCam) const
- {
- // get the shadow frustum's far distance
-@@ -312,7 +312,7 @@
- // generate projection matrix if requested
- if (_outProj != nullptr)
- {
-- *_outProj = Ogre::Matrix4::getScale(1, 1, -1);
-+ *_outProj = Ogre::Affine3::getScale(1, 1, -1);
- }
-
- // set up camera if requested
-@@ -411,7 +411,7 @@
- }
-
- //////////////////////////////////////////////////
--Ogre::Matrix4 CustomPSSMShadowCameraSetup::buildViewMatrix(
-+Ogre::Affine3 CustomPSSMShadowCameraSetup::buildViewMatrix(
- const Ogre::Vector3 &_pos, const Ogre::Vector3 &_dir,
- const Ogre::Vector3 &_up) const
- {
-@@ -421,10 +421,9 @@
- upN.normalise();
-
- // Modified for z-up light frusta
-- Ogre::Matrix4 m(xN.x, xN.y, xN.z, -xN.dotProduct(_pos),
-+ Ogre::Affine3 m(xN.x, xN.y, xN.z, -xN.dotProduct(_pos),
- _dir.x, _dir.y, _dir.z, -_dir.dotProduct(_pos),
-- upN.x, upN.y, upN.z, -upN.dotProduct(_pos),
-- 0.0, 0.0, 0.0, 1.0);
-+ upN.x, upN.y, upN.z, -upN.dotProduct(_pos));
-
- return m;
- }
-@@ -446,7 +445,8 @@
- _texCam->setFarClipDistance(_light->_deriveShadowFarClipDistance(_cam));
-
- // calculate standard shadow mapping matrix
-- Ogre::Matrix4 LView, LProj;
-+ Ogre::Affine3 LView;
-+ Ogre::Matrix4 LProj;
- this->calculateShadowMappingMatrix(*_sm, *_cam, *_light, &LView, &LProj,
- nullptr);
-
-diff -ruN original/gazebo-9.0.0/gazebo/rendering/CustomPSSMShadowCameraSetup.hh patched/gazebo-9.0.0/gazebo/rendering/CustomPSSMShadowCameraSetup.hh
---- original/gazebo-9.0.0/gazebo/rendering/CustomPSSMShadowCameraSetup.hh 2018-01-25 23:25:48.000000000 +0100
-+++ patched/gazebo-9.0.0/gazebo/rendering/CustomPSSMShadowCameraSetup.hh 2018-06-02 18:33:34.537793729 +0200
-@@ -99,13 +99,13 @@
- /// FocusedShadowCameraSetup::calculateShadowMappingMatrix().
- void calculateShadowMappingMatrix(const Ogre::SceneManager &_sm,
- const Ogre::Camera &_cam, const Ogre::Light &_light,
-- Ogre::Matrix4 *_out_view, Ogre::Matrix4 *_outProj,
-+ Ogre::Affine3 *_outView, Ogre::Matrix4 *_outProj,
- Ogre::Camera *_outCam) const;
-
- /// \brief The same as FocusedShadowCameraSetup::buildViewMatrix() except
- /// resulting matrices are z-up instead of y-up.
- /// \sa FocusedShadowCameraSetup::buildViewMatrix()
-- public: Ogre::Matrix4 buildViewMatrix(const Ogre::Vector3 &_pos,
-+ public: Ogre::Affine3 buildViewMatrix(const Ogre::Vector3 &_pos,
- const Ogre::Vector3 &_dir, const Ogre::Vector3 & _up) const;
-
- /// \brief The same as FocusedShadowCameraSetup::ShadowCameraSetup()
-diff -ruN original/gazebo-9.0.0/gazebo/rendering/Distortion.cc patched/gazebo-9.0.0/gazebo/rendering/Distortion.cc
---- original/gazebo-9.0.0/gazebo/rendering/Distortion.cc 2018-01-25 23:25:48.000000000 +0100
-+++ patched/gazebo-9.0.0/gazebo/rendering/Distortion.cc 2018-06-02 18:57:02.741420137 +0200
-@@ -204,7 +204,11 @@
- // fill the distortion map, while interpolating to fill dead pixels
- pixelBuffer->lock(Ogre::HardwareBuffer::HBL_NORMAL);
- const Ogre::PixelBox &pixelBox = pixelBuffer->getCurrentLock();
-- float *pDest = static_cast<float *>(pixelBox.data);
-+ // Ogre 1.11 changed Ogre::PixelBox::data from void* to uchar*, hence
-+ // reinterpret_cast is required here. static_cast is not allowed between
-+ // pointers of unrelated types (see, for instance, Standard § 3.9.1
-+ // Fundamental types).
-+ float *pDest = reinterpret_cast<float *>(pixelBox.data);
- for (unsigned int i = 0; i < this->dataPtr->distortionTexHeight; ++i)
- {
- for (unsigned int j = 0; j < this->dataPtr->distortionTexWidth; ++j)
-diff -ruN original/gazebo-9.0.0/gazebo/rendering/Heightmap.cc patched/gazebo-9.0.0/gazebo/rendering/Heightmap.cc
---- original/gazebo-9.0.0/gazebo/rendering/Heightmap.cc 2018-01-25 23:25:48.000000000 +0100
-+++ patched/gazebo-9.0.0/gazebo/rendering/Heightmap.cc 2018-06-02 22:56:27.057221623 +0200
-@@ -1138,8 +1138,9 @@
- Ogre::TerrainMaterialGeneratorPtr matGen =
- this->dataPtr->terrainGlobals->getDefaultMaterialGenerator();
-
-- matProfile = static_cast<GzTerrainMatGen::SM2Profile*>(
-- matGen->getActiveProfile());
-+ // matProfile = static_cast<GzTerrainMatGen::SM2Profile*>(
-+ // matGen->getActiveProfile());
-+ matProfile = static_cast<Ogre::TerrainMaterialGeneratorA::SM2Profile*>(matGen->getActiveProfile());
- if (!matProfile)
- {
- // using custom material script so ignore setting shadows
-@@ -1262,1905 +1263,1906 @@
- {
- }
-
--/////////////////////////////////////////////////
--GzTerrainMatGen::SM2Profile::SM2Profile(
-- Ogre::TerrainMaterialGenerator *_parent, const Ogre::String &_name,
-- const Ogre::String &_desc)
--: TerrainMaterialGeneratorA::SM2Profile(_parent, _name, _desc)
--{
-- this->mShaderGen = nullptr;
--}
--
--/////////////////////////////////////////////////
--GzTerrainMatGen::SM2Profile::~SM2Profile()
--{
-- // Because the base SM2Profile has no virtual destructor:
-- delete this->mShaderGen;
-- this->mShaderGen = nullptr;
--}
--
--/////////////////////////////////////////////////
--void GzTerrainMatGen::SM2Profile::addTechnique(
-- const Ogre::MaterialPtr &_mat, const Ogre::Terrain *_terrain,
-- TechniqueType _tt)
--{
-- // Initiate specialized mShaderGen
-- // Ogre::GpuProgramManager &gmgr = Ogre::GpuProgramManager::getSingleton();
--
-- Ogre::HighLevelGpuProgramManager &hmgr =
-- Ogre::HighLevelGpuProgramManager::getSingleton();
--
-- if (!this->mShaderGen)
-- {
-- // By default we use the GLSL shaders.
-- if (hmgr.isLanguageSupported("glsl"))
-- {
-- this->mShaderGen = OGRE_NEW
-- GzTerrainMatGen::SM2Profile::ShaderHelperGLSL();
-- }
-- else
-- {
-- gzthrow("No supported shader languages");
-- }
--
-- // Uncomment this to use cg shaders. I'm keeping the CG
-- // shader for reference. There is some more code to switch, located
-- // below, to enable CG shaders.
-- // if (hmgr.isLanguageSupported("cg"))
-- // {
-- // this->mShaderGen = OGRE_NEW
-- // // This will use Ogre's CG shader
-- // // Ogre::TerrainMaterialGeneratorA::SM2Profile::ShaderHelperCg();
-- // //
-- // // This will use our CG shader, which has terrain shadows
-- // GzTerrainMatGen::SM2Profile::ShaderHelperCg();
-- // }
--
-- // check SM3 features
-- this->mSM3Available =
-- Ogre::GpuProgramManager::getSingleton().isSyntaxSupported("ps_3_0");
--
--#if OGRE_VERSION_MAJOR >= 1 && OGRE_VERSION_MINOR >= 8
-- this->mSM4Available =
-- Ogre::GpuProgramManager::getSingleton().isSyntaxSupported("ps_4_0");
--#endif
-- }
--
-- // Unfortunately this doesn't work
-- // Default implementation
-- // TerrainMaterialGeneratorA::SM2Profile::addTechnique(mat, terrain, tt);
--
-- // So we have to replicate the entire method:
-- Ogre::Technique *tech = _mat->createTechnique();
--
-- // Only supporting one pass
-- Ogre::Pass *pass = tech->createPass();
--
-- // Doesn't delegate to the proper method otherwise
-- Ogre::HighLevelGpuProgramPtr vprog =
-- ((GzTerrainMatGen::SM2Profile::ShaderHelperGLSL*)this->mShaderGen)
-- // Use this line if running Ogre's CG shaders
-- // ((TerrainMaterialGeneratorA::SM2Profile::ShaderHelperCg*)this->mShaderGen)
-- // Use this line if running our CG shaders
-- // ((GzTerrainMatGen::SM2Profile::ShaderHelperCg*)this->mShaderGen)
-- ->generateVertexProgram(this, _terrain, _tt);
--
-- // DEBUG: std::cout << "VertShader[" << vprog->getName() << "]:\n"
-- // << vprog->getSource() << "\n\n";
--
-- Ogre::HighLevelGpuProgramPtr fprog =
-- ((GzTerrainMatGen::SM2Profile::ShaderHelperGLSL*)this->mShaderGen)
-- // Use this line if running Ogre's CG shaders
-- // ((TerrainMaterialGeneratorA::SM2Profile::ShaderHelperCg*)this->mShaderGen)
-- // Use this line if running our CG shaders
-- // ((GzTerrainMatGen::SM2Profile::ShaderHelperCg*)this->mShaderGen)
-- ->generateFragmentProgram(this, _terrain, _tt);
--
-- // DEBUG: std::cout << "FragShader[" << fprog->getName() << "]:\n"
-- // << fprog->getSource() << "\n\n";
--
-- pass->setVertexProgram(vprog->getName());
-- pass->setFragmentProgram(fprog->getName());
--
-- if (_tt == HIGH_LOD || _tt == RENDER_COMPOSITE_MAP)
-- {
-- // global normal map
-- Ogre::TextureUnitState* tu = pass->createTextureUnitState();
-- tu->setTextureName(_terrain->getTerrainNormalMap()->getName());
-- tu->setTextureAddressingMode(Ogre::TextureUnitState::TAM_CLAMP);
--
-- // global colour map
-- if (_terrain->getGlobalColourMapEnabled() &&
-- this->isGlobalColourMapEnabled())
-- {
-- tu = pass->createTextureUnitState(
-- _terrain->getGlobalColourMap()->getName());
-- tu->setTextureAddressingMode(Ogre::TextureUnitState::TAM_CLAMP);
-- }
--
-- // light map
-- if (this->isLightmapEnabled())
-- {
-- tu = pass->createTextureUnitState(_terrain->getLightmap()->getName());
-- tu->setTextureAddressingMode(Ogre::TextureUnitState::TAM_CLAMP);
-- }
--
-- // blend maps
-- unsigned int maxLayers = this->getMaxLayers(_terrain);
--
-- unsigned int numBlendTextures = std::min(
-- _terrain->getBlendTextureCount(maxLayers),
-- _terrain->getBlendTextureCount());
--
-- unsigned int numLayers = std::min(
-- maxLayers, static_cast<unsigned int>(_terrain->getLayerCount()));
--
-- for (unsigned int i = 0; i < numBlendTextures; ++i)
-- {
-- tu = pass->createTextureUnitState(_terrain->getBlendTextureName(i));
-- tu->setTextureAddressingMode(Ogre::TextureUnitState::TAM_CLAMP);
-- }
--
-- // layer textures
-- for (unsigned int i = 0; i < numLayers; ++i)
-- {
-- // diffuse / specular
-- pass->createTextureUnitState(_terrain->getLayerTextureName(i, 0));
--
-- // normal / height
-- pass->createTextureUnitState(_terrain->getLayerTextureName(i, 1));
-- }
-- }
-- else
-- {
-- // LOW_LOD textures
-- // composite map
-- Ogre::TextureUnitState *tu = pass->createTextureUnitState();
-- tu->setTextureName(_terrain->getCompositeMap()->getName());
-- tu->setTextureAddressingMode(Ogre::TextureUnitState::TAM_CLAMP);
-- }
--
-- // Add shadow textures (always at the end)
-- if (this->isShadowingEnabled(_tt, _terrain))
-- {
-- unsigned int numTextures = 1;
--
-- if (this->getReceiveDynamicShadowsPSSM())
-- {
-- numTextures = this->getReceiveDynamicShadowsPSSM()->getSplitCount();
-- }
-- for (unsigned int i = 0; i < numTextures; ++i)
-- {
-- Ogre::TextureUnitState *tu = pass->createTextureUnitState();
-- tu->setContentType(Ogre::TextureUnitState::CONTENT_SHADOW);
-- tu->setTextureAddressingMode(Ogre::TextureUnitState::TAM_BORDER);
-- tu->setTextureBorderColour(Ogre::ColourValue::White);
-- }
-- }
--}
--
--/////////////////////////////////////////////////
--// generate() and generateForCompositeMap() are identical to
--// TerrainMaterialGeneratorA implementation, the only reason for repeating
--// them is that, unfortunately, addTechnique() is not declared virtual.
--Ogre::MaterialPtr GzTerrainMatGen::SM2Profile::generate(
-- const Ogre::Terrain *_terrain)
--{
-- // re-use old material if exists
-- Ogre::MaterialPtr mat = _terrain->_getMaterial();
--
-- if (mat.isNull())
-- {
-- Ogre::MaterialManager &matMgr = Ogre::MaterialManager::getSingleton();
--
-- // it's important that the names are deterministic for a given terrain, so
-- // use the terrain pointer as an ID
-- const Ogre::String &matName = _terrain->getMaterialName();
-- mat = matMgr.getByName(matName);
--
-- if (mat.isNull())
-- {
-- mat = matMgr.create(matName,
-- Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
-- }
-- }
--
-- // clear everything
-- mat->removeAllTechniques();
--
-- // Automatically disable normal & parallax mapping if card cannot handle it
-- // We do this rather than having a specific technique for it since it's
-- // simpler.
-- Ogre::GpuProgramManager &gmgr = Ogre::GpuProgramManager::getSingleton();
--
-- if (!gmgr.isSyntaxSupported("ps_4_0") &&
-- !gmgr.isSyntaxSupported("ps_3_0") &&
-- !gmgr.isSyntaxSupported("ps_2_x") &&
-- !gmgr.isSyntaxSupported("fp40") &&
-- !gmgr.isSyntaxSupported("arbfp1"))
-- {
-- this->setLayerNormalMappingEnabled(false);
-- this->setLayerParallaxMappingEnabled(false);
-- }
--
-- this->addTechnique(mat, _terrain, HIGH_LOD);
--
-- // LOD
-- if (this->mCompositeMapEnabled)
-- {
-- this->addTechnique(mat, _terrain, LOW_LOD);
-- Ogre::Material::LodValueList lodValues;
-- lodValues.push_back(
-- Ogre::TerrainGlobalOptions::getSingleton().getCompositeMapDistance());
--
-- mat->setLodLevels(lodValues);
-- Ogre::Technique *lowLodTechnique = mat->getTechnique(1);
-- lowLodTechnique->setLodIndex(1);
-- }
--
-- this->UpdateParams(mat, _terrain);
--
-- return mat;
--}
--
--/////////////////////////////////////////////////
--Ogre::MaterialPtr GzTerrainMatGen::SM2Profile::generateForCompositeMap(
-- const Ogre::Terrain *_terrain)
--{
-- // re-use old material if exists
-- Ogre::MaterialPtr mat = _terrain->_getCompositeMapMaterial();
--
-- if (mat.isNull())
-- {
-- Ogre::MaterialManager &matMgr = Ogre::MaterialManager::getSingleton();
--
-- // it's important that the names are deterministic for a given terrain, so
-- // use the terrain pointer as an ID
-- const Ogre::String &matName = _terrain->getMaterialName() + "/comp";
--
-- mat = matMgr.getByName(matName);
--
-- if (mat.isNull())
-- {
-- mat = matMgr.create(matName,
-- Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
-- }
-- }
--
-- // clear everything
-- mat->removeAllTechniques();
--
-- this->addTechnique(mat, _terrain, RENDER_COMPOSITE_MAP);
--
-- this->UpdateParamsForCompositeMap(mat, _terrain);
--
-- return mat;
--}
--
--/////////////////////////////////////////////////
--void GzTerrainMatGen::SM2Profile::UpdateParams(const Ogre::MaterialPtr &_mat,
-- const Ogre::Terrain *_terrain)
--{
-- static_cast<GzTerrainMatGen::SM2Profile::ShaderHelperGLSL*>(
-- this->mShaderGen)->updateParams(this, _mat, _terrain, false);
--}
--
--/////////////////////////////////////////////////
--void GzTerrainMatGen::SM2Profile::UpdateParamsForCompositeMap(
-- const Ogre::MaterialPtr &_mat, const Ogre::Terrain *_terrain)
--{
-- static_cast<GzTerrainMatGen::SM2Profile::ShaderHelperGLSL*>(
-- this->mShaderGen)->updateParams(this, _mat, _terrain, true);
--}
--
--/////////////////////////////////////////////////
--/////////////////////////////////////////////////
--// GLSL Shader helper
--/////////////////////////////////////////////////
--/////////////////////////////////////////////////
--
--/////////////////////////////////////////////////
--Ogre::HighLevelGpuProgramPtr
--GzTerrainMatGen::SM2Profile::ShaderHelperGLSL::generateVertexProgram(
-- const SM2Profile *_prof, const Ogre::Terrain *_terrain,
-- TechniqueType _tt)
--{
-- Ogre::HighLevelGpuProgramPtr ret =
-- this->createVertexProgram(_prof, _terrain, _tt);
--
-- Ogre::StringStream sourceStr;
-- this->generateVertexProgramSource(_prof, _terrain, _tt, sourceStr);
--
-- ret->setSource(sourceStr.str());
-- ret->load();
-- this->defaultVpParams(_prof, _terrain, _tt, ret);
--
-- return ret;
--}
--
--/////////////////////////////////////////////////
--Ogre::HighLevelGpuProgramPtr
--GzTerrainMatGen::SM2Profile::ShaderHelperGLSL::generateFragmentProgram(
-- const SM2Profile *_prof, const Ogre::Terrain *_terrain, TechniqueType _tt)
--{
-- Ogre::HighLevelGpuProgramPtr ret = this->createFragmentProgram(_prof,
-- _terrain, _tt);
--
-- Ogre::StringStream sourceStr;
--
-- this->generateFragmentProgramSource(_prof, _terrain, _tt, sourceStr);
--
-- ret->setSource(sourceStr.str());
--
-- ret->load();
--
-- this->defaultFpParams(_prof, _terrain, _tt, ret);
--
-- Ogre::GpuProgramParametersSharedPtr params = ret->getDefaultParameters();
-- params->setIgnoreMissingParams(false);
--
-- Ogre::uint maxLayers = _prof->getMaxLayers(_terrain);
-- Ogre::uint numBlendTextures = std::min(
-- _terrain->getBlendTextureCount(maxLayers),
-- _terrain->getBlendTextureCount());
--
-- Ogre::uint numLayers = std::min(maxLayers,
-- static_cast<Ogre::uint>(_terrain->getLayerCount()));
--
-- int samplerCounter = 0;
--
-- if (_tt == LOW_LOD)
-- params->setNamedConstant("compositeMap", samplerCounter++);
-- else
-- {
-- params->setNamedConstant("globalNormal", samplerCounter++);
--
-- if (_terrain->getGlobalColourMapEnabled() &&
-- _prof->isGlobalColourMapEnabled())
-- {
-- params->setNamedConstant("globalColourMap", samplerCounter++);
-- }
--
-- if (_prof->isLightmapEnabled())
-- params->setNamedConstant("lightMap", samplerCounter++);
--
-- for (Ogre::uint i = 0; i < numBlendTextures; ++i)
-- {
-- params->setNamedConstant("blendTex" +
-- boost::lexical_cast<std::string>(i), samplerCounter++);
-- }
--
-- for (Ogre::uint i = 0; i < numLayers; ++i)
-- {
-- params->setNamedConstant("difftex" +
-- boost::lexical_cast<std::string>(i), samplerCounter++);
-- params->setNamedConstant("normtex" +
-- boost::lexical_cast<std::string>(i), samplerCounter++);
-- }
-- }
--
-- if (_prof->isShadowingEnabled(_tt, _terrain))
-- {
-- Ogre::uint numTextures = 1;
-- if (_prof->getReceiveDynamicShadowsPSSM())
-- {
-- numTextures = _prof->getReceiveDynamicShadowsPSSM()->getSplitCount();
-- }
--
-- for (Ogre::uint i = 0; i < numTextures; ++i)
-- {
-- params->setNamedConstant("shadowMap" +
-- boost::lexical_cast<std::string>(i), samplerCounter++);
-- }
-- }
--
-- return ret;
--}
--
--/////////////////////////////////////////////////
--void GzTerrainMatGen::SM2Profile::ShaderHelperGLSL::updateParams(
-- const SM2Profile *_prof, const Ogre::MaterialPtr &_mat,
-- const Ogre::Terrain *_terrain, bool _compositeMap)
--{
-- Ogre::Pass *p = _mat->getTechnique(0)->getPass(0);
--
-- if (_compositeMap)
-- {
-- this->updateVpParams(_prof, _terrain, RENDER_COMPOSITE_MAP,
-- p->getVertexProgramParameters());
-- this->updateFpParams(_prof, _terrain, RENDER_COMPOSITE_MAP,
-- p->getFragmentProgramParameters());
-- }
-- else
-- {
-- // high lod
-- this->updateVpParams(_prof, _terrain, HIGH_LOD,
-- p->getVertexProgramParameters());
-- this->updateFpParams(_prof, _terrain, HIGH_LOD,
-- p->getFragmentProgramParameters());
--
-- if (_prof->isCompositeMapEnabled())
-- {
-- // low lod
-- p = _mat->getTechnique(1)->getPass(0);
-- this->updateVpParams(_prof, _terrain, LOW_LOD,
-- p->getVertexProgramParameters());
-- this->updateFpParams(_prof, _terrain, LOW_LOD,
-- p->getFragmentProgramParameters());
-- }
-- }
--}
--
--/////////////////////////////////////////////////
--void GzTerrainMatGen::SM2Profile::ShaderHelperGLSL::
--generateVertexProgramSource(const SM2Profile *_prof,
-- const Ogre::Terrain* _terrain, TechniqueType _tt,
-- Ogre::StringStream &_outStream)
--{
-- this->generateVpHeader(_prof, _terrain, _tt, _outStream);
--
-- if (_tt != LOW_LOD)
-- {
-- unsigned int maxLayers = _prof->getMaxLayers(_terrain);
-- unsigned int numLayers = std::min(maxLayers,
-- static_cast<unsigned int>(_terrain->getLayerCount()));
--
-- for (unsigned int i = 0; i < numLayers; ++i)
-- this->generateVpLayer(_prof, _terrain, _tt, i, _outStream);
-- }
--
-- this->generateVpFooter(_prof, _terrain, _tt, _outStream);
--}
--
--/////////////////////////////////////////////////
--// This method is identical to
--// TerrainMaterialGeneratorA::SM2Profile::ShaderHelperGLSL::generateVpHeader()
--// but is needed because generateVpDynamicShadowsParams() is not declared
--// virtual.
--void GzTerrainMatGen::SM2Profile::ShaderHelperGLSL::generateVpHeader(
-- const SM2Profile *_prof, const Ogre::Terrain *_terrain,
-- TechniqueType _tt, Ogre::StringStream &_outStream)
--{
-- bool compression = false;
--
-- _outStream << "#version " << glslVersion << "\n\n";
--
--#if OGRE_VERSION_MAJOR >= 1 && OGRE_VERSION_MINOR >= 8
-- compression = _terrain->_getUseVertexCompression() &&
-- _tt != RENDER_COMPOSITE_MAP;
--
-- if (compression)
-- {
-- // The parameter "in vec4 vertex;" is automatically bound by OGRE.
-- // The parameter "in vec4 uv0'" is automatically bound by OGRE.
-- _outStream << vpInStr << " vec4 vertex;\n"
-- << vpInStr << " vec4 uv0;\n";
-- }
-- else
--#endif
-- {
-- // The parameter "in vec4 vertex;" is automatically bound by OGRE.
-- // The parameter "in vec4 uv0'" is automatically bound by OGRE.
-- _outStream << vpInStr << " vec4 vertex;\n"
-- << vpInStr << " vec4 uv0;\n";
-- }
--
-- if (_tt != RENDER_COMPOSITE_MAP)
-- // The parameter "in vec4 uv1'" is automatically bound by OGRE.
-- _outStream << vpInStr << " vec4 uv1;\n";
--
-- _outStream <<
-- "uniform mat4 worldMatrix;\n"
-- "uniform mat4 viewProjMatrix;\n"
-- "uniform vec2 lodMorph;\n";
--
-- if (compression)
-- {
-- _outStream <<
-- "uniform mat4 posIndexToObjectSpace;\n"
-- "uniform float baseUVScale;\n";
-- }
--
--
-- // uv multipliers
-- unsigned int maxLayers = _prof->getMaxLayers(_terrain);
-- unsigned int numLayers = std::min(maxLayers,
-- static_cast<unsigned int>(_terrain->getLayerCount()));
--
-- unsigned int numUVMultipliers = (numLayers / 4);
--
-- if (numLayers % 4)
-- ++numUVMultipliers;
--
-- for (unsigned int i = 0; i < numUVMultipliers; ++i)
-- _outStream << "uniform vec4 uvMul" << i << ";\n";
--
-- _outStream <<
-- vpOutStr << " vec4 position;\n";
--
-- unsigned int texCoordSet = 1;
-- _outStream << vpOutStr << " vec4 uvMisc;\n";
--
-- // layer UV's premultiplied, packed as xy/zw
-- unsigned int numUVSets = numLayers / 2;
--
-- if (numLayers % 2)
-- ++numUVSets;
--
-- if (_tt != LOW_LOD)
-- {
-- for (unsigned int i = 0; i < numUVSets; ++i)
-- {
-- _outStream << vpOutStr << " vec4 layerUV" << i << ";\n";
-- }
-- }
--
-- if (_prof->getParent()->getDebugLevel() && _tt != RENDER_COMPOSITE_MAP)
-- {
-- _outStream << vpOutStr << " vec2 lodInfo;\n";
-- }
--
-- bool fog = _terrain->getSceneManager()->getFogMode() != Ogre::FOG_NONE &&
-- _tt != RENDER_COMPOSITE_MAP;
--
-- if (fog)
-- {
-- _outStream <<
-- "uniform vec4 fogParams;\n"
-- << vpOutStr << " float fogVal;\n";
-- }
--
-- if (_prof->isShadowingEnabled(_tt, _terrain))
-- {
-- texCoordSet = this->generateVpDynamicShadowsParams(texCoordSet, _prof,
-- _terrain, _tt, _outStream);
-- }
--
-- // check we haven't exceeded texture coordinates
-- if (texCoordSet > 8)
-- {
-- OGRE_EXCEPT(Ogre::Exception::ERR_INVALIDPARAMS,
-- "Requested options require too many texture coordinate sets! "
-- "Try reducing the number of layers.",
-- __FUNCTION__);
-- }
--
-- _outStream << "void main()\n"
-- << "{\n";
--
-- if (compression)
-- {
-- _outStream
-- << " vec4 pos = posIndexToObjectSpace * "
-- << "vec4(vertex.x, vertex.y, uv0.x, 1.0);\n"
--
-- << " vec2 uv = vec2(vertex.x * baseUVScale, 1.0 - "
-- << "(vertex.y * baseUVScale));\n";
-- }
-- else
-- {
-- _outStream
-- << " vec4 pos = vertex;\n"
-- << " vec2 uv = vec2(uv0.x, uv0.y);\n";
-- }
--
-- _outStream << " vec4 worldPos = worldMatrix * pos;\n";
-- _outStream << " position = pos;\n";
--
-- if (_tt != RENDER_COMPOSITE_MAP)
-- {
-- // determine whether to apply the LOD morph to this vertex
-- // we store the deltas against all vertices so we only want to apply
-- // the morph to the ones which would disappear. The target LOD which is
-- // being morphed to is stored in lodMorph.y, and the LOD at which
-- // the vertex should be morphed is stored in uv.w. If we subtract
-- // the former from the latter, and arrange to only morph if the
-- // result is negative (it will only be -1 in fact, since after that
-- // the vertex will never be indexed), we will achieve our aim.
-- // sign(vertexLOD - targetLOD) == -1 is to morph
-- _outStream <<
-- " float toMorph = -min(0.0, sign(uv1.y - lodMorph.y));\n";
--
-- // this will either be 1 (morph) or 0 (don't morph)
-- if (_prof->getParent()->getDebugLevel())
-- {
-- // x == LOD level (-1 since value is target level, we want to
-- // display actual)
-- _outStream << "lodInfo.x = (lodMorph.y - 1.0) / "
-- << _terrain->getNumLodLevels() << ";\n";
--
-- // y == LOD morph
-- _outStream << "lodInfo.y = toMorph * lodMorph.x;\n";
-- }
--
-- // morph
-- switch (_terrain->getAlignment())
-- {
-- case Ogre::Terrain::ALIGN_X_Y:
-- _outStream << " worldPos.z += uv1.x * toMorph * lodMorph.x;\n";
-- break;
-- case Ogre::Terrain::ALIGN_X_Z:
-- _outStream << " worldPos.y += uv1.x * toMorph * lodMorph.x;\n";
-- break;
-- case Ogre::Terrain::ALIGN_Y_Z:
-- _outStream << " worldPos.x += uv1.x * toMorph * lodMorph.x;\n";
-- break;
-- default:
-- gzerr << "Invalid alignment\n";
-- };
-- }
--
-- // generate UVs
-- if (_tt != LOW_LOD)
-- {
-- for (unsigned int i = 0; i < numUVSets; ++i)
-- {
-- unsigned int layer = i * 2;
-- unsigned int uvMulIdx = layer / 4;
--
-- _outStream << " layerUV" << i << ".xy = " << " uv.xy * uvMul"
-- << uvMulIdx << "." << this->GetChannel(layer) << ";\n";
-- _outStream << " layerUV" << i << ".zw = " << " uv.xy * uvMul"
-- << uvMulIdx << "." << this->GetChannel(layer+1) << ";\n";
-- }
-- }
--}
--
--/////////////////////////////////////////////////
--// This method is identical to
--// TerrainMaterialGeneratorA::SM2Profile::ShaderHelperGLSL::generateVpFooter()
--// but is needed because generateVpDynamicShadows() is not declared virtual.
--void GzTerrainMatGen::SM2Profile::ShaderHelperGLSL::generateVpFooter(
-- const SM2Profile *_prof, const Ogre::Terrain *_terrain,
-- TechniqueType _tt, Ogre::StringStream &_outStream)
--{
-- _outStream << " gl_Position = viewProjMatrix * worldPos;\n"
-- << " uvMisc.xy = uv.xy;\n";
--
-- bool fog = _terrain->getSceneManager()->getFogMode() != Ogre::FOG_NONE &&
-- _tt != RENDER_COMPOSITE_MAP;
-- if (fog)
-- {
-- if (_terrain->getSceneManager()->getFogMode() == Ogre::FOG_LINEAR)
-- {
-- _outStream <<
-- " fogVal = clamp((oPos.z - fogParams.y) * fogParams.w, 0.0, 1.0);\n";
-- }
-- else
-- {
-- _outStream <<
-- " fogVal = 1 - clamp(1 / (exp(oPos.z * fogParams.x)), 0.0, 1.0);\n";
-- }
-- }
--
-- if (_prof->isShadowingEnabled(_tt, _terrain))
-- this->generateVpDynamicShadows(_prof, _terrain, _tt, _outStream);
--
-- _outStream << "}\n";
--}
--
--/////////////////////////////////////////////////
--void
--GzTerrainMatGen::SM2Profile::ShaderHelperGLSL::generateVpDynamicShadows(
-- const SM2Profile *_prof, const Ogre::Terrain * /*_terrain*/,
-- TechniqueType /*_tt*/, Ogre::StringStream &_outStream)
--{
-- unsigned int numTextures = 1;
--
-- if (_prof->getReceiveDynamicShadowsPSSM())
-- {
-- numTextures = _prof->getReceiveDynamicShadowsPSSM()->getSplitCount();
-- }
--
-- // Calculate the position of vertex in light space
-- for (unsigned int i = 0; i < numTextures; ++i)
-- {
-- _outStream << " lightSpacePos" << i << " = texViewProjMatrix"
-- << i << " * worldPos;\n";
--
-- // Don't linearize depth range: RTSS PSSM implementation uses
-- // view-space depth
-- // if (prof->getReceiveDynamicShadowsDepth())
-- // {
-- // // make linear
-- // outStream << "lightSpacePos" << i << ".z = (lightSpacePos" << i
-- // << ".z - depthRange" << i << ".x) * depthRange" << i
-- // << ".w;\n";
-- // }
-- }
--
-- if (_prof->getReceiveDynamicShadowsPSSM())
-- {
-- _outStream << " // pass cam depth\n uvMisc.z = gl_Position.z;\n";
-- }
--}
--
--/////////////////////////////////////////////////
--void GzTerrainMatGen::SM2Profile::ShaderHelperGLSL::defaultVpParams(
-- const SM2Profile *_prof, const Ogre::Terrain *_terrain,
-- TechniqueType _tt, const Ogre::HighLevelGpuProgramPtr &_prog)
--{
-- Ogre::GpuProgramParametersSharedPtr params = _prog->getDefaultParameters();
-- params->setIgnoreMissingParams(true);
--
-- params->setNamedAutoConstant("worldMatrix",
-- Ogre::GpuProgramParameters::ACT_WORLD_MATRIX);
--
-- params->setNamedAutoConstant("viewProjMatrix",
-- Ogre::GpuProgramParameters::ACT_VIEWPROJ_MATRIX);
--
-- params->setNamedAutoConstant("lodMorph",
-- Ogre::GpuProgramParameters::ACT_CUSTOM,
-- Ogre::Terrain::LOD_MORPH_CUSTOM_PARAM);
--
-- params->setNamedAutoConstant("fogParams",
-- Ogre::GpuProgramParameters::ACT_FOG_PARAMS);
--
-- if (_prof->isShadowingEnabled(_tt, _terrain))
-- {
-- unsigned int numTextures = 1;
-- if (_prof->getReceiveDynamicShadowsPSSM())
-- {
-- numTextures = _prof->getReceiveDynamicShadowsPSSM()->getSplitCount();
-- }
-- for (unsigned int i = 0; i < numTextures; ++i)
-- {
-- params->setNamedAutoConstant("texViewProjMatrix" +
-- Ogre::StringConverter::toString(i),
-- Ogre::GpuProgramParameters::ACT_TEXTURE_VIEWPROJ_MATRIX, i);
--
-- // Don't add depth range params
-- // if (prof->getReceiveDynamicShadowsDepth())
-- // {
-- // params->setNamedAutoConstant("depthRange" +
-- // Ogre::StringConverter::toString(i),
-- // Ogre::GpuProgramParameters::ACT_SHADOW_SCENE_DEPTH_RANGE, i);
-- // }
-- }
-- }
--
--#if OGRE_VERSION_MAJOR >= 1 && OGRE_VERSION_MINOR >= 8
-- if (_terrain->_getUseVertexCompression() && _tt != RENDER_COMPOSITE_MAP)
-- {
-- Ogre::Matrix4 posIndexToObjectSpace;
-- _terrain->getPointTransform(&posIndexToObjectSpace);
-- params->setNamedConstant("posIndexToObjectSpace", posIndexToObjectSpace);
-- }
--#endif
--}
--
--/////////////////////////////////////////////////
--unsigned int GzTerrainMatGen::SM2Profile::ShaderHelperGLSL::
--generateVpDynamicShadowsParams(unsigned int _texCoord, const SM2Profile *_prof,
-- const Ogre::Terrain * /*_terrain*/, TechniqueType /*_tt*/,
-- Ogre::StringStream &_outStream)
--{
-- // out semantics & params
-- unsigned int numTextures = 1;
--
-- if (_prof->getReceiveDynamicShadowsPSSM())
-- {
-- numTextures = _prof->getReceiveDynamicShadowsPSSM()->getSplitCount();
-- }
--
-- for (unsigned int i = 0; i < numTextures; ++i)
-- {
-- _outStream << vpOutStr << " vec4 lightSpacePos" << i << ";\n"
-- << "uniform mat4 texViewProjMatrix" << i << ";\n";
--
-- // Don't add depth range params
-- // if (prof->getReceiveDynamicShadowsDepth())
-- // {
-- // _outStream << ", uniform float4 depthRange" << i
-- // << " // x = min, y = max, z = range, w = 1/range\n";
-- // }
-- }
--
-- return _texCoord;
--}
--
--/////////////////////////////////////////////////
--void GzTerrainMatGen::SM2Profile::ShaderHelperGLSL::generateFpHeader(
-- const SM2Profile *_prof, const Ogre::Terrain *_terrain,
-- TechniqueType _tt, Ogre::StringStream &_outStream)
--{
-- _outStream << "#version " << glslVersion << "\n\n";
--
-- _outStream <<
-- "vec4 expand(vec4 v)\n"
-- "{\n"
-- " return v * 2 - 1;\n"
-- "}\n\n";
--
-- _outStream <<
-- "vec4 lit(float NdotL, float NdotH, float m)\n"
-- "{\n"
-- " float specular = (NdotL > 0) ? pow(max(0.0, NdotH), m) : 0.0;\n"
-- " return vec4(1.0, max(0.0, NdotL), specular, 1.0);\n"
-- "}\n";
--
-- if (_prof->isShadowingEnabled(_tt, _terrain))
-- this->generateFpDynamicShadowsHelpers(_prof, _terrain, _tt, _outStream);
--
-- _outStream <<
-- fpInStr << " vec4 position;\n";
--
-- Ogre::uint texCoordSet = 1;
-- _outStream << fpInStr << " vec4 uvMisc;\n";
--
-- // UV's premultiplied, packed as xy/zw
-- Ogre::uint maxLayers = _prof->getMaxLayers(_terrain);
-- Ogre::uint numBlendTextures = std::min(
-- _terrain->getBlendTextureCount(maxLayers),
-- _terrain->getBlendTextureCount());
-- Ogre::uint numLayers = std::min(maxLayers,
-- static_cast<Ogre::uint>(_terrain->getLayerCount()));
--
-- Ogre::uint numUVSets = numLayers / 2;
--
-- if (numLayers % 2)
-- ++numUVSets;
--
-- if (_tt != LOW_LOD)
-- {
-- for (Ogre::uint i = 0; i < numUVSets; ++i)
-- {
-- _outStream <<
-- fpInStr << " vec4 layerUV" << i << ";\n";
-- }
-- }
--
-- if (_prof->getParent()->getDebugLevel() && _tt != RENDER_COMPOSITE_MAP)
-- {
-- _outStream << fpInStr << " vec2 lodInfo;\n";
-- }
--
-- bool fog = _terrain->getSceneManager()->getFogMode() != Ogre::FOG_NONE &&
-- _tt != RENDER_COMPOSITE_MAP;
--
-- if (fog)
-- {
-- _outStream <<
-- "uniform vec3 fogColour;\n"
-- << fpInStr << " float fogVal;\n";
-- }
--
-- Ogre::uint currentSamplerIdx = 0;
--
-- _outStream <<
-- // Only 1 light supported in this version
-- // deferred shading profile / generator later, ok? :)
-- "uniform vec3 ambient;\n"
-- "uniform vec4 lightPosObjSpace;\n"
-- "uniform vec3 lightDiffuseColour;\n"
-- "uniform vec3 lightSpecularColour;\n"
-- "uniform vec3 eyePosObjSpace;\n"
-- // pack scale, bias and specular
-- "uniform vec4 scaleBiasSpecular;\n";
--
-- if (_tt == LOW_LOD)
-- {
-- // single composite map covers all the others below
-- _outStream << "uniform sampler2D compositeMap;\n";
-- }
-- else
-- {
-- _outStream << "uniform sampler2D globalNormal;\n";
--
-- if (_terrain->getGlobalColourMapEnabled() &&
-- _prof->isGlobalColourMapEnabled())
-- {
-- _outStream << "uniform sampler2D globalColourMap;\n";
-- }
--
-- if (_prof->isLightmapEnabled())
-- {
-- _outStream << "uniform sampler2D lightMap;\n";
-- }
--
-- // Blend textures - sampler definitions
-- for (Ogre::uint i = 0; i < numBlendTextures; ++i)
-- {
-- _outStream << "uniform sampler2D blendTex" << i << ";\n";
-- }
--
-- // Layer textures - sampler definitions & UV multipliers
-- for (Ogre::uint i = 0; i < numLayers; ++i)
-- {
-- _outStream << "uniform sampler2D difftex" << i << ";\n";
-- _outStream << "uniform sampler2D normtex" << i << ";\n";
-- }
-- }
--
-- if (_prof->isShadowingEnabled(_tt, _terrain))
-- {
-- this->generateFpDynamicShadowsParams(&texCoordSet, &currentSamplerIdx,
-- _prof, _terrain, _tt, _outStream);
-- }
--
-- // check we haven't exceeded samplers
-- if (currentSamplerIdx > 16)
-- {
-- OGRE_EXCEPT(Ogre::Exception::ERR_INVALIDPARAMS,
-- "Requested options require too many texture samplers! "
-- "Try reducing the number of layers.", __FUNCTION__);
-- }
--
-- std::string outputColTypeStr = "vec4";
-- if (glslVersion != "120")
-- {
-- _outStream << "out vec4 outputCol;\n";
-- outputColTypeStr = "";
-- }
--
-- _outStream <<
-- "void main()\n"
-- "{\n"
-- " float shadow = 1.0;\n"
-- " vec2 uv = uvMisc.xy;\n"
-- " " << outputColTypeStr << " outputCol = vec4(0.0, 0.0, 0.0, 1.0);\n";
--
-- if (_tt != LOW_LOD)
-- {
-- // global normal
-- _outStream << " vec3 normal = expand("
-- << textureStr << "(globalNormal, uv)).xyz;\n";
-- }
--
-- _outStream <<
-- " vec3 lightDir =\n"
-- " lightPosObjSpace.xyz - (position.xyz * lightPosObjSpace.w);\n"
-- " vec3 eyeDir = eyePosObjSpace - position.xyz;\n"
--
-- // set up accumulation areas
-- " vec3 diffuse = vec3(0.0, 0.0, 0.0);\n"
-- " float specular = 0.0;\n";
--
-- if (_tt == LOW_LOD)
-- {
-- // we just do a single calculation from composite map
-- _outStream <<
-- " vec4 composite = " << textureStr << "(compositeMap, uv);\n"
-- " diffuse = composite.xyz;\n";
-- // TODO - specular; we'll need normals for this!
-- }
-- else
-- {
-- // set up the blend values
-- for (Ogre::uint i = 0; i < numBlendTextures; ++i)
-- {
-- _outStream << " vec4 blendTexVal" << i
-- << " = " << textureStr << "(blendTex" << i << ", uv);\n";
-- }
--
-- if (_prof->isLayerNormalMappingEnabled())
-- {
-- // derive the tangent space basis
-- // we do this in the pixel shader because we don't have per-vertex normals
-- // because of the LOD, we use a normal map
-- // tangent is always +x or -z in object space depending on alignment
-- switch (_terrain->getAlignment())
-- {
-- case Ogre::Terrain::ALIGN_X_Y:
-- case Ogre::Terrain::ALIGN_X_Z:
-- _outStream << " vec3 tangent = vec3(1.0, 0.0, 0.0);\n";
-- break;
-- case Ogre::Terrain::ALIGN_Y_Z:
-- _outStream << " vec3 tangent = vec3(0.0, 0.0, -1.0);\n";
-- break;
-- default:
-- gzerr << "Invalid terrain alignment\n";
-- break;
-- };
--
-- _outStream << " vec3 binormal = normalize(cross(tangent, normal));\n";
-- // note, now we need to re-cross to derive tangent again because it
-- // wasn't orthonormal
-- _outStream << " tangent = normalize(cross(normal, binormal));\n";
-- // derive final matrix
-- /*_outStream << " mat3 TBN = mat3(tangent.x, tangent.y, tangent.z,"
-- "binormal.x, binormal.y, binormal.z,"
-- "normal.x, normal.y, normal.z);\n";
-- */
--
-- // set up lighting result placeholders for interpolation
-- _outStream << " vec4 litRes, litResLayer;\n";
-- _outStream << " vec3 TSlightDir, TSeyeDir, TShalfAngle, TSnormal;\n";
-- if (_prof->isLayerParallaxMappingEnabled())
-- _outStream << " float displacement;\n";
-- // move
-- _outStream << " TSlightDir = normalize(vec3(dot(tangent, lightDir),"
-- "dot(binormal, lightDir),"
-- "dot(normal, lightDir)));\n";
-- _outStream << " TSeyeDir = normalize(vec3(dot(tangent, eyeDir),"
-- "dot(binormal, eyeDir),"
-- "dot(normal, eyeDir)));\n";
-- }
-- else
-- {
-- // simple per-pixel lighting with no normal mapping
-- _outStream << " lightDir = normalize(lightDir);\n";
-- _outStream << " eyeDir = normalize(eyeDir);\n";
-- _outStream << " vec3 halfAngle = normalize(lightDir + eyeDir);\n";
--
-- _outStream << " vec4 litRes = lit(dot(lightDir, normal), "
-- "dot(halfAngle, normal), scaleBiasSpecular.z);\n";
-- }
-- }
--}
--
--/////////////////////////////////////////////////
--void
--GzTerrainMatGen::SM2Profile::ShaderHelperGLSL::generateFpDynamicShadowsParams(
-- Ogre::uint *_texCoord, Ogre::uint *_sampler, const SM2Profile *_prof,
-- const Ogre::Terrain * /*_terrain*/, TechniqueType _tt,
-- Ogre::StringStream &_outStream)
--{
-- if (_tt == HIGH_LOD)
-- this->mShadowSamplerStartHi = *_sampler;
-- else if (_tt == LOW_LOD)
-- this->mShadowSamplerStartLo = *_sampler;
--
-- // in semantics & params
-- Ogre::uint numTextures = 1;
-- if (_prof->getReceiveDynamicShadowsPSSM())
-- {
-- numTextures = _prof->getReceiveDynamicShadowsPSSM()->getSplitCount();
-- _outStream << "uniform vec4 pssmSplitPoints;\n";
-- }
--
-- for (Ogre::uint i = 0; i < numTextures; ++i)
-- {
-- _outStream << fpInStr <<
-- " vec4 lightSpacePos" << i << ";\n" <<
-- "uniform sampler2D shadowMap" << i << ";\n";
--
-- *_sampler = *_sampler + 1;
-- *_texCoord = *_texCoord + 1;
--
-- if (_prof->getReceiveDynamicShadowsDepth())
-- {
-- _outStream <<
-- "uniform float inverseShadowmapSize" << i << ";\n";
-- }
-- }
--}
--
--/////////////////////////////////////////////////
--void GzTerrainMatGen::SM2Profile::ShaderHelperGLSL::generateFpLayer(
-- const SM2Profile *_prof, const Ogre::Terrain * /*_terrain*/,
-- TechniqueType _tt, Ogre::uint _layer,
-- Ogre::StringStream &_outStream)
--{
-- Ogre::uint uvIdx = _layer / 2;
-- Ogre::String uvChannels = (_layer % 2) ? ".zw" : ".xy";
-- Ogre::uint blendIdx = (_layer-1) / 4;
-- Ogre::String blendChannel = this->GetChannel(_layer-1);
-- Ogre::String blendWeightStr = Ogre::String("blendTexVal") +
-- Ogre::StringConverter::toString(blendIdx) + "." + blendChannel;
--
-- // generate early-out conditional
-- // Disable - causing some issues even when trying to force the use of texldd
-- // if (layer && prof->_isSM3Available())
-- // _outStream << " if (" << blendWeightStr << " > 0.0003)\n {\n";
--
-- // generate UV
-- _outStream << " vec2 uv" << _layer << " = layerUV" << uvIdx
-- << uvChannels << ";\n";
--
-- // calculate lighting here if normal mapping
-- if (_prof->isLayerNormalMappingEnabled())
-- {
-- if (_prof->isLayerParallaxMappingEnabled() && _tt != RENDER_COMPOSITE_MAP)
-- {
-- // modify UV - note we have to sample an extra time
-- _outStream << " displacement = " << textureStr << "(normtex" << _layer
-- << ", uv" << _layer << ").w\n"
-- " * scaleBiasSpecular.x + scaleBiasSpecular.y;\n";
-- _outStream << " uv" << _layer << " += TSeyeDir.xy * displacement;\n";
-- }
--
-- // access TS normal map
-- _outStream << " TSnormal = expand(" << textureStr << "(normtex"
-- << _layer << ", uv" << _layer << ")).xyz;\n";
-- _outStream << " TShalfAngle = normalize(TSlightDir + TSeyeDir);\n";
--
-- _outStream << " litResLayer = lit(dot(TSlightDir, TSnormal), "
-- "dot(TShalfAngle, TSnormal), scaleBiasSpecular.z);\n";
--
-- if (!_layer)
-- _outStream << " litRes = litResLayer;\n";
-- else
-- _outStream << " litRes = mix(litRes, litResLayer, "
-- << blendWeightStr << ");\n";
-- }
--
-- // sample diffuse texture
-- _outStream << " vec4 diffuseSpecTex" << _layer
-- << " = " << textureStr << "(difftex" << _layer << ", uv" << _layer
-- << ");\n";
--
-- // apply to common
-- if (!_layer)
-- {
-- _outStream << " diffuse = diffuseSpecTex0.xyz;\n";
-- if (_prof->isLayerSpecularMappingEnabled())
-- _outStream << " specular = diffuseSpecTex0.w;\n";
-- }
-- else
-- {
-- _outStream << " diffuse = mix(diffuse, diffuseSpecTex" << _layer
-- << ".xyz, " << blendWeightStr << ");\n";
--
-- if (_prof->isLayerSpecularMappingEnabled())
-- {
-- _outStream << " specular = mix(specular, diffuseSpecTex" << _layer
-- << ".w, " << blendWeightStr << ");\n";
-- }
-- }
--
-- // End early-out
-- // Disable - causing some issues even when trying to force the use of texldd
-- // if (layer && prof->_isSM3Available())
-- // _outStream << " } // early-out blend value\n";
--}
--
--/////////////////////////////////////////////////
--void GzTerrainMatGen::SM2Profile::ShaderHelperGLSL::generateFpFooter(
-- const SM2Profile *_prof, const Ogre::Terrain *_terrain,
-- TechniqueType _tt, Ogre::StringStream &_outStream)
--{
-- if (_tt == LOW_LOD)
-- {
-- if (_prof->isShadowingEnabled(_tt, _terrain))
-- {
-- this->generateFpDynamicShadows(_prof, _terrain, _tt, _outStream);
-- _outStream << " outputCol.xyz = diffuse * rtshadow;\n";
-- }
-- else
-- {
-- _outStream << " outputCol.xyz = diffuse;\n";
-- }
-- }
-- else
-- {
-- if (_terrain->getGlobalColourMapEnabled() &&
-- _prof->isGlobalColourMapEnabled())
-- {
-- // sample colour map and apply to diffuse
-- _outStream << " diffuse *= " << textureStr
-- << "(globalColourMap, uv).xyz;\n";
-- }
--
-- if (_prof->isLightmapEnabled())
-- {
-- // sample lightmap
-- _outStream << " shadow = " << textureStr << "(lightMap, uv).x;\n";
-- }
--
-- if (_prof->isShadowingEnabled(_tt, _terrain))
-- {
-- this->generateFpDynamicShadows(_prof, _terrain, _tt, _outStream);
-- }
--
-- // diffuse lighting
-- _outStream << " outputCol.xyz += ambient * diffuse + litRes.y * "
-- "lightDiffuseColour * diffuse * shadow;\n";
--
-- // specular default
-- if (!_prof->isLayerSpecularMappingEnabled())
-- _outStream << " specular = 1.0;\n";
--
-- if (_tt == RENDER_COMPOSITE_MAP)
-- {
-- // Lighting embedded in alpha
-- _outStream << " outputCol.w = shadow;\n";
-- }
-- else
-- {
-- // Apply specular
-- _outStream << " outputCol.xyz += litRes.z * lightSpecularColour * "
-- "specular * shadow;\n";
--
-- if (_prof->getParent()->getDebugLevel())
-- {
-- _outStream << " outputCol.xy += lodInfo.xy;\n";
-- }
-- }
-- }
--
-- bool fog = _terrain->getSceneManager()->getFogMode() != Ogre::FOG_NONE &&
-- _tt != RENDER_COMPOSITE_MAP;
-- if (fog)
-- {
-- _outStream << " outputCol.xyz = mix(outputCol.xyz, fogColour, fogVal);\n";
-- }
--
-- if (glslVersion == "120")
-- _outStream << " gl_FragColor = outputCol;\n";
--
-- // Final return
-- _outStream << "\n}\n";
--}
--
--/////////////////////////////////////////////////
--void
--GzTerrainMatGen::SM2Profile::ShaderHelperGLSL::generateFpDynamicShadowsHelpers(
-- const SM2Profile *_prof, const Ogre::Terrain * /*_terrain*/,
-- TechniqueType /*_tt*/, Ogre::StringStream &_outStream)
--{
-- // TODO make filtering configurable
-- _outStream <<
-- "// Simple PCF\n"
-- "// Number of samples in one dimension (square for total samples)\n"
-- "#define NUM_SHADOW_SAMPLES_1D 2.0\n"
-- "#define SHADOW_FILTER_SCALE 1.0\n"
--
-- "#define SHADOW_SAMPLES NUM_SHADOW_SAMPLES_1D*NUM_SHADOW_SAMPLES_1D\n"
--
-- "vec4 offsetSample(vec4 uv, vec2 offset, float invMapSize)\n"
-- "{\n"
-- " return vec4(uv.xy + offset * invMapSize * uv.w, uv.z, uv.w);\n"
-- "}\n";
--
-- if (_prof->getReceiveDynamicShadowsDepth())
-- {
-- _outStream <<
-- "float calcDepthShadow(sampler2D shadowMap, vec4 uv, "
-- "float invShadowMapSize)\n"
-- "{\n"
-- " // 4-sample PCF\n"
-- " float shadow = 0.0;\n"
-- " float offset = (NUM_SHADOW_SAMPLES_1D/2.0 - 0.5) *SHADOW_FILTER_SCALE;"
-- "\n"
-- " for (float y = -offset; y <= offset; y += SHADOW_FILTER_SCALE)\n"
-- " for (float x = -offset; x <= offset; x += SHADOW_FILTER_SCALE)\n"
-- " {\n"
-- " vec4 newUV = offsetSample(uv, vec2(x, y), invShadowMapSize);\n"
-- " // manually project and assign derivatives\n"
-- " // to avoid gradient issues inside loops\n"
-- " newUV = newUV / newUV.w;\n";
-- // The following line used to be:
-- // " float depth = tex2d(shadowMap, newUV.xy).x;\n"
-- if (glslVersion == "120")
-- _outStream <<
-- " float depth = texture2D(shadowMap, newUV.xy).x;\n";
-- else
-- {
-- _outStream <<
-- " float depth = textureGrad(shadowMap, newUV.xy, "
-- " vec2(1.0, 1.0), vec2(1.0, 1.0)).x;\n";
-- }
-- _outStream <<
-- // " if (depth >= 1.0 || depth >= uv.z)\n"
-- " if (depth >= 1.0 || depth >= newUV.z)\n"
-- " shadow += 1.0;\n"
-- " }\n"
-- " shadow /= (SHADOW_SAMPLES); \n"
-- " return shadow;\n"
-- "}\n";
-- }
-- else
-- {
-- _outStream <<
-- "float calcSimpleShadow(sampler2D shadowMap, vec4 shadowMapPos)\n"
-- "{\n"
-- " return " << textureStr << "Proj(shadowMap, shadowMapPos).x;\n"
-- "}\n";
-- }
--
-- if (_prof->getReceiveDynamicShadowsPSSM())
-- {
-- Ogre::uint numTextures =
-- _prof->getReceiveDynamicShadowsPSSM()->getSplitCount();
--
-- if (_prof->getReceiveDynamicShadowsDepth())
-- {
-- _outStream << "float calcPSSMDepthShadow(";
-- }
-- else
-- {
-- _outStream << "float calcPSSMSimpleShadow(";
-- }
--
-- _outStream << "\n ";
--
-- for (Ogre::uint i = 0; i < numTextures; ++i)
-- _outStream << "sampler2D shadowMap" << i << ", ";
--
-- _outStream << "\n ";
--
-- for (Ogre::uint i = 0; i < numTextures; ++i)
-- _outStream << "vec4 lsPos" << i << ", ";
--
-- if (_prof->getReceiveDynamicShadowsDepth())
-- {
-- _outStream << "\n ";
-- for (Ogre::uint i = 0; i < numTextures; ++i)
-- _outStream << "float invShadowmapSize" << i << ", ";
-- }
--
-- _outStream << "\n"
-- " vec4 pssmSplitPoints, float camDepth)\n"
-- "{\n"
-- " float shadow = 1.0;\n"
-- " // calculate shadow\n";
--
-- for (Ogre::uint i = 0; i < numTextures; ++i)
-- {
-- if (!i)
-- {
-- _outStream << " if (camDepth <= pssmSplitPoints."
-- << this->GetChannel(i) << ")\n";
-- }
-- else if (i < numTextures-1)
-- {
-- _outStream << " else if (camDepth <= pssmSplitPoints."
-- << this->GetChannel(i) << ")\n";
-- }
-- else
-- _outStream << " else\n";
--
-- _outStream << " {\n";
--
-- if (_prof->getReceiveDynamicShadowsDepth())
-- {
-- _outStream << " shadow = calcDepthShadow(shadowMap" << i
-- << ", lsPos" << i << ", invShadowmapSize" << i << ");\n";
-- }
-- else
-- {
-- _outStream << " shadow = calcSimpleShadow(shadowMap" << i
-- << ", lsPos" << i << ");\n";
-- }
-- _outStream << " }\n";
-- }
--
-- _outStream << " return shadow;\n"
-- "}\n\n\n";
-- }
--}
--
--/////////////////////////////////////////////////
--void GzTerrainMatGen::SM2Profile::ShaderHelperGLSL::generateFpDynamicShadows(
-- const SM2Profile *_prof, const Ogre::Terrain * /*_terrain*/,
-- TechniqueType /*_tt*/, Ogre::StringStream &_outStream)
--{
-- if (_prof->getReceiveDynamicShadowsPSSM())
-- {
-- Ogre::uint numTextures =
-- _prof->getReceiveDynamicShadowsPSSM()->getSplitCount();
--
-- _outStream << " float camDepth = uvMisc.z;\n";
--
-- if (_prof->getReceiveDynamicShadowsDepth())
-- {
-- _outStream << " float rtshadow = calcPSSMDepthShadow(";
-- }
-- else
-- {
-- _outStream << " float rtshadow = calcPSSMSimpleShadow(";
-- }
--
-- for (Ogre::uint i = 0; i < numTextures; ++i)
-- _outStream << "shadowMap" << i << ", ";
--
-- _outStream << "\n ";
--
-- for (Ogre::uint i = 0; i < numTextures; ++i)
-- _outStream << "lightSpacePos" << i << ", ";
--
-- if (_prof->getReceiveDynamicShadowsDepth())
-- {
-- _outStream << "\n ";
--
-- for (Ogre::uint i = 0; i < numTextures; ++i)
-- _outStream << "inverseShadowmapSize" << i << ", ";
-- }
-- _outStream << "\n" <<
-- " pssmSplitPoints, camDepth);\n";
-- }
-- else
-- {
-- if (_prof->getReceiveDynamicShadowsDepth())
-- {
-- _outStream <<
-- " float rtshadow = calcDepthShadow(shadowMap0, lightSpacePos0, "
-- "inverseShadowmapSize0);";
-- }
-- else
-- {
-- _outStream <<
-- " float rtshadow = calcSimpleShadow(shadowMap0, lightSpacePos0);";
-- }
-- }
--
-- _outStream << " shadow = rtshadow;//min(shadow, rtshadow);\n";
--}
--
--/////////////////////////////////////////////////
--void
--GzTerrainMatGen::SM2Profile::ShaderHelperGLSL::generateFragmentProgramSource(
-- const SM2Profile *_prof, const Ogre::Terrain *_terrain,
-- TechniqueType _tt, Ogre::StringStream &_outStream)
--{
-- this->generateFpHeader(_prof, _terrain, _tt, _outStream);
--
-- if (_tt != LOW_LOD)
-- {
-- Ogre::uint maxLayers = _prof->getMaxLayers(_terrain);
-- Ogre::uint numLayers = std::min(maxLayers,
-- static_cast<Ogre::uint>(_terrain->getLayerCount()));
--
-- for (Ogre::uint i = 0; i < numLayers; ++i)
-- this->generateFpLayer(_prof, _terrain, _tt, i, _outStream);
-- }
--
-- this->generateFpFooter(_prof, _terrain, _tt, _outStream);
--}
--
--/////////////////////////////////////////////////
--void GzTerrainMatGen::SM2Profile::ShaderHelperGLSL::updateVpParams(
-- const SM2Profile *_prof, const Ogre::Terrain *_terrain,
--#if OGRE_VERSION_MAJOR >= 1 && OGRE_VERSION_MINOR >= 8
-- TechniqueType _tt,
--#else
-- TechniqueType /*_tt*/,
--#endif
-- const Ogre::GpuProgramParametersSharedPtr &_params)
--{
-- _params->setIgnoreMissingParams(true);
-- Ogre::uint maxLayers = _prof->getMaxLayers(_terrain);
-- Ogre::uint numLayers = std::min(maxLayers,
-- static_cast<Ogre::uint>(_terrain->getLayerCount()));
--
-- Ogre::uint numUVMul = numLayers / 4;
--
-- if (numLayers % 4)
-- ++numUVMul;
--
-- for (Ogre::uint i = 0; i < numUVMul; ++i)
-- {
-- Ogre::Vector4 uvMul(
-- _terrain->getLayerUVMultiplier(i * 4),
-- _terrain->getLayerUVMultiplier(i * 4 + 1),
-- _terrain->getLayerUVMultiplier(i * 4 + 2),
-- _terrain->getLayerUVMultiplier(i * 4 + 3));
-- _params->setNamedConstant("uvMul" +
-- Ogre::StringConverter::toString(i), uvMul);
-- }
--
--#if OGRE_VERSION_MAJOR >= 1 && OGRE_VERSION_MINOR >= 8
-- if (_terrain->_getUseVertexCompression() && _tt != RENDER_COMPOSITE_MAP)
-- {
-- Ogre::Real baseUVScale = 1.0f / (_terrain->getSize() - 1);
-- _params->setNamedConstant("baseUVScale", baseUVScale);
-- }
--#endif
--}
--
--/////////////////////////////////////////////////
--Ogre::String GzTerrainMatGen::SM2Profile::ShaderHelperGLSL::GetChannel(
--Ogre::uint _idx)
--{
-- Ogre::uint rem = _idx % 4;
-- switch (rem)
-- {
-- case 0:
-- default:
-- return "x";
-- case 1:
-- return "y";
-- case 2:
-- return "z";
-- case 3:
-- return "w";
-- };
--}
--
--/////////////////////////////////////////////////
--/////////////////////////////////////////////////
--// CG Shader helper
--/////////////////////////////////////////////////
--/////////////////////////////////////////////////
--
--/////////////////////////////////////////////////
--Ogre::HighLevelGpuProgramPtr
--GzTerrainMatGen::SM2Profile::ShaderHelperCg::generateVertexProgram(
-- const SM2Profile *_prof, const Ogre::Terrain *_terrain,
-- TechniqueType _tt)
--{
-- Ogre::HighLevelGpuProgramPtr ret =
-- this->createVertexProgram(_prof, _terrain, _tt);
--
-- Ogre::StringStream sourceStr;
-- this->generateVertexProgramSource(_prof, _terrain, _tt, sourceStr);
--
-- ret->setSource(sourceStr.str());
-- ret->load();
-- this->defaultVpParams(_prof, _terrain, _tt, ret);
--
-- return ret;
--}
--
--/////////////////////////////////////////////////
--void GzTerrainMatGen::SM2Profile::ShaderHelperCg::defaultVpParams(
-- const SM2Profile *_prof, const Ogre::Terrain *_terrain,
-- TechniqueType _tt, const Ogre::HighLevelGpuProgramPtr &_prog)
--{
-- Ogre::GpuProgramParametersSharedPtr params = _prog->getDefaultParameters();
-- params->setIgnoreMissingParams(true);
--
-- params->setNamedAutoConstant("worldMatrix",
-- Ogre::GpuProgramParameters::ACT_WORLD_MATRIX);
--
-- params->setNamedAutoConstant("viewProjMatrix",
-- Ogre::GpuProgramParameters::ACT_VIEWPROJ_MATRIX);
--
-- params->setNamedAutoConstant("lodMorph",
-- Ogre::GpuProgramParameters::ACT_CUSTOM,
-- Ogre::Terrain::LOD_MORPH_CUSTOM_PARAM);
--
-- params->setNamedAutoConstant("fogParams",
-- Ogre::GpuProgramParameters::ACT_FOG_PARAMS);
--
-- if (_prof->isShadowingEnabled(_tt, _terrain))
-- {
-- unsigned int numTextures = 1;
-- if (_prof->getReceiveDynamicShadowsPSSM())
-- {
-- numTextures = _prof->getReceiveDynamicShadowsPSSM()->getSplitCount();
-- }
-- for (unsigned int i = 0; i < numTextures; ++i)
-- {
-- params->setNamedAutoConstant("texViewProjMatrix" +
-- Ogre::StringConverter::toString(i),
-- Ogre::GpuProgramParameters::ACT_TEXTURE_VIEWPROJ_MATRIX, i);
--
-- // Don't add depth range params
-- // if (prof->getReceiveDynamicShadowsDepth())
-- // {
-- // params->setNamedAutoConstant("depthRange" +
-- // Ogre::StringConverter::toString(i),
-- // Ogre::GpuProgramParameters::ACT_SHADOW_SCENE_DEPTH_RANGE, i);
-- // }
-- }
-- }
--
--#if OGRE_VERSION_MAJOR >= 1 && OGRE_VERSION_MINOR >= 8
-- if (_terrain->_getUseVertexCompression() && _tt != RENDER_COMPOSITE_MAP)
-- {
-- Ogre::Matrix4 posIndexToObjectSpace;
-- _terrain->getPointTransform(&posIndexToObjectSpace);
-- params->setNamedConstant("posIndexToObjectSpace", posIndexToObjectSpace);
-- }
--#endif
--}
--
--/////////////////////////////////////////////////
--void
--GzTerrainMatGen::SM2Profile::ShaderHelperCg::generateVpDynamicShadows(
-- const SM2Profile *_prof, const Ogre::Terrain * /*_terrain*/,
-- TechniqueType /*_tt*/, Ogre::StringStream &_outStream)
--{
-- unsigned int numTextures = 1;
--
-- if (_prof->getReceiveDynamicShadowsPSSM())
-- {
-- numTextures = _prof->getReceiveDynamicShadowsPSSM()->getSplitCount();
-- }
--
-- // Calculate the position of vertex in light space
-- for (unsigned int i = 0; i < numTextures; ++i)
-- {
-- _outStream << " oLightSpacePos" << i << " = mul(texViewProjMatrix"
-- << i << ", worldPos);\n";
--
-- // Don't linearize depth range: RTSS PSSM implementation uses
-- // view-space depth
-- // if (prof->getReceiveDynamicShadowsDepth())
-- // {
-- // // make linear
-- // outStream << "oLightSpacePos" << i << ".z = (oLightSpacePos" << i
-- // << ".z - depthRange" << i << ".x) * depthRange" << i
-- // << ".w;\n";
-- // }
-- }
--
-- if (_prof->getReceiveDynamicShadowsPSSM())
-- {
-- _outStream << " // pass cam depth\n oUVMisc.z = oPos.z;\n";
-- }
--}
--
--/////////////////////////////////////////////////
--unsigned int GzTerrainMatGen::SM2Profile::ShaderHelperCg::
--generateVpDynamicShadowsParams(unsigned int _texCoord, const SM2Profile *_prof,
-- const Ogre::Terrain * /*_terrain*/, TechniqueType /*_tt*/,
-- Ogre::StringStream &_outStream)
--{
-- // out semantics & params
-- unsigned int numTextures = 1;
--
-- if (_prof->getReceiveDynamicShadowsPSSM())
-- {
-- numTextures = _prof->getReceiveDynamicShadowsPSSM()->getSplitCount();
-- }
--
-- for (unsigned int i = 0; i < numTextures; ++i)
-- {
-- _outStream << ", out float4 oLightSpacePos" << i
-- << " : TEXCOORD" << _texCoord++ << "\n"
-- << ", uniform float4x4 texViewProjMatrix" << i << "\n";
--
-- // Don't add depth range params
-- // if (prof->getReceiveDynamicShadowsDepth())
-- // {
-- // _outStream << ", uniform float4 depthRange" << i
-- // << " // x = min, y = max, z = range, w = 1/range\n";
-- // }
-- }
--
-- return _texCoord;
--}
--
--/////////////////////////////////////////////////
--// This method is identical to
--// TerrainMaterialGeneratorA::SM2Profile::ShaderHelperCg::generateVpHeader()
--// but is needed because generateVpDynamicShadowsParams() is not declared
--// virtual.
--void GzTerrainMatGen::SM2Profile::ShaderHelperCg::generateVpHeader(
-- const SM2Profile *_prof, const Ogre::Terrain *_terrain,
-- TechniqueType _tt, Ogre::StringStream &_outStream)
--{
-- _outStream << "void main_vp(\n";
--
-- bool compression = false;
--
--#if OGRE_VERSION_MAJOR >= 1 && OGRE_VERSION_MINOR >= 8
-- compression = _terrain->_getUseVertexCompression() &&
-- _tt != RENDER_COMPOSITE_MAP;
--#endif
--
-- if (compression)
-- {
-- _outStream << "float2 posIndex : POSITION,\nfloat height : TEXCOORD0,\n";
-- }
-- else
-- {
-- _outStream << "float4 pos : POSITION,\nfloat2 uv : TEXCOORD0,\n";
-- }
--
-- if (_tt != RENDER_COMPOSITE_MAP)
-- _outStream << "float2 delta : TEXCOORD1,\n";
--
-- _outStream <<
-- "uniform float4x4 worldMatrix,\n"
-- "uniform float4x4 viewProjMatrix,\n"
-- "uniform float2 lodMorph,\n";
--
-- if (compression)
-- {
-- _outStream <<
-- "uniform float4x4 posIndexToObjectSpace,\n"
-- "uniform float baseUVScale,\n";
-- }
--
-- // uv multipliers
-- Ogre::uint maxLayers = _prof->getMaxLayers(_terrain);
-- Ogre::uint numLayers = std::min(maxLayers,
-- static_cast<unsigned int>(_terrain->getLayerCount()));
--
-- unsigned int numUVMultipliers = (numLayers / 4);
-
-- if (numLayers % 4)
-- ++numUVMultipliers;
--
-- for (unsigned int i = 0; i < numUVMultipliers; ++i)
-- _outStream << "uniform float4 uvMul" << i << ",\n";
--
-- _outStream <<
-- "out float4 oPos : POSITION,\n"
-- "out float4 oPosObj : TEXCOORD0\n";
--
-- unsigned int texCoordSet = 1;
-- _outStream << ", out float4 oUVMisc : TEXCOORD" << texCoordSet++
-- << " // xy = uv, z = camDepth\n";
--
-- // layer UV's premultiplied, packed as xy/zw
-- unsigned int numUVSets = numLayers / 2;
--
-- if (numLayers % 2)
-- ++numUVSets;
--
-- if (_tt != LOW_LOD)
-- {
-- for (unsigned int i = 0; i < numUVSets; ++i)
-- {
-- _outStream << ", out float4 oUV" << i
-- << " : TEXCOORD" << texCoordSet++ << "\n";
-- }
-- }
--
-- if (_prof->getParent()->getDebugLevel() && _tt != RENDER_COMPOSITE_MAP)
-- {
-- _outStream << ", out float2 lodInfo : TEXCOORD" << texCoordSet++ << "\n";
-- }
--
-- bool fog = _terrain->getSceneManager()->getFogMode() != Ogre::FOG_NONE &&
-- _tt != RENDER_COMPOSITE_MAP;
--
-- if (fog)
-- {
-- _outStream <<
-- ", uniform float4 fogParams\n"
-- ", out float fogVal : COLOR\n";
-- }
--
-- if (_prof->isShadowingEnabled(_tt, _terrain))
-- {
-- texCoordSet = generateVpDynamicShadowsParams(texCoordSet, _prof,
-- _terrain, _tt, _outStream);
-- }
--
-- // check we haven't exceeded texture coordinates
-- if (texCoordSet > 8)
-- {
-- OGRE_EXCEPT(Ogre::Exception::ERR_INVALIDPARAMS,
-- "Requested options require too many texture coordinate sets! "
-- "Try reducing the number of layers.",
-- __FUNCTION__);
-- }
--
-- _outStream <<
-- ")\n"
-- "{\n";
--
-- if (compression)
-- {
-- _outStream << " float4 pos;\n"
-- << " pos = mul(posIndexToObjectSpace, float4(posIndex, height, 1));\n"
-- << " float2 uv = float2(posIndex.x * baseUVScale, 1.0 - "
-- << "(posIndex.y * baseUVScale));\n";
-- }
--
-- _outStream <<
-- " float4 worldPos = mul(worldMatrix, pos);\n"
-- " oPosObj = pos;\n";
--
-- if (_tt != RENDER_COMPOSITE_MAP)
-- {
-- // determine whether to apply the LOD morph to this vertex
-- // we store the deltas against all vertices so we only want to apply
-- // the morph to the ones which would disappear. The target LOD which is
-- // being morphed to is stored in lodMorph.y, and the LOD at which
-- // the vertex should be morphed is stored in uv.w. If we subtract
-- // the former from the latter, and arrange to only morph if the
-- // result is negative (it will only be -1 in fact, since after that
-- // the vertex will never be indexed), we will achieve our aim.
-- // sign(vertexLOD - targetLOD) == -1 is to morph
-- _outStream <<
-- " float toMorph = -min(0, sign(delta.y - lodMorph.y));\n";
--
-- // this will either be 1 (morph) or 0 (don't morph)
-- if (_prof->getParent()->getDebugLevel())
-- {
-- // x == LOD level (-1 since value is target level, we want to
-- // display actual)
-- _outStream << "lodInfo.x = (lodMorph.y - 1) / "
-- << _terrain->getNumLodLevels() << ";\n";
--
-- // y == LOD morph
-- _outStream << "lodInfo.y = toMorph * lodMorph.x;\n";
-- }
--
-- // morph
-- switch (_terrain->getAlignment())
-- {
-- case Ogre::Terrain::ALIGN_X_Y:
-- _outStream << " worldPos.z += delta.x * toMorph * lodMorph.x;\n";
-- break;
-- case Ogre::Terrain::ALIGN_X_Z:
-- _outStream << " worldPos.y += delta.x * toMorph * lodMorph.x;\n";
-- break;
-- case Ogre::Terrain::ALIGN_Y_Z:
-- _outStream << " worldPos.x += delta.x * toMorph * lodMorph.x;\n";
-- break;
-- default:
-- gzerr << "Invalid alignment\n";
-- };
-- }
--
-- // generate UVs
-- if (_tt != LOW_LOD)
-- {
-- for (unsigned int i = 0; i < numUVSets; ++i)
-- {
-- unsigned int layer = i * 2;
-- unsigned int uvMulIdx = layer / 4;
--
-- _outStream << " oUV" << i << ".xy = " << " uv.xy * uvMul"
-- << uvMulIdx << "." << getChannel(layer) << ";\n";
-- _outStream << " oUV" << i << ".zw = " << " uv.xy * uvMul"
-- << uvMulIdx << "." << getChannel(layer+1) << ";\n";
-- }
-- }
--}
--
--/////////////////////////////////////////////////
--// This method is identical to
--// TerrainMaterialGeneratorA::SM2Profile::ShaderHelperCg::generateVpFooter()
--// but is needed because generateVpDynamicShadows() is not declared virtual.
--void GzTerrainMatGen::SM2Profile::ShaderHelperCg::generateVpFooter(
-- const SM2Profile *_prof, const Ogre::Terrain *_terrain,
-- TechniqueType _tt, Ogre::StringStream &_outStream)
--{
-- _outStream << " oPos = mul(viewProjMatrix, worldPos);\n"
-- << " oUVMisc.xy = uv.xy;\n";
--
-- bool fog = _terrain->getSceneManager()->getFogMode() != Ogre::FOG_NONE &&
-- _tt != RENDER_COMPOSITE_MAP;
-- if (fog)
-- {
-- if (_terrain->getSceneManager()->getFogMode() == Ogre::FOG_LINEAR)
-- {
-- _outStream <<
-- " fogVal = saturate((oPos.z - fogParams.y) * fogParams.w);\n";
-- }
-- else
-- {
-- _outStream <<
-- " fogVal = 1 - saturate(1 / (exp(oPos.z * fogParams.x)));\n";
-- }
-- }
--
-- if (_prof->isShadowingEnabled(_tt, _terrain))
-- this->generateVpDynamicShadows(_prof, _terrain, _tt, _outStream);
--
-- _outStream << "}\n";
--}
--
--/////////////////////////////////////////////////
--void GzTerrainMatGen::SM2Profile::ShaderHelperCg::
--generateVertexProgramSource(const SM2Profile *_prof,
-- const Ogre::Terrain* _terrain, TechniqueType _tt,
-- Ogre::StringStream &_outStream)
--{
-- this->generateVpHeader(_prof, _terrain, _tt, _outStream);
--
-- if (_tt != LOW_LOD)
-- {
-- unsigned int maxLayers = _prof->getMaxLayers(_terrain);
-- unsigned int numLayers = std::min(maxLayers,
-- static_cast<unsigned int>(_terrain->getLayerCount()));
--
-- for (unsigned int i = 0; i < numLayers; ++i)
-- this->generateVpLayer(_prof, _terrain, _tt, i, _outStream);
-- }
--
-- this->generateVpFooter(_prof, _terrain, _tt, _outStream);
--}
--
--/////////////////////////////////////////////////
--Ogre::HighLevelGpuProgramPtr
--GzTerrainMatGen::SM2Profile::ShaderHelperCg::generateFragmentProgram(
-- const SM2Profile *_prof, const Ogre::Terrain *_terrain, TechniqueType _tt)
--{
-- Ogre::HighLevelGpuProgramPtr ret = this->createFragmentProgram(_prof,
-- _terrain, _tt);
--
-- Ogre::StringStream sourceStr;
--
-- this->generateFragmentProgramSource(_prof, _terrain, _tt, sourceStr);
--
-- ret->setSource(sourceStr.str());
--
-- ret->load();
--
-- this->defaultFpParams(_prof, _terrain, _tt, ret);
--
-- return ret;
--}
-+// /////////////////////////////////////////////////
-+// GzTerrainMatGen::SM2Profile::SM2Profile(
-+// Ogre::TerrainMaterialGenerator *_parent, const Ogre::String &_name,
-+// const Ogre::String &_desc)
-+// : TerrainMaterialGeneratorA::SM2Profile(_parent, _name, _desc)
-+// {
-+// this->mShaderGen = nullptr;
-+// }
-+//
-+// /////////////////////////////////////////////////
-+// GzTerrainMatGen::SM2Profile::~SM2Profile()
-+// {
-+// // Because the base SM2Profile has no virtual destructor:
-+// delete this->mShaderGen;
-+// this->mShaderGen = nullptr;
-+// }
-+//
-+// /////////////////////////////////////////////////
-+// void GzTerrainMatGen::SM2Profile::addTechnique(
-+// const Ogre::MaterialPtr &_mat, const Ogre::Terrain *_terrain,
-+// Ogre::TechniqueType _tt)
-+// {
-+// // Initiate specialized mShaderGen
-+// // Ogre::GpuProgramManager &gmgr = Ogre::GpuProgramManager::getSingleton();
-+//
-+// Ogre::HighLevelGpuProgramManager &hmgr =
-+// Ogre::HighLevelGpuProgramManager::getSingleton();
-+//
-+// if (!this->mShaderGen)
-+// {
-+// // By default we use the GLSL shaders.
-+// if (hmgr.isLanguageSupported("glsl"))
-+// {
-+// this->mShaderGen = OGRE_NEW
-+// GzTerrainMatGen::SM2Profile::ShaderHelperGLSL();
-+// }
-+// else
-+// {
-+// gzthrow("No supported shader languages");
-+// }
-+//
-+// // Uncomment this to use cg shaders. I'm keeping the CG
-+// // shader for reference. There is some more code to switch, located
-+// // below, to enable CG shaders.
-+// // if (hmgr.isLanguageSupported("cg"))
-+// // {
-+// // this->mShaderGen = OGRE_NEW
-+// // // This will use Ogre's CG shader
-+// // // Ogre::TerrainMaterialGeneratorA::SM2Profile::ShaderHelperCg();
-+// // //
-+// // // This will use our CG shader, which has terrain shadows
-+// // GzTerrainMatGen::SM2Profile::ShaderHelperCg();
-+// // }
-+//
-+// // check SM3 features
-+// this->mSM3Available =
-+// Ogre::GpuProgramManager::getSingleton().isSyntaxSupported("ps_3_0");
-+//
-+// #if OGRE_VERSION_MAJOR >= 1 && OGRE_VERSION_MINOR >= 8
-+// this->mSM4Available =
-+// Ogre::GpuProgramManager::getSingleton().isSyntaxSupported("ps_4_0");
-+// #endif
-+// }
-+//
-+// // Unfortunately this doesn't work
-+// // Default implementation
-+// // TerrainMaterialGeneratorA::SM2Profile::addTechnique(mat, terrain, tt);
-+//
-+// // So we have to replicate the entire method:
-+// Ogre::Technique *tech = _mat->createTechnique();
-+//
-+// // Only supporting one pass
-+// Ogre::Pass *pass = tech->createPass();
-+//
-+// // Doesn't delegate to the proper method otherwise
-+// Ogre::HighLevelGpuProgramPtr vprog =
-+// ((GzTerrainMatGen::SM2Profile::ShaderHelperGLSL*)this->mShaderGen)
-+// // Use this line if running Ogre's CG shaders
-+// // ((TerrainMaterialGeneratorA::SM2Profile::ShaderHelperCg*)this->mShaderGen)
-+// // Use this line if running our CG shaders
-+// // ((GzTerrainMatGen::SM2Profile::ShaderHelperCg*)this->mShaderGen)
-+// ->generateVertexProgram(this, _terrain, _tt);
-+//
-+// // DEBUG: std::cout << "VertShader[" << vprog->getName() << "]:\n"
-+// // << vprog->getSource() << "\n\n";
-+//
-+// Ogre::HighLevelGpuProgramPtr fprog =
-+// ((GzTerrainMatGen::SM2Profile::ShaderHelperGLSL*)this->mShaderGen)
-+// // Use this line if running Ogre's CG shaders
-+// // ((TerrainMaterialGeneratorA::SM2Profile::ShaderHelperCg*)this->mShaderGen)
-+// // Use this line if running our CG shaders
-+// // ((GzTerrainMatGen::SM2Profile::ShaderHelperCg*)this->mShaderGen)
-+// ->generateFragmentProgram(this, _terrain, _tt);
-+//
-+// // DEBUG: std::cout << "FragShader[" << fprog->getName() << "]:\n"
-+// // << fprog->getSource() << "\n\n";
-+//
-+// pass->setVertexProgram(vprog->getName());
-+// pass->setFragmentProgram(fprog->getName());
-+//
-+// if (_tt == Ogre::HIGH_LOD || _tt == Ogre::RENDER_COMPOSITE_MAP)
-+// {
-+// // global normal map
-+// Ogre::TextureUnitState* tu = pass->createTextureUnitState();
-+// tu->setTextureName(_terrain->getTerrainNormalMap()->getName());
-+// tu->setTextureAddressingMode(Ogre::TextureUnitState::TAM_CLAMP);
-+//
-+// // global colour map
-+// if (_terrain->getGlobalColourMapEnabled() &&
-+// this->isGlobalColourMapEnabled())
-+// {
-+// tu = pass->createTextureUnitState(
-+// _terrain->getGlobalColourMap()->getName());
-+// tu->setTextureAddressingMode(Ogre::TextureUnitState::TAM_CLAMP);
-+// }
-+//
-+// // light map
-+// if (this->isLightmapEnabled())
-+// {
-+// tu = pass->createTextureUnitState(_terrain->getLightmap()->getName());
-+// tu->setTextureAddressingMode(Ogre::TextureUnitState::TAM_CLAMP);
-+// }
-+//
-+// // blend maps
-+// unsigned int maxLayers = this->getMaxLayers(_terrain);
-+//
-+// unsigned int numBlendTextures = std::min(
-+// _terrain->getBlendTextureCount(maxLayers),
-+// _terrain->getBlendTextureCount());
-+//
-+// unsigned int numLayers = std::min(
-+// maxLayers, static_cast<unsigned int>(_terrain->getLayerCount()));
-+//
-+// for (unsigned int i = 0; i < numBlendTextures; ++i)
-+// {
-+// tu = pass->createTextureUnitState(_terrain->getBlendTextureName(i));
-+// tu->setTextureAddressingMode(Ogre::TextureUnitState::TAM_CLAMP);
-+// }
-+//
-+// // layer textures
-+// for (unsigned int i = 0; i < numLayers; ++i)
-+// {
-+// // diffuse / specular
-+// pass->createTextureUnitState(_terrain->getLayerTextureName(i, 0));
-+//
-+// // normal / height
-+// pass->createTextureUnitState(_terrain->getLayerTextureName(i, 1));
-+// }
-+// }
-+// else
-+// {
-+// // Ogre::LOW_LOD textures
-+// // composite map
-+// Ogre::TextureUnitState *tu = pass->createTextureUnitState();
-+// tu->setTextureName(_terrain->getCompositeMap()->getName());
-+// tu->setTextureAddressingMode(Ogre::TextureUnitState::TAM_CLAMP);
-+// }
-+//
-+// // Add shadow textures (always at the end)
-+// if (this->isShadowingEnabled(_tt, _terrain))
-+// {
-+// unsigned int numTextures = 1;
-+//
-+// if (this->getReceiveDynamicShadowsPSSM())
-+// {
-+// numTextures = this->getReceiveDynamicShadowsPSSM()->getSplitCount();
-+// }
-+// for (unsigned int i = 0; i < numTextures; ++i)
-+// {
-+// Ogre::TextureUnitState *tu = pass->createTextureUnitState();
-+// tu->setContentType(Ogre::TextureUnitState::CONTENT_SHADOW);
-+// tu->setTextureAddressingMode(Ogre::TextureUnitState::TAM_BORDER);
-+// tu->setTextureBorderColour(Ogre::ColourValue::White);
-+// }
-+// }
-+// }
-+//
-+// /////////////////////////////////////////////////
-+// // generate() and generateForCompositeMap() are identical to
-+// // TerrainMaterialGeneratorA implementation, the only reason for repeating
-+// // them is that, unfortunately, addTechnique() is not declared virtual.
-+// Ogre::MaterialPtr GzTerrainMatGen::SM2Profile::generate(
-+// const Ogre::Terrain *_terrain)
-+// {
-+// // re-use old material if exists
-+// Ogre::MaterialPtr mat = _terrain->_getMaterial();
-+//
-+// if (mat.isNull())
-+// {
-+// Ogre::MaterialManager &matMgr = Ogre::MaterialManager::getSingleton();
-+//
-+// // it's important that the names are deterministic for a given terrain, so
-+// // use the terrain pointer as an ID
-+// const Ogre::String &matName = _terrain->getMaterialName();
-+// mat = matMgr.getByName(matName);
-+//
-+// if (mat.isNull())
-+// {
-+// mat = matMgr.create(matName,
-+// Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
-+// }
-+// }
-+//
-+// // clear everything
-+// mat->removeAllTechniques();
-+//
-+// // Automatically disable normal & parallax mapping if card cannot handle it
-+// // We do this rather than having a specific technique for it since it's
-+// // simpler.
-+// Ogre::GpuProgramManager &gmgr = Ogre::GpuProgramManager::getSingleton();
-+//
-+// if (!gmgr.isSyntaxSupported("ps_4_0") &&
-+// !gmgr.isSyntaxSupported("ps_3_0") &&
-+// !gmgr.isSyntaxSupported("ps_2_x") &&
-+// !gmgr.isSyntaxSupported("fp40") &&
-+// !gmgr.isSyntaxSupported("arbfp1"))
-+// {
-+// this->setLayerNormalMappingEnabled(false);
-+// this->setLayerParallaxMappingEnabled(false);
-+// }
-+//
-+// this->addTechnique(mat, _terrain, Ogre::HIGH_LOD);
-+//
-+// // LOD
-+// if (this->mCompositeMapEnabled)
-+// {
-+// this->addTechnique(mat, _terrain, Ogre::LOW_LOD);
-+// Ogre::Material::LodValueList lodValues;
-+// lodValues.push_back(
-+// Ogre::TerrainGlobalOptions::getSingleton().getCompositeMapDistance());
-+//
-+// mat->setLodLevels(lodValues);
-+// Ogre::Technique *lowLodTechnique = mat->getTechnique(1);
-+// lowLodTechnique->setLodIndex(1);
-+// }
-+//
-+// this->UpdateParams(mat, _terrain);
-+//
-+// return mat;
-+// }
-+//
-+// /////////////////////////////////////////////////
-+// Ogre::MaterialPtr GzTerrainMatGen::SM2Profile::generateForCompositeMap(
-+// const Ogre::Terrain *_terrain)
-+// {
-+// // re-use old material if exists
-+// Ogre::MaterialPtr mat = _terrain->_getCompositeMapMaterial();
-+//
-+// if (mat.isNull())
-+// {
-+// Ogre::MaterialManager &matMgr = Ogre::MaterialManager::getSingleton();
-+//
-+// // it's important that the names are deterministic for a given terrain, so
-+// // use the terrain pointer as an ID
-+// const Ogre::String &matName = _terrain->getMaterialName() + "/comp";
-+//
-+// mat = matMgr.getByName(matName);
-+//
-+// if (mat.isNull())
-+// {
-+// mat = matMgr.create(matName,
-+// Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
-+// }
-+// }
-+//
-+// // clear everything
-+// mat->removeAllTechniques();
-+//
-+// this->addTechnique(mat, _terrain, Ogre::RENDER_COMPOSITE_MAP);
-+//
-+// this->UpdateParamsForCompositeMap(mat, _terrain);
-+//
-+// return mat;
-+// }
-+//
-+// /////////////////////////////////////////////////
-+// void GzTerrainMatGen::SM2Profile::UpdateParams(const Ogre::MaterialPtr &_mat,
-+// const Ogre::Terrain *_terrain)
-+// {
-+// static_cast<GzTerrainMatGen::SM2Profile::ShaderHelperGLSL*>(
-+// this->mShaderGen)->updateParams(this, _mat, _terrain, false);
-+// }
-+//
-+// /////////////////////////////////////////////////
-+// void GzTerrainMatGen::SM2Profile::UpdateParamsForCompositeMap(
-+// const Ogre::MaterialPtr &_mat, const Ogre::Terrain *_terrain)
-+// {
-+// static_cast<GzTerrainMatGen::SM2Profile::ShaderHelperGLSL*>(
-+// this->mShaderGen)->updateParams(this, _mat, _terrain, true);
-+// }
-+//
-+// /////////////////////////////////////////////////
-+// /////////////////////////////////////////////////
-+// // GLSL Shader helper
-+// /////////////////////////////////////////////////
-+// /////////////////////////////////////////////////
-+//
-+// /////////////////////////////////////////////////
-+// Ogre::HighLevelGpuProgramPtr
-+// GzTerrainMatGen::SM2Profile::ShaderHelperGLSL::generateVertexProgram(
-+// const SM2Profile *_prof, const Ogre::Terrain *_terrain,
-+// Ogre::TechniqueType _tt)
-+// {
-+// Ogre::HighLevelGpuProgramPtr ret =
-+// this->createVertexProgram(_prof, _terrain, _tt);
-+//
-+// Ogre::StringStream sourceStr;
-+// this->generateVertexProgramSource(_prof, _terrain, _tt, sourceStr);
-+//
-+// ret->setSource(sourceStr.str());
-+// ret->load();
-+// this->defaultVpParams(_prof, _terrain, _tt, ret);
-+//
-+// return ret;
-+// }
-+//
-+// /////////////////////////////////////////////////
-+// Ogre::HighLevelGpuProgramPtr
-+// GzTerrainMatGen::SM2Profile::ShaderHelperGLSL::generateFragmentProgram(
-+// const SM2Profile *_prof, const Ogre::Terrain *_terrain, Ogre::TechniqueType _tt)
-+// {
-+// Ogre::HighLevelGpuProgramPtr ret = this->createFragmentProgram(_prof,
-+// _terrain, _tt);
-+//
-+// Ogre::StringStream sourceStr;
-+//
-+// this->generateFragmentProgramSource(_prof, _terrain, _tt, sourceStr);
-+//
-+// ret->setSource(sourceStr.str());
-+//
-+// ret->load();
-+//
-+// this->defaultFpParams(_prof, _terrain, _tt, ret);
-+//
-+// Ogre::GpuProgramParametersSharedPtr params = ret->getDefaultParameters();
-+// params->setIgnoreMissingParams(false);
-+//
-+// Ogre::uint maxLayers = _prof->getMaxLayers(_terrain);
-+// Ogre::uint numBlendTextures = std::min(
-+// _terrain->getBlendTextureCount(maxLayers),
-+// _terrain->getBlendTextureCount());
-+//
-+// Ogre::uint numLayers = std::min(maxLayers,
-+// static_cast<Ogre::uint>(_terrain->getLayerCount()));
-+//
-+// int samplerCounter = 0;
-+//
-+// if (_tt == Ogre::LOW_LOD)
-+// params->setNamedConstant("compositeMap", samplerCounter++);
-+// else
-+// {
-+// params->setNamedConstant("globalNormal", samplerCounter++);
-+//
-+// if (_terrain->getGlobalColourMapEnabled() &&
-+// _prof->isGlobalColourMapEnabled())
-+// {
-+// params->setNamedConstant("globalColourMap", samplerCounter++);
-+// }
-+//
-+// if (_prof->isLightmapEnabled())
-+// params->setNamedConstant("lightMap", samplerCounter++);
-+//
-+// for (Ogre::uint i = 0; i < numBlendTextures; ++i)
-+// {
-+// params->setNamedConstant("blendTex" +
-+// boost::lexical_cast<std::string>(i), samplerCounter++);
-+// }
-+//
-+// for (Ogre::uint i = 0; i < numLayers; ++i)
-+// {
-+// params->setNamedConstant("difftex" +
-+// boost::lexical_cast<std::string>(i), samplerCounter++);
-+// params->setNamedConstant("normtex" +
-+// boost::lexical_cast<std::string>(i), samplerCounter++);
-+// }
-+// }
-+//
-+// if (_prof->isShadowingEnabled(_tt, _terrain))
-+// {
-+// Ogre::uint numTextures = 1;
-+// if (_prof->getReceiveDynamicShadowsPSSM())
-+// {
-+// numTextures = _prof->getReceiveDynamicShadowsPSSM()->getSplitCount();
-+// }
-+//
-+// for (Ogre::uint i = 0; i < numTextures; ++i)
-+// {
-+// params->setNamedConstant("shadowMap" +
-+// boost::lexical_cast<std::string>(i), samplerCounter++);
-+// }
-+// }
-+//
-+// return ret;
-+// }
-+//
-+// /////////////////////////////////////////////////
-+// void GzTerrainMatGen::SM2Profile::ShaderHelperGLSL::updateParams(
-+// const SM2Profile *_prof, const Ogre::MaterialPtr &_mat,
-+// const Ogre::Terrain *_terrain, bool _compositeMap)
-+// {
-+// Ogre::Pass *p = _mat->getTechnique(0)->getPass(0);
-+//
-+// if (_compositeMap)
-+// {
-+// this->updateVpParams(_prof, _terrain, Ogre::RENDER_COMPOSITE_MAP,
-+// p->getVertexProgramParameters());
-+// this->updateFpParams(_prof, _terrain, Ogre::RENDER_COMPOSITE_MAP,
-+// p->getFragmentProgramParameters());
-+// }
-+// else
-+// {
-+// // high lod
-+// this->updateVpParams(_prof, _terrain, Ogre::HIGH_LOD,
-+// p->getVertexProgramParameters());
-+// this->updateFpParams(_prof, _terrain, Ogre::HIGH_LOD,
-+// p->getFragmentProgramParameters());
-+//
-+// if (_prof->isCompositeMapEnabled())
-+// {
-+// // low lod
-+// p = _mat->getTechnique(1)->getPass(0);
-+// this->updateVpParams(_prof, _terrain, Ogre::LOW_LOD,
-+// p->getVertexProgramParameters());
-+// this->updateFpParams(_prof, _terrain, Ogre::LOW_LOD,
-+// p->getFragmentProgramParameters());
-+// }
-+// }
-+// }
-+//
-+// /////////////////////////////////////////////////
-+// void GzTerrainMatGen::SM2Profile::ShaderHelperGLSL::
-+// generateVertexProgramSource(const SM2Profile *_prof,
-+// const Ogre::Terrain* _terrain, Ogre::TechniqueType _tt,
-+// Ogre::StringStream &_outStream)
-+// {
-+// this->generateVpHeader(_prof, _terrain, _tt, _outStream);
-+//
-+// if (_tt != Ogre::LOW_LOD)
-+// {
-+// unsigned int maxLayers = _prof->getMaxLayers(_terrain);
-+// unsigned int numLayers = std::min(maxLayers,
-+// static_cast<unsigned int>(_terrain->getLayerCount()));
-+//
-+// for (unsigned int i = 0; i < numLayers; ++i)
-+// this->generateVpLayer(_prof, _terrain, _tt, i, _outStream);
-+// }
-+//
-+// this->generateVpFooter(_prof, _terrain, _tt, _outStream);
-+// }
-+//
-+// /////////////////////////////////////////////////
-+// // This method is identical to
-+// // TerrainMaterialGeneratorA::SM2Profile::ShaderHelperGLSL::generateVpHeader()
-+// // but is needed because generateVpDynamicShadowsParams() is not declared
-+// // virtual.
-+// void GzTerrainMatGen::SM2Profile::ShaderHelperGLSL::generateVpHeader(
-+// const SM2Profile *_prof, const Ogre::Terrain *_terrain,
-+// Ogre::TechniqueType _tt, Ogre::StringStream &_outStream)
-+// {
-+// bool compression = false;
-+//
-+// _outStream << "#version " << glslVersion << "\n\n";
-+//
-+// #if OGRE_VERSION_MAJOR >= 1 && OGRE_VERSION_MINOR >= 8
-+// compression = _terrain->_getUseVertexCompression() &&
-+// _tt != Ogre::RENDER_COMPOSITE_MAP;
-+//
-+// if (compression)
-+// {
-+// // The parameter "in vec4 vertex;" is automatically bound by OGRE.
-+// // The parameter "in vec4 uv0'" is automatically bound by OGRE.
-+// _outStream << vpInStr << " vec4 vertex;\n"
-+// << vpInStr << " vec4 uv0;\n";
-+// }
-+// else
-+// #endif
-+// {
-+// // The parameter "in vec4 vertex;" is automatically bound by OGRE.
-+// // The parameter "in vec4 uv0'" is automatically bound by OGRE.
-+// _outStream << vpInStr << " vec4 vertex;\n"
-+// << vpInStr << " vec4 uv0;\n";
-+// }
-+//
-+// if (_tt != Ogre::RENDER_COMPOSITE_MAP)
-+// // The parameter "in vec4 uv1'" is automatically bound by OGRE.
-+// _outStream << vpInStr << " vec4 uv1;\n";
-+//
-+// _outStream <<
-+// "uniform mat4 worldMatrix;\n"
-+// "uniform mat4 viewProjMatrix;\n"
-+// "uniform vec2 lodMorph;\n";
-+//
-+// if (compression)
-+// {
-+// _outStream <<
-+// "uniform mat4 posIndexToObjectSpace;\n"
-+// "uniform float baseUVScale;\n";
-+// }
-+//
-+//
-+// // uv multipliers
-+// unsigned int maxLayers = _prof->getMaxLayers(_terrain);
-+// unsigned int numLayers = std::min(maxLayers,
-+// static_cast<unsigned int>(_terrain->getLayerCount()));
-+//
-+// unsigned int numUVMultipliers = (numLayers / 4);
-+//
-+// if (numLayers % 4)
-+// ++numUVMultipliers;
-+//
-+// for (unsigned int i = 0; i < numUVMultipliers; ++i)
-+// _outStream << "uniform vec4 uvMul" << i << ";\n";
-+//
-+// _outStream <<
-+// vpOutStr << " vec4 position;\n";
-+//
-+// unsigned int texCoordSet = 1;
-+// _outStream << vpOutStr << " vec4 uvMisc;\n";
-+//
-+// // layer UV's premultiplied, packed as xy/zw
-+// unsigned int numUVSets = numLayers / 2;
-+//
-+// if (numLayers % 2)
-+// ++numUVSets;
-+//
-+// if (_tt != Ogre::LOW_LOD)
-+// {
-+// for (unsigned int i = 0; i < numUVSets; ++i)
-+// {
-+// _outStream << vpOutStr << " vec4 layerUV" << i << ";\n";
-+// }
-+// }
-+//
-+// if (_prof->getParent()->getDebugLevel() && _tt != Ogre::RENDER_COMPOSITE_MAP)
-+// {
-+// _outStream << vpOutStr << " vec2 lodInfo;\n";
-+// }
-+//
-+// bool fog = _terrain->getSceneManager()->getFogMode() != Ogre::FOG_NONE &&
-+// _tt != Ogre::RENDER_COMPOSITE_MAP;
-+//
-+// if (fog)
-+// {
-+// _outStream <<
-+// "uniform vec4 fogParams;\n"
-+// << vpOutStr << " float fogVal;\n";
-+// }
-+//
-+// if (_prof->isShadowingEnabled(_tt, _terrain))
-+// {
-+// texCoordSet = this->generateVpDynamicShadowsParams(texCoordSet, _prof,
-+// _terrain, _tt, _outStream);
-+// }
-+//
-+// // check we haven't exceeded texture coordinates
-+// if (texCoordSet > 8)
-+// {
-+// OGRE_EXCEPT(Ogre::Exception::ERR_INVALIDPARAMS,
-+// "Requested options require too many texture coordinate sets! "
-+// "Try reducing the number of layers.",
-+// __FUNCTION__);
-+// }
-+//
-+// _outStream << "void main()\n"
-+// << "{\n";
-+//
-+// if (compression)
-+// {
-+// _outStream
-+// << " vec4 pos = posIndexToObjectSpace * "
-+// << "vec4(vertex.x, vertex.y, uv0.x, 1.0);\n"
-+//
-+// << " vec2 uv = vec2(vertex.x * baseUVScale, 1.0 - "
-+// << "(vertex.y * baseUVScale));\n";
-+// }
-+// else
-+// {
-+// _outStream
-+// << " vec4 pos = vertex;\n"
-+// << " vec2 uv = vec2(uv0.x, uv0.y);\n";
-+// }
-+//
-+// _outStream << " vec4 worldPos = worldMatrix * pos;\n";
-+// _outStream << " position = pos;\n";
-+//
-+// if (_tt != Ogre::RENDER_COMPOSITE_MAP)
-+// {
-+// // determine whether to apply the LOD morph to this vertex
-+// // we store the deltas against all vertices so we only want to apply
-+// // the morph to the ones which would disappear. The target LOD which is
-+// // being morphed to is stored in lodMorph.y, and the LOD at which
-+// // the vertex should be morphed is stored in uv.w. If we subtract
-+// // the former from the latter, and arrange to only morph if the
-+// // result is negative (it will only be -1 in fact, since after that
-+// // the vertex will never be indexed), we will achieve our aim.
-+// // sign(vertexLOD - targetLOD) == -1 is to morph
-+// _outStream <<
-+// " float toMorph = -min(0.0, sign(uv1.y - lodMorph.y));\n";
-+//
-+// // this will either be 1 (morph) or 0 (don't morph)
-+// if (_prof->getParent()->getDebugLevel())
-+// {
-+// // x == LOD level (-1 since value is target level, we want to
-+// // display actual)
-+// _outStream << "lodInfo.x = (lodMorph.y - 1.0) / "
-+// << _terrain->getNumLodLevels() << ";\n";
-+//
-+// // y == LOD morph
-+// _outStream << "lodInfo.y = toMorph * lodMorph.x;\n";
-+// }
-+//
-+// // morph
-+// switch (_terrain->getAlignment())
-+// {
-+// case Ogre::Terrain::ALIGN_X_Y:
-+// _outStream << " worldPos.z += uv1.x * toMorph * lodMorph.x;\n";
-+// break;
-+// case Ogre::Terrain::ALIGN_X_Z:
-+// _outStream << " worldPos.y += uv1.x * toMorph * lodMorph.x;\n";
-+// break;
-+// case Ogre::Terrain::ALIGN_Y_Z:
-+// _outStream << " worldPos.x += uv1.x * toMorph * lodMorph.x;\n";
-+// break;
-+// default:
-+// gzerr << "Invalid alignment\n";
-+// };
-+// }
-+//
-+// // generate UVs
-+// if (_tt != Ogre::LOW_LOD)
-+// {
-+// for (unsigned int i = 0; i < numUVSets; ++i)
-+// {
-+// unsigned int layer = i * 2;
-+// unsigned int uvMulIdx = layer / 4;
-+//
-+// _outStream << " layerUV" << i << ".xy = " << " uv.xy * uvMul"
-+// << uvMulIdx << "." << this->GetChannel(layer) << ";\n";
-+// _outStream << " layerUV" << i << ".zw = " << " uv.xy * uvMul"
-+// << uvMulIdx << "." << this->GetChannel(layer+1) << ";\n";
-+// }
-+// }
-+// }
-+//
-+// /////////////////////////////////////////////////
-+// // This method is identical to
-+// // TerrainMaterialGeneratorA::SM2Profile::ShaderHelperGLSL::generateVpFooter()
-+// // but is needed because generateVpDynamicShadows() is not declared virtual.
-+// void GzTerrainMatGen::SM2Profile::ShaderHelperGLSL::generateVpFooter(
-+// const SM2Profile *_prof, const Ogre::Terrain *_terrain,
-+// Ogre::TechniqueType _tt, Ogre::StringStream &_outStream)
-+// {
-+// _outStream << " gl_Position = viewProjMatrix * worldPos;\n"
-+// << " uvMisc.xy = uv.xy;\n";
-+//
-+// bool fog = _terrain->getSceneManager()->getFogMode() != Ogre::FOG_NONE &&
-+// _tt != Ogre::RENDER_COMPOSITE_MAP;
-+// if (fog)
-+// {
-+// if (_terrain->getSceneManager()->getFogMode() == Ogre::FOG_LINEAR)
-+// {
-+// _outStream <<
-+// " fogVal = clamp((oPos.z - fogParams.y) * fogParams.w, 0.0, 1.0);\n";
-+// }
-+// else
-+// {
-+// _outStream <<
-+// " fogVal = 1 - clamp(1 / (exp(oPos.z * fogParams.x)), 0.0, 1.0);\n";
-+// }
-+// }
-+//
-+// if (_prof->isShadowingEnabled(_tt, _terrain))
-+// this->generateVpDynamicShadows(_prof, _terrain, _tt, _outStream);
-+//
-+// _outStream << "}\n";
-+// }
-+//
-+// /////////////////////////////////////////////////
-+// void
-+// GzTerrainMatGen::SM2Profile::ShaderHelperGLSL::generateVpDynamicShadows(
-+// const SM2Profile *_prof, const Ogre::Terrain * /*_terrain*/,
-+// Ogre::TechniqueType /*_tt*/, Ogre::StringStream &_outStream)
-+// {
-+// unsigned int numTextures = 1;
-+//
-+// if (_prof->getReceiveDynamicShadowsPSSM())
-+// {
-+// numTextures = _prof->getReceiveDynamicShadowsPSSM()->getSplitCount();
-+// }
-+//
-+// // Calculate the position of vertex in light space
-+// for (unsigned int i = 0; i < numTextures; ++i)
-+// {
-+// _outStream << " lightSpacePos" << i << " = texViewProjMatrix"
-+// << i << " * worldPos;\n";
-+//
-+// // Don't linearize depth range: RTSS PSSM implementation uses
-+// // view-space depth
-+// // if (prof->getReceiveDynamicShadowsDepth())
-+// // {
-+// // // make linear
-+// // outStream << "lightSpacePos" << i << ".z = (lightSpacePos" << i
-+// // << ".z - depthRange" << i << ".x) * depthRange" << i
-+// // << ".w;\n";
-+// // }
-+// }
-+//
-+// if (_prof->getReceiveDynamicShadowsPSSM())
-+// {
-+// _outStream << " // pass cam depth\n uvMisc.z = gl_Position.z;\n";
-+// }
-+// }
-+//
-+// /////////////////////////////////////////////////
-+// void GzTerrainMatGen::SM2Profile::ShaderHelperGLSL::defaultVpParams(
-+// const SM2Profile *_prof, const Ogre::Terrain *_terrain,
-+// Ogre::TechniqueType _tt, const Ogre::HighLevelGpuProgramPtr &_prog)
-+// {
-+// Ogre::GpuProgramParametersSharedPtr params = _prog->getDefaultParameters();
-+// params->setIgnoreMissingParams(true);
-+//
-+// params->setNamedAutoConstant("worldMatrix",
-+// Ogre::GpuProgramParameters::ACT_WORLD_MATRIX);
-+//
-+// params->setNamedAutoConstant("viewProjMatrix",
-+// Ogre::GpuProgramParameters::ACT_VIEWPROJ_MATRIX);
-+//
-+// params->setNamedAutoConstant("lodMorph",
-+// Ogre::GpuProgramParameters::ACT_CUSTOM,
-+// Ogre::Terrain::LOD_MORPH_CUSTOM_PARAM);
-+//
-+// params->setNamedAutoConstant("fogParams",
-+// Ogre::GpuProgramParameters::ACT_FOG_PARAMS);
-+//
-+// if (_prof->isShadowingEnabled(_tt, _terrain))
-+// {
-+// unsigned int numTextures = 1;
-+// if (_prof->getReceiveDynamicShadowsPSSM())
-+// {
-+// numTextures = _prof->getReceiveDynamicShadowsPSSM()->getSplitCount();
-+// }
-+// for (unsigned int i = 0; i < numTextures; ++i)
-+// {
-+// params->setNamedAutoConstant("texViewProjMatrix" +
-+// Ogre::StringConverter::toString(i),
-+// Ogre::GpuProgramParameters::ACT_TEXTURE_VIEWPROJ_MATRIX, i);
-+//
-+// // Don't add depth range params
-+// // if (prof->getReceiveDynamicShadowsDepth())
-+// // {
-+// // params->setNamedAutoConstant("depthRange" +
-+// // Ogre::StringConverter::toString(i),
-+// // Ogre::GpuProgramParameters::ACT_SHADOW_SCENE_DEPTH_RANGE, i);
-+// // }
-+// }
-+// }
-+//
-+// #if OGRE_VERSION_MAJOR >= 1 && OGRE_VERSION_MINOR >= 8
-+// if (_terrain->_getUseVertexCompression() && _tt != Ogre::RENDER_COMPOSITE_MAP)
-+// {
-+// Ogre::Matrix4 posIndexToObjectSpace;
-+// _terrain->getPointTransform(&posIndexToObjectSpace);
-+// params->setNamedConstant("posIndexToObjectSpace", posIndexToObjectSpace);
-+// }
-+// #endif
-+// }
-+//
-+// /////////////////////////////////////////////////
-+// unsigned int GzTerrainMatGen::SM2Profile::ShaderHelperGLSL::
-+// generateVpDynamicShadowsParams(unsigned int _texCoord, const SM2Profile *_prof,
-+// const Ogre::Terrain * /*_terrain*/, Ogre::TechniqueType /*_tt*/,
-+// Ogre::StringStream &_outStream)
-+// {
-+// // out semantics & params
-+// unsigned int numTextures = 1;
-+//
-+// if (_prof->getReceiveDynamicShadowsPSSM())
-+// {
-+// numTextures = _prof->getReceiveDynamicShadowsPSSM()->getSplitCount();
-+// }
-+//
-+// for (unsigned int i = 0; i < numTextures; ++i)
-+// {
-+// _outStream << vpOutStr << " vec4 lightSpacePos" << i << ";\n"
-+// << "uniform mat4 texViewProjMatrix" << i << ";\n";
-+//
-+// // Don't add depth range params
-+// // if (prof->getReceiveDynamicShadowsDepth())
-+// // {
-+// // _outStream << ", uniform float4 depthRange" << i
-+// // << " // x = min, y = max, z = range, w = 1/range\n";
-+// // }
-+// }
-+//
-+// return _texCoord;
-+// }
-+//
-+// /////////////////////////////////////////////////
-+// void GzTerrainMatGen::SM2Profile::ShaderHelperGLSL::generateFpHeader(
-+// const SM2Profile *_prof, const Ogre::Terrain *_terrain,
-+// Ogre::TechniqueType _tt, Ogre::StringStream &_outStream)
-+// {
-+// _outStream << "#version " << glslVersion << "\n\n";
-+//
-+// _outStream <<
-+// "vec4 expand(vec4 v)\n"
-+// "{\n"
-+// " return v * 2 - 1;\n"
-+// "}\n\n";
-+//
-+// _outStream <<
-+// "vec4 lit(float NdotL, float NdotH, float m)\n"
-+// "{\n"
-+// " float specular = (NdotL > 0) ? pow(max(0.0, NdotH), m) : 0.0;\n"
-+// " return vec4(1.0, max(0.0, NdotL), specular, 1.0);\n"
-+// "}\n";
-+//
-+// if (_prof->isShadowingEnabled(_tt, _terrain))
-+// this->generateFpDynamicShadowsHelpers(_prof, _terrain, _tt, _outStream);
-+//
-+// _outStream <<
-+// fpInStr << " vec4 position;\n";
-+//
-+// Ogre::uint texCoordSet = 1;
-+// _outStream << fpInStr << " vec4 uvMisc;\n";
-+//
-+// // UV's premultiplied, packed as xy/zw
-+// Ogre::uint maxLayers = _prof->getMaxLayers(_terrain);
-+// Ogre::uint numBlendTextures = std::min(
-+// _terrain->getBlendTextureCount(maxLayers),
-+// _terrain->getBlendTextureCount());
-+// Ogre::uint numLayers = std::min(maxLayers,
-+// static_cast<Ogre::uint>(_terrain->getLayerCount()));
-+//
-+// Ogre::uint numUVSets = numLayers / 2;
-+//
-+// if (numLayers % 2)
-+// ++numUVSets;
-+//
-+// if (_tt != Ogre::LOW_LOD)
-+// {
-+// for (Ogre::uint i = 0; i < numUVSets; ++i)
-+// {
-+// _outStream <<
-+// fpInStr << " vec4 layerUV" << i << ";\n";
-+// }
-+// }
-+//
-+// if (_prof->getParent()->getDebugLevel() && _tt != Ogre::RENDER_COMPOSITE_MAP)
-+// {
-+// _outStream << fpInStr << " vec2 lodInfo;\n";
-+// }
-+//
-+// bool fog = _terrain->getSceneManager()->getFogMode() != Ogre::FOG_NONE &&
-+// _tt != Ogre::RENDER_COMPOSITE_MAP;
-+//
-+// if (fog)
-+// {
-+// _outStream <<
-+// "uniform vec3 fogColour;\n"
-+// << fpInStr << " float fogVal;\n";
-+// }
-+//
-+// Ogre::uint currentSamplerIdx = 0;
-+//
-+// _outStream <<
-+// // Only 1 light supported in this version
-+// // deferred shading profile / generator later, ok? :)
-+// "uniform vec3 ambient;\n"
-+// "uniform vec4 lightPosObjSpace;\n"
-+// "uniform vec3 lightDiffuseColour;\n"
-+// "uniform vec3 lightSpecularColour;\n"
-+// "uniform vec3 eyePosObjSpace;\n"
-+// // pack scale, bias and specular
-+// "uniform vec4 scaleBiasSpecular;\n";
-+//
-+// if (_tt == Ogre::LOW_LOD)
-+// {
-+// // single composite map covers all the others below
-+// _outStream << "uniform sampler2D compositeMap;\n";
-+// }
-+// else
-+// {
-+// _outStream << "uniform sampler2D globalNormal;\n";
-+//
-+// if (_terrain->getGlobalColourMapEnabled() &&
-+// _prof->isGlobalColourMapEnabled())
-+// {
-+// _outStream << "uniform sampler2D globalColourMap;\n";
-+// }
-+//
-+// if (_prof->isLightmapEnabled())
-+// {
-+// _outStream << "uniform sampler2D lightMap;\n";
-+// }
-+//
-+// // Blend textures - sampler definitions
-+// for (Ogre::uint i = 0; i < numBlendTextures; ++i)
-+// {
-+// _outStream << "uniform sampler2D blendTex" << i << ";\n";
-+// }
-+//
-+// // Layer textures - sampler definitions & UV multipliers
-+// for (Ogre::uint i = 0; i < numLayers; ++i)
-+// {
-+// _outStream << "uniform sampler2D difftex" << i << ";\n";
-+// _outStream << "uniform sampler2D normtex" << i << ";\n";
-+// }
-+// }
-+//
-+// if (_prof->isShadowingEnabled(_tt, _terrain))
-+// {
-+// this->generateFpDynamicShadowsParams(&texCoordSet, &currentSamplerIdx,
-+// _prof, _terrain, _tt, _outStream);
-+// }
-+//
-+// // check we haven't exceeded samplers
-+// if (currentSamplerIdx > 16)
-+// {
-+// OGRE_EXCEPT(Ogre::Exception::ERR_INVALIDPARAMS,
-+// "Requested options require too many texture samplers! "
-+// "Try reducing the number of layers.", __FUNCTION__);
-+// }
-+//
-+// std::string outputColTypeStr = "vec4";
-+// if (glslVersion != "120")
-+// {
-+// _outStream << "out vec4 outputCol;\n";
-+// outputColTypeStr = "";
-+// }
-+//
-+// _outStream <<
-+// "void main()\n"
-+// "{\n"
-+// " float shadow = 1.0;\n"
-+// " vec2 uv = uvMisc.xy;\n"
-+// " " << outputColTypeStr << " outputCol = vec4(0.0, 0.0, 0.0, 1.0);\n";
-+//
-+// if (_tt != Ogre::LOW_LOD)
-+// {
-+// // global normal
-+// _outStream << " vec3 normal = expand("
-+// << textureStr << "(globalNormal, uv)).xyz;\n";
-+// }
-+//
-+// _outStream <<
-+// " vec3 lightDir =\n"
-+// " lightPosObjSpace.xyz - (position.xyz * lightPosObjSpace.w);\n"
-+// " vec3 eyeDir = eyePosObjSpace - position.xyz;\n"
-+//
-+// // set up accumulation areas
-+// " vec3 diffuse = vec3(0.0, 0.0, 0.0);\n"
-+// " float specular = 0.0;\n";
-+//
-+// if (_tt == Ogre::LOW_LOD)
-+// {
-+// // we just do a single calculation from composite map
-+// _outStream <<
-+// " vec4 composite = " << textureStr << "(compositeMap, uv);\n"
-+// " diffuse = composite.xyz;\n";
-+// // TODO - specular; we'll need normals for this!
-+// }
-+// else
-+// {
-+// // set up the blend values
-+// for (Ogre::uint i = 0; i < numBlendTextures; ++i)
-+// {
-+// _outStream << " vec4 blendTexVal" << i
-+// << " = " << textureStr << "(blendTex" << i << ", uv);\n";
-+// }
-+//
-+// if (_prof->isLayerNormalMappingEnabled())
-+// {
-+// // derive the tangent space basis
-+// // we do this in the pixel shader because we don't have per-vertex normals
-+// // because of the LOD, we use a normal map
-+// // tangent is always +x or -z in object space depending on alignment
-+// switch (_terrain->getAlignment())
-+// {
-+// case Ogre::Terrain::ALIGN_X_Y:
-+// case Ogre::Terrain::ALIGN_X_Z:
-+// _outStream << " vec3 tangent = vec3(1.0, 0.0, 0.0);\n";
-+// break;
-+// case Ogre::Terrain::ALIGN_Y_Z:
-+// _outStream << " vec3 tangent = vec3(0.0, 0.0, -1.0);\n";
-+// break;
-+// default:
-+// gzerr << "Invalid terrain alignment\n";
-+// break;
-+// };
-+//
-+// _outStream << " vec3 binormal = normalize(cross(tangent, normal));\n";
-+// // note, now we need to re-cross to derive tangent again because it
-+// // wasn't orthonormal
-+// _outStream << " tangent = normalize(cross(normal, binormal));\n";
-+// // derive final matrix
-+// /*_outStream << " mat3 TBN = mat3(tangent.x, tangent.y, tangent.z,"
-+// "binormal.x, binormal.y, binormal.z,"
-+// "normal.x, normal.y, normal.z);\n";
-+// */
-+//
-+// // set up lighting result placeholders for interpolation
-+// _outStream << " vec4 litRes, litResLayer;\n";
-+// _outStream << " vec3 TSlightDir, TSeyeDir, TShalfAngle, TSnormal;\n";
-+// if (_prof->isLayerParallaxMappingEnabled())
-+// _outStream << " float displacement;\n";
-+// // move
-+// _outStream << " TSlightDir = normalize(vec3(dot(tangent, lightDir),"
-+// "dot(binormal, lightDir),"
-+// "dot(normal, lightDir)));\n";
-+// _outStream << " TSeyeDir = normalize(vec3(dot(tangent, eyeDir),"
-+// "dot(binormal, eyeDir),"
-+// "dot(normal, eyeDir)));\n";
-+// }
-+// else
-+// {
-+// // simple per-pixel lighting with no normal mapping
-+// _outStream << " lightDir = normalize(lightDir);\n";
-+// _outStream << " eyeDir = normalize(eyeDir);\n";
-+// _outStream << " vec3 halfAngle = normalize(lightDir + eyeDir);\n";
-+//
-+// _outStream << " vec4 litRes = lit(dot(lightDir, normal), "
-+// "dot(halfAngle, normal), scaleBiasSpecular.z);\n";
-+// }
-+// }
-+// }
-+//
-+// /////////////////////////////////////////////////
-+// void
-+// GzTerrainMatGen::SM2Profile::ShaderHelperGLSL::generateFpDynamicShadowsParams(
-+// Ogre::uint *_texCoord, Ogre::uint *_sampler, const SM2Profile *_prof,
-+// const Ogre::Terrain * /*_terrain*/, Ogre::TechniqueType _tt,
-+// Ogre::StringStream &_outStream)
-+// {
-+// if (_tt == Ogre::HIGH_LOD)
-+// this->mShadowSamplerStartHi = *_sampler;
-+// else if (_tt == Ogre::LOW_LOD)
-+// this->mShadowSamplerStartLo = *_sampler;
-+//
-+// // in semantics & params
-+// Ogre::uint numTextures = 1;
-+// if (_prof->getReceiveDynamicShadowsPSSM())
-+// {
-+// numTextures = _prof->getReceiveDynamicShadowsPSSM()->getSplitCount();
-+// _outStream << "uniform vec4 pssmSplitPoints;\n";
-+// }
-+//
-+// for (Ogre::uint i = 0; i < numTextures; ++i)
-+// {
-+// _outStream << fpInStr <<
-+// " vec4 lightSpacePos" << i << ";\n" <<
-+// "uniform sampler2D shadowMap" << i << ";\n";
-+//
-+// *_sampler = *_sampler + 1;
-+// *_texCoord = *_texCoord + 1;
-+//
-+// if (_prof->getReceiveDynamicShadowsDepth())
-+// {
-+// _outStream <<
-+// "uniform float inverseShadowmapSize" << i << ";\n";
-+// }
-+// }
-+// }
-+//
-+// /////////////////////////////////////////////////
-+// void GzTerrainMatGen::SM2Profile::ShaderHelperGLSL::generateFpLayer(
-+// const SM2Profile *_prof, const Ogre::Terrain * /*_terrain*/,
-+// Ogre::TechniqueType _tt, Ogre::uint _layer,
-+// Ogre::StringStream &_outStream)
-+// {
-+// Ogre::uint uvIdx = _layer / 2;
-+// Ogre::String uvChannels = (_layer % 2) ? ".zw" : ".xy";
-+// Ogre::uint blendIdx = (_layer-1) / 4;
-+// Ogre::String blendChannel = this->GetChannel(_layer-1);
-+// Ogre::String blendWeightStr = Ogre::String("blendTexVal") +
-+// Ogre::StringConverter::toString(blendIdx) + "." + blendChannel;
-+//
-+// // generate early-out conditional
-+// // Disable - causing some issues even when trying to force the use of texldd
-+// // if (layer && prof->_isSM3Available())
-+// // _outStream << " if (" << blendWeightStr << " > 0.0003)\n {\n";
-+//
-+// // generate UV
-+// _outStream << " vec2 uv" << _layer << " = layerUV" << uvIdx
-+// << uvChannels << ";\n";
-+//
-+// // calculate lighting here if normal mapping
-+// if (_prof->isLayerNormalMappingEnabled())
-+// {
-+// if (_prof->isLayerParallaxMappingEnabled() && _tt != Ogre::RENDER_COMPOSITE_MAP)
-+// {
-+// // modify UV - note we have to sample an extra time
-+// _outStream << " displacement = " << textureStr << "(normtex" << _layer
-+// << ", uv" << _layer << ").w\n"
-+// " * scaleBiasSpecular.x + scaleBiasSpecular.y;\n";
-+// _outStream << " uv" << _layer << " += TSeyeDir.xy * displacement;\n";
-+// }
-+//
-+// // access TS normal map
-+// _outStream << " TSnormal = expand(" << textureStr << "(normtex"
-+// << _layer << ", uv" << _layer << ")).xyz;\n";
-+// _outStream << " TShalfAngle = normalize(TSlightDir + TSeyeDir);\n";
-+//
-+// _outStream << " litResLayer = lit(dot(TSlightDir, TSnormal), "
-+// "dot(TShalfAngle, TSnormal), scaleBiasSpecular.z);\n";
-+//
-+// if (!_layer)
-+// _outStream << " litRes = litResLayer;\n";
-+// else
-+// _outStream << " litRes = mix(litRes, litResLayer, "
-+// << blendWeightStr << ");\n";
-+// }
-+//
-+// // sample diffuse texture
-+// _outStream << " vec4 diffuseSpecTex" << _layer
-+// << " = " << textureStr << "(difftex" << _layer << ", uv" << _layer
-+// << ");\n";
-+//
-+// // apply to common
-+// if (!_layer)
-+// {
-+// _outStream << " diffuse = diffuseSpecTex0.xyz;\n";
-+// if (_prof->isLayerSpecularMappingEnabled())
-+// _outStream << " specular = diffuseSpecTex0.w;\n";
-+// }
-+// else
-+// {
-+// _outStream << " diffuse = mix(diffuse, diffuseSpecTex" << _layer
-+// << ".xyz, " << blendWeightStr << ");\n";
-+//
-+// if (_prof->isLayerSpecularMappingEnabled())
-+// {
-+// _outStream << " specular = mix(specular, diffuseSpecTex" << _layer
-+// << ".w, " << blendWeightStr << ");\n";
-+// }
-+// }
-+//
-+// // End early-out
-+// // Disable - causing some issues even when trying to force the use of texldd
-+// // if (layer && prof->_isSM3Available())
-+// // _outStream << " } // early-out blend value\n";
-+// }
-+//
-+// /////////////////////////////////////////////////
-+// void GzTerrainMatGen::SM2Profile::ShaderHelperGLSL::generateFpFooter(
-+// const SM2Profile *_prof, const Ogre::Terrain *_terrain,
-+// Ogre::TechniqueType _tt, Ogre::StringStream &_outStream)
-+// {
-+// if (_tt == Ogre::LOW_LOD)
-+// {
-+// if (_prof->isShadowingEnabled(_tt, _terrain))
-+// {
-+// this->generateFpDynamicShadows(_prof, _terrain, _tt, _outStream);
-+// _outStream << " outputCol.xyz = diffuse * rtshadow;\n";
-+// }
-+// else
-+// {
-+// _outStream << " outputCol.xyz = diffuse;\n";
-+// }
-+// }
-+// else
-+// {
-+// if (_terrain->getGlobalColourMapEnabled() &&
-+// _prof->isGlobalColourMapEnabled())
-+// {
-+// // sample colour map and apply to diffuse
-+// _outStream << " diffuse *= " << textureStr
-+// << "(globalColourMap, uv).xyz;\n";
-+// }
-+//
-+// if (_prof->isLightmapEnabled())
-+// {
-+// // sample lightmap
-+// _outStream << " shadow = " << textureStr << "(lightMap, uv).x;\n";
-+// }
-+//
-+// if (_prof->isShadowingEnabled(_tt, _terrain))
-+// {
-+// this->generateFpDynamicShadows(_prof, _terrain, _tt, _outStream);
-+// }
-+//
-+// // diffuse lighting
-+// _outStream << " outputCol.xyz += ambient * diffuse + litRes.y * "
-+// "lightDiffuseColour * diffuse * shadow;\n";
-+//
-+// // specular default
-+// if (!_prof->isLayerSpecularMappingEnabled())
-+// _outStream << " specular = 1.0;\n";
-+//
-+// if (_tt == Ogre::RENDER_COMPOSITE_MAP)
-+// {
-+// // Lighting embedded in alpha
-+// _outStream << " outputCol.w = shadow;\n";
-+// }
-+// else
-+// {
-+// // Apply specular
-+// _outStream << " outputCol.xyz += litRes.z * lightSpecularColour * "
-+// "specular * shadow;\n";
-+//
-+// if (_prof->getParent()->getDebugLevel())
-+// {
-+// _outStream << " outputCol.xy += lodInfo.xy;\n";
-+// }
-+// }
-+// }
-+//
-+// bool fog = _terrain->getSceneManager()->getFogMode() != Ogre::FOG_NONE &&
-+// _tt != Ogre::RENDER_COMPOSITE_MAP;
-+// if (fog)
-+// {
-+// _outStream << " outputCol.xyz = mix(outputCol.xyz, fogColour, fogVal);\n";
-+// }
-+//
-+// if (glslVersion == "120")
-+// _outStream << " gl_FragColor = outputCol;\n";
-+//
-+// // Final return
-+// _outStream << "\n}\n";
-+// }
-+//
-+// /////////////////////////////////////////////////
-+// void
-+// GzTerrainMatGen::SM2Profile::ShaderHelperGLSL::generateFpDynamicShadowsHelpers(
-+// const SM2Profile *_prof, const Ogre::Terrain * /*_terrain*/,
-+// Ogre::TechniqueType /*_tt*/, Ogre::StringStream &_outStream)
-+// {
-+// // TODO make filtering configurable
-+// _outStream <<
-+// "// Simple PCF\n"
-+// "// Number of samples in one dimension (square for total samples)\n"
-+// "#define NUM_SHADOW_SAMPLES_1D 2.0\n"
-+// "#define SHADOW_FILTER_SCALE 1.0\n"
-+//
-+// "#define SHADOW_SAMPLES NUM_SHADOW_SAMPLES_1D*NUM_SHADOW_SAMPLES_1D\n"
-+//
-+// "vec4 offsetSample(vec4 uv, vec2 offset, float invMapSize)\n"
-+// "{\n"
-+// " return vec4(uv.xy + offset * invMapSize * uv.w, uv.z, uv.w);\n"
-+// "}\n";
-+//
-+// if (_prof->getReceiveDynamicShadowsDepth())
-+// {
-+// _outStream <<
-+// "float calcDepthShadow(sampler2D shadowMap, vec4 uv, "
-+// "float invShadowMapSize)\n"
-+// "{\n"
-+// " // 4-sample PCF\n"
-+// " float shadow = 0.0;\n"
-+// " float offset = (NUM_SHADOW_SAMPLES_1D/2.0 - 0.5) *SHADOW_FILTER_SCALE;"
-+// "\n"
-+// " for (float y = -offset; y <= offset; y += SHADOW_FILTER_SCALE)\n"
-+// " for (float x = -offset; x <= offset; x += SHADOW_FILTER_SCALE)\n"
-+// " {\n"
-+// " vec4 newUV = offsetSample(uv, vec2(x, y), invShadowMapSize);\n"
-+// " // manually project and assign derivatives\n"
-+// " // to avoid gradient issues inside loops\n"
-+// " newUV = newUV / newUV.w;\n";
-+// // The following line used to be:
-+// // " float depth = tex2d(shadowMap, newUV.xy).x;\n"
-+// if (glslVersion == "120")
-+// _outStream <<
-+// " float depth = texture2D(shadowMap, newUV.xy).x;\n";
-+// else
-+// {
-+// _outStream <<
-+// " float depth = textureGrad(shadowMap, newUV.xy, "
-+// " vec2(1.0, 1.0), vec2(1.0, 1.0)).x;\n";
-+// }
-+// _outStream <<
-+// // " if (depth >= 1.0 || depth >= uv.z)\n"
-+// " if (depth >= 1.0 || depth >= newUV.z)\n"
-+// " shadow += 1.0;\n"
-+// " }\n"
-+// " shadow /= (SHADOW_SAMPLES); \n"
-+// " return shadow;\n"
-+// "}\n";
-+// }
-+// else
-+// {
-+// _outStream <<
-+// "float calcSimpleShadow(sampler2D shadowMap, vec4 shadowMapPos)\n"
-+// "{\n"
-+// " return " << textureStr << "Proj(shadowMap, shadowMapPos).x;\n"
-+// "}\n";
-+// }
-+//
-+// if (_prof->getReceiveDynamicShadowsPSSM())
-+// {
-+// Ogre::uint numTextures =
-+// _prof->getReceiveDynamicShadowsPSSM()->getSplitCount();
-+//
-+// if (_prof->getReceiveDynamicShadowsDepth())
-+// {
-+// _outStream << "float calcPSSMDepthShadow(";
-+// }
-+// else
-+// {
-+// _outStream << "float calcPSSMSimpleShadow(";
-+// }
-+//
-+// _outStream << "\n ";
-+//
-+// for (Ogre::uint i = 0; i < numTextures; ++i)
-+// _outStream << "sampler2D shadowMap" << i << ", ";
-+//
-+// _outStream << "\n ";
-+//
-+// for (Ogre::uint i = 0; i < numTextures; ++i)
-+// _outStream << "vec4 lsPos" << i << ", ";
-+//
-+// if (_prof->getReceiveDynamicShadowsDepth())
-+// {
-+// _outStream << "\n ";
-+// for (Ogre::uint i = 0; i < numTextures; ++i)
-+// _outStream << "float invShadowmapSize" << i << ", ";
-+// }
-+//
-+// _outStream << "\n"
-+// " vec4 pssmSplitPoints, float camDepth)\n"
-+// "{\n"
-+// " float shadow = 1.0;\n"
-+// " // calculate shadow\n";
-+//
-+// for (Ogre::uint i = 0; i < numTextures; ++i)
-+// {
-+// if (!i)
-+// {
-+// _outStream << " if (camDepth <= pssmSplitPoints."
-+// << this->GetChannel(i) << ")\n";
-+// }
-+// else if (i < numTextures-1)
-+// {
-+// _outStream << " else if (camDepth <= pssmSplitPoints."
-+// << this->GetChannel(i) << ")\n";
-+// }
-+// else
-+// _outStream << " else\n";
-+//
-+// _outStream << " {\n";
-+//
-+// if (_prof->getReceiveDynamicShadowsDepth())
-+// {
-+// _outStream << " shadow = calcDepthShadow(shadowMap" << i
-+// << ", lsPos" << i << ", invShadowmapSize" << i << ");\n";
-+// }
-+// else
-+// {
-+// _outStream << " shadow = calcSimpleShadow(shadowMap" << i
-+// << ", lsPos" << i << ");\n";
-+// }
-+// _outStream << " }\n";
-+// }
-+//
-+// _outStream << " return shadow;\n"
-+// "}\n\n\n";
-+// }
-+// }
-+//
-+// /////////////////////////////////////////////////
-+// void GzTerrainMatGen::SM2Profile::ShaderHelperGLSL::generateFpDynamicShadows(
-+// const SM2Profile *_prof, const Ogre::Terrain * /*_terrain*/,
-+// Ogre::TechniqueType /*_tt*/, Ogre::StringStream &_outStream)
-+// {
-+// if (_prof->getReceiveDynamicShadowsPSSM())
-+// {
-+// Ogre::uint numTextures =
-+// _prof->getReceiveDynamicShadowsPSSM()->getSplitCount();
-+//
-+// _outStream << " float camDepth = uvMisc.z;\n";
-+//
-+// if (_prof->getReceiveDynamicShadowsDepth())
-+// {
-+// _outStream << " float rtshadow = calcPSSMDepthShadow(";
-+// }
-+// else
-+// {
-+// _outStream << " float rtshadow = calcPSSMSimpleShadow(";
-+// }
-+//
-+// for (Ogre::uint i = 0; i < numTextures; ++i)
-+// _outStream << "shadowMap" << i << ", ";
-+//
-+// _outStream << "\n ";
-+//
-+// for (Ogre::uint i = 0; i < numTextures; ++i)
-+// _outStream << "lightSpacePos" << i << ", ";
-+//
-+// if (_prof->getReceiveDynamicShadowsDepth())
-+// {
-+// _outStream << "\n ";
-+//
-+// for (Ogre::uint i = 0; i < numTextures; ++i)
-+// _outStream << "inverseShadowmapSize" << i << ", ";
-+// }
-+// _outStream << "\n" <<
-+// " pssmSplitPoints, camDepth);\n";
-+// }
-+// else
-+// {
-+// if (_prof->getReceiveDynamicShadowsDepth())
-+// {
-+// _outStream <<
-+// " float rtshadow = calcDepthShadow(shadowMap0, lightSpacePos0, "
-+// "inverseShadowmapSize0);";
-+// }
-+// else
-+// {
-+// _outStream <<
-+// " float rtshadow = calcSimpleShadow(shadowMap0, lightSpacePos0);";
-+// }
-+// }
-+//
-+// _outStream << " shadow = rtshadow;//min(shadow, rtshadow);\n";
-+// }
-+//
-+// /////////////////////////////////////////////////
-+// void
-+// GzTerrainMatGen::SM2Profile::ShaderHelperGLSL::generateFragmentProgramSource(
-+// const SM2Profile *_prof, const Ogre::Terrain *_terrain,
-+// Ogre::TechniqueType _tt, Ogre::StringStream &_outStream)
-+// {
-+// this->generateFpHeader(_prof, _terrain, _tt, _outStream);
-+//
-+// if (_tt != Ogre::LOW_LOD)
-+// {
-+// Ogre::uint maxLayers = _prof->getMaxLayers(_terrain);
-+// Ogre::uint numLayers = std::min(maxLayers,
-+// static_cast<Ogre::uint>(_terrain->getLayerCount()));
-+//
-+// for (Ogre::uint i = 0; i < numLayers; ++i)
-+// this->generateFpLayer(_prof, _terrain, _tt, i, _outStream);
-+// }
-+//
-+// this->generateFpFooter(_prof, _terrain, _tt, _outStream);
-+// }
-+//
-+// /////////////////////////////////////////////////
-+// void GzTerrainMatGen::SM2Profile::ShaderHelperGLSL::updateVpParams(
-+// const SM2Profile *_prof, const Ogre::Terrain *_terrain,
-+// #if OGRE_VERSION_MAJOR >= 1 && OGRE_VERSION_MINOR >= 8
-+// Ogre::TechniqueType _tt,
-+// #else
-+// Ogre::TechniqueType /*_tt*/,
-+// #endif
-+// const Ogre::GpuProgramParametersSharedPtr &_params)
-+// {
-+// _params->setIgnoreMissingParams(true);
-+// Ogre::uint maxLayers = _prof->getMaxLayers(_terrain);
-+// Ogre::uint numLayers = std::min(maxLayers,
-+// static_cast<Ogre::uint>(_terrain->getLayerCount()));
-+//
-+// Ogre::uint numUVMul = numLayers / 4;
-+//
-+// if (numLayers % 4)
-+// ++numUVMul;
-+//
-+// for (Ogre::uint i = 0; i < numUVMul; ++i)
-+// {
-+// Ogre::Vector4 uvMul(
-+// _terrain->getLayerUVMultiplier(i * 4),
-+// _terrain->getLayerUVMultiplier(i * 4 + 1),
-+// _terrain->getLayerUVMultiplier(i * 4 + 2),
-+// _terrain->getLayerUVMultiplier(i * 4 + 3));
-+// _params->setNamedConstant("uvMul" +
-+// Ogre::StringConverter::toString(i), uvMul);
-+// }
-+//
-+// #if OGRE_VERSION_MAJOR >= 1 && OGRE_VERSION_MINOR >= 8
-+// if (_terrain->_getUseVertexCompression() && _tt != Ogre::RENDER_COMPOSITE_MAP)
-+// {
-+// Ogre::Real baseUVScale = 1.0f / (_terrain->getSize() - 1);
-+// _params->setNamedConstant("baseUVScale", baseUVScale);
-+// }
-+// #endif
-+// }
-+//
-+// /////////////////////////////////////////////////
-+// Ogre::String GzTerrainMatGen::SM2Profile::ShaderHelperGLSL::GetChannel(
-+// Ogre::uint _idx)
-+// {
-+// Ogre::uint rem = _idx % 4;
-+// switch (rem)
-+// {
-+// case 0:
-+// default:
-+// return "x";
-+// case 1:
-+// return "y";
-+// case 2:
-+// return "z";
-+// case 3:
-+// return "w";
-+// };
-+// }
-+//
-+// /////////////////////////////////////////////////
-+// /////////////////////////////////////////////////
-+// // CG Shader helper
-+// /////////////////////////////////////////////////
-+// /////////////////////////////////////////////////
-+//
-+// /////////////////////////////////////////////////
-+// Ogre::HighLevelGpuProgramPtr
-+// GzTerrainMatGen::SM2Profile::ShaderHelperCg::generateVertexProgram(
-+// const SM2Profile *_prof, const Ogre::Terrain *_terrain,
-+// Ogre::TechniqueType _tt)
-+// {
-+// Ogre::HighLevelGpuProgramPtr ret =
-+// this->createVertexProgram(_prof, _terrain, _tt);
-+//
-+// Ogre::StringStream sourceStr;
-+// this->generateVertexProgramSource(_prof, _terrain, _tt, sourceStr);
-+//
-+// ret->setSource(sourceStr.str());
-+// ret->load();
-+// this->defaultVpParams(_prof, _terrain, _tt, ret);
-+//
-+// return ret;
-+// }
-+//
-+// /////////////////////////////////////////////////
-+// void GzTerrainMatGen::SM2Profile::ShaderHelperCg::defaultVpParams(
-+// const SM2Profile *_prof, const Ogre::Terrain *_terrain,
-+// Ogre::TechniqueType _tt, const Ogre::HighLevelGpuProgramPtr &_prog)
-+// {
-+// Ogre::GpuProgramParametersSharedPtr params = _prog->getDefaultParameters();
-+// params->setIgnoreMissingParams(true);
-+//
-+// params->setNamedAutoConstant("worldMatrix",
-+// Ogre::GpuProgramParameters::ACT_WORLD_MATRIX);
-+//
-+// params->setNamedAutoConstant("viewProjMatrix",
-+// Ogre::GpuProgramParameters::ACT_VIEWPROJ_MATRIX);
-+//
-+// params->setNamedAutoConstant("lodMorph",
-+// Ogre::GpuProgramParameters::ACT_CUSTOM,
-+// Ogre::Terrain::LOD_MORPH_CUSTOM_PARAM);
-+//
-+// params->setNamedAutoConstant("fogParams",
-+// Ogre::GpuProgramParameters::ACT_FOG_PARAMS);
-+//
-+// if (_prof->isShadowingEnabled(_tt, _terrain))
-+// {
-+// unsigned int numTextures = 1;
-+// if (_prof->getReceiveDynamicShadowsPSSM())
-+// {
-+// numTextures = _prof->getReceiveDynamicShadowsPSSM()->getSplitCount();
-+// }
-+// for (unsigned int i = 0; i < numTextures; ++i)
-+// {
-+// params->setNamedAutoConstant("texViewProjMatrix" +
-+// Ogre::StringConverter::toString(i),
-+// Ogre::GpuProgramParameters::ACT_TEXTURE_VIEWPROJ_MATRIX, i);
-+//
-+// // Don't add depth range params
-+// // if (prof->getReceiveDynamicShadowsDepth())
-+// // {
-+// // params->setNamedAutoConstant("depthRange" +
-+// // Ogre::StringConverter::toString(i),
-+// // Ogre::GpuProgramParameters::ACT_SHADOW_SCENE_DEPTH_RANGE, i);
-+// // }
-+// }
-+// }
-+//
-+// #if OGRE_VERSION_MAJOR >= 1 && OGRE_VERSION_MINOR >= 8
-+// if (_terrain->_getUseVertexCompression() && _tt != Ogre::RENDER_COMPOSITE_MAP)
-+// {
-+// Ogre::Matrix4 posIndexToObjectSpace;
-+// _terrain->getPointTransform(&posIndexToObjectSpace);
-+// params->setNamedConstant("posIndexToObjectSpace", posIndexToObjectSpace);
-+// }
-+// #endif
-+// }
-+//
-+// /////////////////////////////////////////////////
-+// void
-+// GzTerrainMatGen::SM2Profile::ShaderHelperCg::generateVpDynamicShadows(
-+// const SM2Profile *_prof, const Ogre::Terrain * /*_terrain*/,
-+// Ogre::TechniqueType /*_tt*/, Ogre::StringStream &_outStream)
-+// {
-+// unsigned int numTextures = 1;
-+//
-+// if (_prof->getReceiveDynamicShadowsPSSM())
-+// {
-+// numTextures = _prof->getReceiveDynamicShadowsPSSM()->getSplitCount();
-+// }
-+//
-+// // Calculate the position of vertex in light space
-+// for (unsigned int i = 0; i < numTextures; ++i)
-+// {
-+// _outStream << " oLightSpacePos" << i << " = mul(texViewProjMatrix"
-+// << i << ", worldPos);\n";
-+//
-+// // Don't linearize depth range: RTSS PSSM implementation uses
-+// // view-space depth
-+// // if (prof->getReceiveDynamicShadowsDepth())
-+// // {
-+// // // make linear
-+// // outStream << "oLightSpacePos" << i << ".z = (oLightSpacePos" << i
-+// // << ".z - depthRange" << i << ".x) * depthRange" << i
-+// // << ".w;\n";
-+// // }
-+// }
-+//
-+// if (_prof->getReceiveDynamicShadowsPSSM())
-+// {
-+// _outStream << " // pass cam depth\n oUVMisc.z = oPos.z;\n";
-+// }
-+// }
-+//
-+// /////////////////////////////////////////////////
-+// unsigned int GzTerrainMatGen::SM2Profile::ShaderHelperCg::
-+// generateVpDynamicShadowsParams(unsigned int _texCoord, const SM2Profile *_prof,
-+// const Ogre::Terrain * /*_terrain*/, Ogre::TechniqueType /*_tt*/,
-+// Ogre::StringStream &_outStream)
-+// {
-+// // out semantics & params
-+// unsigned int numTextures = 1;
-+//
-+// if (_prof->getReceiveDynamicShadowsPSSM())
-+// {
-+// numTextures = _prof->getReceiveDynamicShadowsPSSM()->getSplitCount();
-+// }
-+//
-+// for (unsigned int i = 0; i < numTextures; ++i)
-+// {
-+// _outStream << ", out float4 oLightSpacePos" << i
-+// << " : TEXCOORD" << _texCoord++ << "\n"
-+// << ", uniform float4x4 texViewProjMatrix" << i << "\n";
-+//
-+// // Don't add depth range params
-+// // if (prof->getReceiveDynamicShadowsDepth())
-+// // {
-+// // _outStream << ", uniform float4 depthRange" << i
-+// // << " // x = min, y = max, z = range, w = 1/range\n";
-+// // }
-+// }
-+//
-+// return _texCoord;
-+// }
-+//
-+// /////////////////////////////////////////////////
-+// // This method is identical to
-+// // TerrainMaterialGeneratorA::SM2Profile::ShaderHelperCg::generateVpHeader()
-+// // but is needed because generateVpDynamicShadowsParams() is not declared
-+// // virtual.
-+// void GzTerrainMatGen::SM2Profile::ShaderHelperCg::generateVpHeader(
-+// const SM2Profile *_prof, const Ogre::Terrain *_terrain,
-+// Ogre::TechniqueType _tt, Ogre::StringStream &_outStream)
-+// {
-+// _outStream << "void main_vp(\n";
-+//
-+// bool compression = false;
-+//
-+// #if OGRE_VERSION_MAJOR >= 1 && OGRE_VERSION_MINOR >= 8
-+// compression = _terrain->_getUseVertexCompression() &&
-+// _tt != Ogre::RENDER_COMPOSITE_MAP;
-+// #endif
-+//
-+// if (compression)
-+// {
-+// _outStream << "float2 posIndex : POSITION,\nfloat height : TEXCOORD0,\n";
-+// }
-+// else
-+// {
-+// _outStream << "float4 pos : POSITION,\nfloat2 uv : TEXCOORD0,\n";
-+// }
-+//
-+// if (_tt != Ogre::RENDER_COMPOSITE_MAP)
-+// _outStream << "float2 delta : TEXCOORD1,\n";
-+//
-+// _outStream <<
-+// "uniform float4x4 worldMatrix,\n"
-+// "uniform float4x4 viewProjMatrix,\n"
-+// "uniform float2 lodMorph,\n";
-+//
-+// if (compression)
-+// {
-+// _outStream <<
-+// "uniform float4x4 posIndexToObjectSpace,\n"
-+// "uniform float baseUVScale,\n";
-+// }
-+//
-+// // uv multipliers
-+// Ogre::uint maxLayers = _prof->getMaxLayers(_terrain);
-+// Ogre::uint numLayers = std::min(maxLayers,
-+// static_cast<unsigned int>(_terrain->getLayerCount()));
-+//
-+// unsigned int numUVMultipliers = (numLayers / 4);
-+//
-+// if (numLayers % 4)
-+// ++numUVMultipliers;
-+//
-+// for (unsigned int i = 0; i < numUVMultipliers; ++i)
-+// _outStream << "uniform float4 uvMul" << i << ",\n";
-+//
-+// _outStream <<
-+// "out float4 oPos : POSITION,\n"
-+// "out float4 oPosObj : TEXCOORD0\n";
-+//
-+// unsigned int texCoordSet = 1;
-+// _outStream << ", out float4 oUVMisc : TEXCOORD" << texCoordSet++
-+// << " // xy = uv, z = camDepth\n";
-+//
-+// // layer UV's premultiplied, packed as xy/zw
-+// unsigned int numUVSets = numLayers / 2;
-+//
-+// if (numLayers % 2)
-+// ++numUVSets;
-+//
-+// if (_tt != Ogre::LOW_LOD)
-+// {
-+// for (unsigned int i = 0; i < numUVSets; ++i)
-+// {
-+// _outStream << ", out float4 oUV" << i
-+// << " : TEXCOORD" << texCoordSet++ << "\n";
-+// }
-+// }
-+//
-+// if (_prof->getParent()->getDebugLevel() && _tt != Ogre::RENDER_COMPOSITE_MAP)
-+// {
-+// _outStream << ", out float2 lodInfo : TEXCOORD" << texCoordSet++ << "\n";
-+// }
-+//
-+// bool fog = _terrain->getSceneManager()->getFogMode() != Ogre::FOG_NONE &&
-+// _tt != Ogre::RENDER_COMPOSITE_MAP;
-+//
-+// if (fog)
-+// {
-+// _outStream <<
-+// ", uniform float4 fogParams\n"
-+// ", out float fogVal : COLOR\n";
-+// }
-+//
-+// if (_prof->isShadowingEnabled(_tt, _terrain))
-+// {
-+// texCoordSet = generateVpDynamicShadowsParams(texCoordSet, _prof,
-+// _terrain, _tt, _outStream);
-+// }
-+//
-+// // check we haven't exceeded texture coordinates
-+// if (texCoordSet > 8)
-+// {
-+// OGRE_EXCEPT(Ogre::Exception::ERR_INVALIDPARAMS,
-+// "Requested options require too many texture coordinate sets! "
-+// "Try reducing the number of layers.",
-+// __FUNCTION__);
-+// }
-+//
-+// _outStream <<
-+// ")\n"
-+// "{\n";
-+//
-+// if (compression)
-+// {
-+// _outStream << " float4 pos;\n"
-+// << " pos = mul(posIndexToObjectSpace, float4(posIndex, height, 1));\n"
-+// << " float2 uv = float2(posIndex.x * baseUVScale, 1.0 - "
-+// << "(posIndex.y * baseUVScale));\n";
-+// }
-+//
-+// _outStream <<
-+// " float4 worldPos = mul(worldMatrix, pos);\n"
-+// " oPosObj = pos;\n";
-+//
-+// if (_tt != Ogre::RENDER_COMPOSITE_MAP)
-+// {
-+// // determine whether to apply the LOD morph to this vertex
-+// // we store the deltas against all vertices so we only want to apply
-+// // the morph to the ones which would disappear. The target LOD which is
-+// // being morphed to is stored in lodMorph.y, and the LOD at which
-+// // the vertex should be morphed is stored in uv.w. If we subtract
-+// // the former from the latter, and arrange to only morph if the
-+// // result is negative (it will only be -1 in fact, since after that
-+// // the vertex will never be indexed), we will achieve our aim.
-+// // sign(vertexLOD - targetLOD) == -1 is to morph
-+// _outStream <<
-+// " float toMorph = -min(0, sign(delta.y - lodMorph.y));\n";
-+//
-+// // this will either be 1 (morph) or 0 (don't morph)
-+// if (_prof->getParent()->getDebugLevel())
-+// {
-+// // x == LOD level (-1 since value is target level, we want to
-+// // display actual)
-+// _outStream << "lodInfo.x = (lodMorph.y - 1) / "
-+// << _terrain->getNumLodLevels() << ";\n";
-+//
-+// // y == LOD morph
-+// _outStream << "lodInfo.y = toMorph * lodMorph.x;\n";
-+// }
-+//
-+// // morph
-+// switch (_terrain->getAlignment())
-+// {
-+// case Ogre::Terrain::ALIGN_X_Y:
-+// _outStream << " worldPos.z += delta.x * toMorph * lodMorph.x;\n";
-+// break;
-+// case Ogre::Terrain::ALIGN_X_Z:
-+// _outStream << " worldPos.y += delta.x * toMorph * lodMorph.x;\n";
-+// break;
-+// case Ogre::Terrain::ALIGN_Y_Z:
-+// _outStream << " worldPos.x += delta.x * toMorph * lodMorph.x;\n";
-+// break;
-+// default:
-+// gzerr << "Invalid alignment\n";
-+// };
-+// }
-+//
-+// // generate UVs
-+// if (_tt != Ogre::LOW_LOD)
-+// {
-+// for (unsigned int i = 0; i < numUVSets; ++i)
-+// {
-+// unsigned int layer = i * 2;
-+// unsigned int uvMulIdx = layer / 4;
-+//
-+// _outStream << " oUV" << i << ".xy = " << " uv.xy * uvMul"
-+// << uvMulIdx << "." << getChannel(layer) << ";\n";
-+// _outStream << " oUV" << i << ".zw = " << " uv.xy * uvMul"
-+// << uvMulIdx << "." << getChannel(layer+1) << ";\n";
-+// }
-+// }
-+// }
-+//
-+// /////////////////////////////////////////////////
-+// // This method is identical to
-+// // TerrainMaterialGeneratorA::SM2Profile::ShaderHelperCg::generateVpFooter()
-+// // but is needed because generateVpDynamicShadows() is not declared virtual.
-+// void GzTerrainMatGen::SM2Profile::ShaderHelperCg::generateVpFooter(
-+// const SM2Profile *_prof, const Ogre::Terrain *_terrain,
-+// Ogre::TechniqueType _tt, Ogre::StringStream &_outStream)
-+// {
-+// _outStream << " oPos = mul(viewProjMatrix, worldPos);\n"
-+// << " oUVMisc.xy = uv.xy;\n";
-+//
-+// bool fog = _terrain->getSceneManager()->getFogMode() != Ogre::FOG_NONE &&
-+// _tt != Ogre::RENDER_COMPOSITE_MAP;
-+// if (fog)
-+// {
-+// if (_terrain->getSceneManager()->getFogMode() == Ogre::FOG_LINEAR)
-+// {
-+// _outStream <<
-+// " fogVal = saturate((oPos.z - fogParams.y) * fogParams.w);\n";
-+// }
-+// else
-+// {
-+// _outStream <<
-+// " fogVal = 1 - saturate(1 / (exp(oPos.z * fogParams.x)));\n";
-+// }
-+// }
-+//
-+// if (_prof->isShadowingEnabled(_tt, _terrain))
-+// this->generateVpDynamicShadows(_prof, _terrain, _tt, _outStream);
-+//
-+// _outStream << "}\n";
-+// }
-+//
-+// /////////////////////////////////////////////////
-+// void GzTerrainMatGen::SM2Profile::ShaderHelperCg::
-+// generateVertexProgramSource(const SM2Profile *_prof,
-+// const Ogre::Terrain* _terrain, Ogre::TechniqueType _tt,
-+// Ogre::StringStream &_outStream)
-+// {
-+// this->generateVpHeader(_prof, _terrain, _tt, _outStream);
-+//
-+// if (_tt != Ogre::LOW_LOD)
-+// {
-+// unsigned int maxLayers = _prof->getMaxLayers(_terrain);
-+// unsigned int numLayers = std::min(maxLayers,
-+// static_cast<unsigned int>(_terrain->getLayerCount()));
-+//
-+// for (unsigned int i = 0; i < numLayers; ++i)
-+// this->generateVpLayer(_prof, _terrain, _tt, i, _outStream);
-+// }
-+//
-+// this->generateVpFooter(_prof, _terrain, _tt, _outStream);
-+// }
-+//
-+// /////////////////////////////////////////////////
-+// Ogre::HighLevelGpuProgramPtr
-+// GzTerrainMatGen::SM2Profile::ShaderHelperCg::generateFragmentProgram(
-+// const SM2Profile *_prof, const Ogre::Terrain *_terrain, Ogre::TechniqueType _tt)
-+// {
-+// Ogre::HighLevelGpuProgramPtr ret = this->createFragmentProgram(_prof,
-+// _terrain, _tt);
-+//
-+// Ogre::StringStream sourceStr;
-+//
-+// this->generateFragmentProgramSource(_prof, _terrain, _tt, sourceStr);
-+//
-+// ret->setSource(sourceStr.str());
-+//
-+// ret->load();
-+//
-+// this->defaultFpParams(_prof, _terrain, _tt, ret);
-+//
-+// return ret;
-+// }
-
- /////////////////////////////////////////////////
- /////////////////////////////////////////////////
-diff -ruN original/gazebo-9.0.0/gazebo/rendering/HeightmapPrivate.hh patched/gazebo-9.0.0/gazebo/rendering/HeightmapPrivate.hh
---- original/gazebo-9.0.0/gazebo/rendering/HeightmapPrivate.hh 2018-01-25 23:25:48.000000000 +0100
-+++ patched/gazebo-9.0.0/gazebo/rendering/HeightmapPrivate.hh 2018-06-02 22:56:03.580661743 +0200
-@@ -25,6 +25,9 @@
-
- #include "gazebo/rendering/RenderTypes.hh"
-
-+// ogre 1.11 fix
-+// #include "deps/ogre111/OgreTerrainMaterialShaderHelpers.h"
-+
- namespace Ogre
- {
- class PageManager;
-@@ -56,183 +59,184 @@
- /// \brief Destructor
- public: virtual ~GzTerrainMatGen();
-
-- /// \brief Shader model 2 profile target.
-- public: class SM2Profile :
-- public Ogre::TerrainMaterialGeneratorA::SM2Profile
-- {
-- /// \brief Constructor
-- public: SM2Profile(Ogre::TerrainMaterialGenerator *_parent,
-- const Ogre::String &_name, const Ogre::String &_desc);
--
-- /// \brief Destructor
-- public: virtual ~SM2Profile();
--
-- public: Ogre::MaterialPtr generate(const Ogre::Terrain *_terrain);
--
-- public: Ogre::MaterialPtr generateForCompositeMap(
-- const Ogre::Terrain *_terrain);
--
-- public: void UpdateParams(const Ogre::MaterialPtr &_mat,
-- const Ogre::Terrain *_terrain);
--
-- public: void UpdateParamsForCompositeMap(const Ogre::MaterialPtr &_mat,
-- const Ogre::Terrain *_terrain);
--
-- protected: virtual void addTechnique(const Ogre::MaterialPtr &_mat,
-- const Ogre::Terrain *_terrain, TechniqueType _tt);
--
--#ifdef __clang__
--#pragma clang diagnostic push
--#pragma clang diagnostic ignored "-Woverloaded-virtual"
--#endif // ifdef __clang__
-- /// \brief Utility class to help with generating shaders for GLSL.
-- /// The class contains a collection of functions that are used to
-- /// dynamically generate a complete vertex or fragment shader program
-- /// in a string format.
-- protected: class ShaderHelperGLSL :
-- public Ogre::TerrainMaterialGeneratorA::SM2Profile::ShaderHelperGLSL
-- {
-- public: virtual Ogre::HighLevelGpuProgramPtr generateVertexProgram(
-- const SM2Profile *_prof, const Ogre::Terrain *_terrain,
-- TechniqueType _tt);
--
-- public: virtual Ogre::HighLevelGpuProgramPtr generateFragmentProgram(
-- const SM2Profile *_prof, const Ogre::Terrain *_terrain,
-- TechniqueType _tt);
--
-- public: virtual void updateParams(const SM2Profile *_prof,
-- const Ogre::MaterialPtr &_mat,
-- const Ogre::Terrain *_terrain, bool _compositeMap);
--
-- protected: virtual void generateVpHeader(const SM2Profile *_prof,
-- const Ogre::Terrain *_terrain, TechniqueType _tt,
-- Ogre::StringStream &_outStream);
--
-- protected: virtual void generateVpFooter(const SM2Profile *_prof,
-- const Ogre::Terrain *_terrain, TechniqueType _tt,
-- Ogre::StringStream &_outStream);
--
-- protected: virtual void generateVertexProgramSource(
-- const SM2Profile *_prof, const Ogre::Terrain *_terrain,
-- TechniqueType _tt,
-- Ogre::StringStream &_outStream);
--
-- protected: virtual void defaultVpParams(const SM2Profile *_prof,
-- const Ogre::Terrain *_terrain, TechniqueType _tt,
-- const Ogre::HighLevelGpuProgramPtr &_prog);
--
-- protected: virtual unsigned int generateVpDynamicShadowsParams(
-- unsigned int _texCoordStart, const SM2Profile *_prof,
-- const Ogre::Terrain *_terrain, TechniqueType _tt,
-- Ogre::StringStream &_outStream);
--
-- protected: virtual void generateVpDynamicShadows(
-- const SM2Profile *_prof, const Ogre::Terrain *_terrain,
-- TechniqueType _tt,
-- Ogre::StringStream &_outStream);
--
-- protected: virtual void generateFpHeader(const SM2Profile *_prof,
-- const Ogre::Terrain *_terrain,
-- TechniqueType tt,
-- Ogre::StringStream &_outStream);
--
-- protected: virtual void generateFpLayer(const SM2Profile *_prof,
-- const Ogre::Terrain *_terrain, TechniqueType tt,
-- Ogre::uint _layer,
-- Ogre::StringStream &_outStream);
--
-- protected: virtual void generateFpFooter(const SM2Profile *_prof,
-- const Ogre::Terrain *_terrain,
-- TechniqueType tt,
-- Ogre::StringStream &_outStream);
--
-- protected: virtual void generateFpDynamicShadowsParams(
-- Ogre::uint *_texCoord, Ogre::uint *_sampler,
-- const SM2Profile *_prof, const Ogre::Terrain *_terrain,
-- TechniqueType _tt,
-- Ogre::StringStream &_outStream);
--
-- protected: virtual void generateFpDynamicShadowsHelpers(
-- const SM2Profile *_prof,
-- const Ogre::Terrain *_terrain,
-- TechniqueType tt,
-- Ogre::StringStream &_outStream);
--
-- protected: void generateFpDynamicShadows(const SM2Profile *_prof,
-- const Ogre::Terrain *_terrain, TechniqueType _tt,
-- Ogre::StringStream &_outStream);
--
-- protected: virtual void generateFragmentProgramSource(
-- const SM2Profile *_prof,
-- const Ogre::Terrain *_terrain,
-- TechniqueType _tt,
-- Ogre::StringStream &_outStream);
--
-- protected: virtual void updateVpParams(const SM2Profile *_prof,
-- const Ogre::Terrain *_terrain, TechniqueType _tt,
-- const Ogre::GpuProgramParametersSharedPtr &_params);
--
-- private: Ogre::String GetChannel(Ogre::uint _idx);
-- };
--
-- // Needed to allow access from ShaderHelperGLSL to protected members
-- // of SM2Profile.
-- friend ShaderHelperGLSL;
--
-- /// Keeping the CG shader for reference.
-- /// \brief Utility class to help with generating shaders for Cg / HLSL.
-- /// Original implementation from Ogre that generates Cg shaders
-- protected: class ShaderHelperCg :
-- public Ogre::TerrainMaterialGeneratorA::SM2Profile::ShaderHelperCg
-- {
-- public: virtual Ogre::HighLevelGpuProgramPtr generateFragmentProgram(
-- const SM2Profile *_prof, const Ogre::Terrain *_terrain,
-- TechniqueType _tt);
--
-- public: virtual Ogre::HighLevelGpuProgramPtr generateVertexProgram(
-- const SM2Profile *_prof, const Ogre::Terrain *_terrain,
-- TechniqueType _tt);
--
-- protected: virtual void generateVpHeader(const SM2Profile *_prof,
-- const Ogre::Terrain *_terrain, TechniqueType _tt,
-- Ogre::StringStream &_outStream);
--
-- protected: virtual void generateVpFooter(const SM2Profile *_prof,
-- const Ogre::Terrain *_terrain, TechniqueType _tt,
-- Ogre::StringStream &_outStream);
--
-- protected: virtual void generateVertexProgramSource(
-- const SM2Profile *_prof, const Ogre::Terrain *_terrain,
-- TechniqueType _tt,
-- Ogre::StringStream &_outStream);
--
-- protected: virtual void defaultVpParams(const SM2Profile *_prof,
-- const Ogre::Terrain *_terrain, TechniqueType _tt,
-- const Ogre::HighLevelGpuProgramPtr &_prog);
--
-- protected: virtual unsigned int generateVpDynamicShadowsParams(
-- unsigned int _texCoordStart, const SM2Profile *_prof,
-- const Ogre::Terrain *_terrain, TechniqueType _tt,
-- Ogre::StringStream &_outStream);
--
-- protected: virtual void generateVpDynamicShadows(
-- const SM2Profile *_prof, const Ogre::Terrain *_terrain,
-- TechniqueType _tt,
-- Ogre::StringStream &_outStream);
-- };
--
-- // Needed to allow access from ShaderHelperCg to protected members
-- // of SM2Profile.
-- friend ShaderHelperCg;
--
--#ifdef __clang__
--#pragma clang diagnostic pop
--
--// ifdef __clang__
--#endif
-- };
-+// /// \brief Shader model 2 profile target.
-+// public: class SM2Profile :
-+// public Ogre::TerrainMaterialGeneratorA::SM2Profile
-+// {
-+// /// \brief Constructor
-+// public: SM2Profile(Ogre::TerrainMaterialGenerator *_parent,
-+// const Ogre::String &_name, const Ogre::String &_desc);
-+//
-+// /// \brief Destructor
-+// public: virtual ~SM2Profile();
-+//
-+// public: Ogre::MaterialPtr generate(const Ogre::Terrain *_terrain);
-+//
-+// public: Ogre::MaterialPtr generateForCompositeMap(
-+// const Ogre::Terrain *_terrain);
-+//
-+// public: void UpdateParams(const Ogre::MaterialPtr &_mat,
-+// const Ogre::Terrain *_terrain);
-+//
-+// public: void UpdateParamsForCompositeMap(const Ogre::MaterialPtr &_mat,
-+// const Ogre::Terrain *_terrain);
-+//
-+// protected: virtual void addTechnique(const Ogre::MaterialPtr &_mat,
-+// const Ogre::Terrain *_terrain, Ogre::TechniqueType _tt);
-+//
-+// #ifdef __clang__
-+// #pragma clang diagnostic push
-+// #pragma clang diagnostic ignored "-Woverloaded-virtual"
-+// #endif // ifdef __clang__
-+// /// \brief Utility class to help with generating shaders for GLSL.
-+// /// The class contains a collection of functions that are used to
-+// /// dynamically generate a complete vertex or fragment shader program
-+// /// in a string format.
-+// protected: class ShaderHelperGLSL :
-+// public Ogre::ShaderHelperGLSL
-+// {
-+// public: virtual Ogre::HighLevelGpuProgramPtr generateVertexProgram(
-+// const SM2Profile *_prof, const Ogre::Terrain *_terrain,
-+// Ogre::TechniqueType _tt);
-+//
-+// public: virtual Ogre::HighLevelGpuProgramPtr generateFragmentProgram(
-+// const SM2Profile *_prof, const Ogre::Terrain *_terrain,
-+// Ogre::TechniqueType _tt);
-+//
-+// public: virtual void updateParams(const SM2Profile *_prof,
-+// const Ogre::MaterialPtr &_mat,
-+// const Ogre::Terrain *_terrain, bool _compositeMap);
-+//
-+// protected: virtual void generateVpHeader(const SM2Profile *_prof,
-+// const Ogre::Terrain *_terrain, Ogre::TechniqueType _tt,
-+// Ogre::StringStream &_outStream);
-+//
-+// protected: virtual void generateVpFooter(const SM2Profile *_prof,
-+// const Ogre::Terrain *_terrain, Ogre::TechniqueType _tt,
-+// Ogre::StringStream &_outStream);
-+//
-+// protected: virtual void generateVertexProgramSource(
-+// const SM2Profile *_prof, const Ogre::Terrain *_terrain,
-+// Ogre::TechniqueType _tt,
-+// Ogre::StringStream &_outStream);
-+//
-+// protected: virtual void defaultVpParams(const SM2Profile *_prof,
-+// const Ogre::Terrain *_terrain, Ogre::TechniqueType _tt,
-+// const Ogre::HighLevelGpuProgramPtr &_prog);
-+//
-+// protected: virtual unsigned int generateVpDynamicShadowsParams(
-+// unsigned int _texCoordStart, const SM2Profile *_prof,
-+// const Ogre::Terrain *_terrain, Ogre::TechniqueType _tt,
-+// Ogre::StringStream &_outStream);
-+//
-+// protected: virtual void generateVpDynamicShadows(
-+// const SM2Profile *_prof, const Ogre::Terrain *_terrain,
-+// Ogre::TechniqueType _tt,
-+// Ogre::StringStream &_outStream);
-+//
-+// protected: virtual void generateFpHeader(const SM2Profile *_prof,
-+// const Ogre::Terrain *_terrain,
-+// Ogre::TechniqueType tt,
-+// Ogre::StringStream &_outStream);
-+//
-+// protected: virtual void generateFpLayer(const SM2Profile *_prof,
-+// const Ogre::Terrain *_terrain, Ogre::TechniqueType tt,
-+// Ogre::uint _layer,
-+// Ogre::StringStream &_outStream);
-+//
-+// protected: virtual void generateFpFooter(const SM2Profile *_prof,
-+// const Ogre::Terrain *_terrain,
-+// Ogre::TechniqueType tt,
-+// Ogre::StringStream &_outStream);
-+//
-+// protected: virtual void generateFpDynamicShadowsParams(
-+// Ogre::uint *_texCoord, Ogre::uint *_sampler,
-+// const SM2Profile *_prof, const Ogre::Terrain *_terrain,
-+// Ogre::TechniqueType _tt,
-+// Ogre::StringStream &_outStream);
-+//
-+// protected: virtual void generateFpDynamicShadowsHelpers(
-+// const SM2Profile *_prof,
-+// const Ogre::Terrain *_terrain,
-+// Ogre::TechniqueType tt,
-+// Ogre::StringStream &_outStream);
-+//
-+// protected: void generateFpDynamicShadows(const SM2Profile *_prof,
-+// const Ogre::Terrain *_terrain, Ogre::TechniqueType _tt,
-+// Ogre::StringStream &_outStream);
-+//
-+// protected: virtual void generateFragmentProgramSource(
-+// const SM2Profile *_prof,
-+// const Ogre::Terrain *_terrain,
-+// Ogre::TechniqueType _tt,
-+// Ogre::StringStream &_outStream);
-+//
-+// protected: virtual void updateVpParams(const SM2Profile *_prof,
-+// const Ogre::Terrain *_terrain, Ogre::TechniqueType _tt,
-+// const Ogre::GpuProgramParametersSharedPtr &_params);
-+//
-+// private: Ogre::String GetChannel(Ogre::uint _idx);
-+// };
-+//
-+// // Needed to allow access from ShaderHelperGLSL to protected members
-+// // of SM2Profile.
-+// friend ShaderHelperGLSL;
-+//
-+// /// Keeping the CG shader for reference.
-+// /// \brief Utility class to help with generating shaders for Cg / HLSL.
-+// /// Original implementation from Ogre that generates Cg shaders
-+// protected: class ShaderHelperCg :
-+// public Ogre::ShaderHelperCg
-+// {
-+// public: virtual Ogre::HighLevelGpuProgramPtr generateFragmentProgram(
-+// const SM2Profile *_prof, const Ogre::Terrain *_terrain,
-+// Ogre::TechniqueType _tt);
-+//
-+// public: virtual Ogre::HighLevelGpuProgramPtr generateVertexProgram(
-+// const SM2Profile *_prof, const Ogre::Terrain *_terrain,
-+// Ogre::TechniqueType _tt);
-+//
-+// protected: virtual void generateVpHeader(const SM2Profile *_prof,
-+// const Ogre::Terrain *_terrain, Ogre::TechniqueType _tt,
-+// Ogre::StringStream &_outStream);
-+//
-+// protected: virtual void generateVpFooter(const SM2Profile *_prof,
-+// const Ogre::Terrain *_terrain, Ogre::TechniqueType _tt,
-+// Ogre::StringStream &_outStream);
-+//
-+// protected: virtual void generateVertexProgramSource(
-+// const SM2Profile *_prof, const Ogre::Terrain *_terrain,
-+// Ogre::TechniqueType _tt,
-+// Ogre::StringStream &_outStream);
-+//
-+// protected: virtual void defaultVpParams(const SM2Profile *_prof,
-+// const Ogre::Terrain *_terrain, Ogre::TechniqueType _tt,
-+// const Ogre::HighLevelGpuProgramPtr &_prog);
-+//
-+// protected: virtual unsigned int generateVpDynamicShadowsParams(
-+// unsigned int _texCoordStart, const SM2Profile *_prof,
-+// const Ogre::Terrain *_terrain, Ogre::TechniqueType _tt,
-+// Ogre::StringStream &_outStream);
-+//
-+// protected: virtual void generateVpDynamicShadows(
-+// const SM2Profile *_prof, const Ogre::Terrain *_terrain,
-+// Ogre::TechniqueType _tt,
-+// Ogre::StringStream &_outStream);
-+// };
-+//
-+// // Needed to allow access from ShaderHelperCg to protected members
-+// // of SM2Profile.
-+// friend ShaderHelperCg;
-+//
-+// #ifdef __clang__
-+// #pragma clang diagnostic pop
-+//
-+// // ifdef __clang__
-+// #endif
-+// };
- };
-
-+
- /// \internal
- /// \brief Custom terrain material generator.
- /// A custom material generator that lets user specify their own material
-diff -ruN original/gazebo-9.0.0/gazebo/rendering/InertiaVisual.cc patched/gazebo-9.0.0/gazebo/rendering/InertiaVisual.cc
---- original/gazebo-9.0.0/gazebo/rendering/InertiaVisual.cc 2018-01-25 23:25:48.000000000 +0100
-+++ patched/gazebo-9.0.0/gazebo/rendering/InertiaVisual.cc 2018-06-02 18:58:05.734368911 +0200
-@@ -104,7 +104,7 @@
- p6 += _pose.Pos();
-
- dPtr->crossLines = this->CreateDynamicLine(rendering::RENDERING_LINE_LIST);
-- dPtr->crossLines->setMaterial("Gazebo/Green");
-+ dPtr->crossLines->setMaterial(Ogre::MaterialManager::getSingleton().getByName("Gazebo/Green"));
- dPtr->crossLines->AddPoint(p1);
- dPtr->crossLines->AddPoint(p2);
- dPtr->crossLines->AddPoint(p3);
-diff -ruN original/gazebo-9.0.0/gazebo/rendering/LaserVisual.cc patched/gazebo-9.0.0/gazebo/rendering/LaserVisual.cc
---- original/gazebo-9.0.0/gazebo/rendering/LaserVisual.cc 2018-01-25 23:25:48.000000000 +0100
-+++ patched/gazebo-9.0.0/gazebo/rendering/LaserVisual.cc 2018-06-02 19:04:35.671943290 +0200
-@@ -132,25 +132,25 @@
- // intersected an object.
- dPtr->rayStrips.push_back(
- this->CreateDynamicLine(rendering::RENDERING_TRIANGLE_STRIP));
-- dPtr->rayStrips[j]->setMaterial("Gazebo/BlueLaser");
-+ dPtr->rayStrips[j]->setMaterial(Ogre::MaterialManager::getSingleton().getByName("Gazebo/BlueLaser"));
-
- // No hit ray strips fill in-between the ray lines in areas that have
- // not intersected an object.
- dPtr->noHitRayStrips.push_back(
- this->CreateDynamicLine(rendering::RENDERING_TRIANGLE_STRIP));
-- dPtr->noHitRayStrips[j]->setMaterial("Gazebo/LightBlueLaser");
-+ dPtr->noHitRayStrips[j]->setMaterial(Ogre::MaterialManager::getSingleton().getByName("Gazebo/LightBlueLaser"));
-
- // Deadzone ray fans display areas that are between the sensor's origin
- // and start of the rays.
- dPtr->deadzoneRayFans.push_back(
- this->CreateDynamicLine(rendering::RENDERING_TRIANGLE_FAN));
-- dPtr->deadzoneRayFans[j]->setMaterial("Gazebo/BlackTransparent");
-+ dPtr->deadzoneRayFans[j]->setMaterial(Ogre::MaterialManager::getSingleton().getByName("Gazebo/BlackTransparent"));
- dPtr->deadzoneRayFans[j]->AddPoint(ignition::math::Vector3d(0, 0, 0));
-
- // Individual ray lines
- dPtr->rayLines.push_back(
- this->CreateDynamicLine(rendering::RENDERING_LINE_LIST));
-- dPtr->rayLines[j]->setMaterial("Gazebo/BlueLaser");
-+ dPtr->rayLines[j]->setMaterial(Ogre::MaterialManager::getSingleton().getByName("Gazebo/BlueLaser"));
-
- this->SetVisibilityFlags(GZ_VISIBILITY_GUI);
- }
-diff -ruN original/gazebo-9.0.0/gazebo/rendering/Light.cc patched/gazebo-9.0.0/gazebo/rendering/Light.cc
---- original/gazebo-9.0.0/gazebo/rendering/Light.cc 2018-01-25 23:25:48.000000000 +0100
-+++ patched/gazebo-9.0.0/gazebo/rendering/Light.cc 2018-06-02 19:11:18.886907076 +0200
-@@ -208,7 +208,7 @@
- this->dataPtr->line =
- this->dataPtr->visual->CreateDynamicLine(RENDERING_LINE_LIST);
-
-- this->dataPtr->line->setMaterial("Gazebo/LightOn");
-+ this->dataPtr->line->setMaterial(Ogre::MaterialManager::getSingleton().getByName("Gazebo/LightOn"));
-
- this->dataPtr->line->setVisibilityFlags(GZ_VISIBILITY_GUI);
-
-@@ -383,9 +383,9 @@
- if (this->dataPtr->light->getType() != Ogre::Light::LT_DIRECTIONAL)
- {
- if (_s)
-- this->dataPtr->line->setMaterial("Gazebo/PurpleGlow");
-+ this->dataPtr->line->setMaterial(Ogre::MaterialManager::getSingleton().getByName("Gazebo/PurpleGlow"));
- else
-- this->dataPtr->line->setMaterial("Gazebo/LightOn");
-+ this->dataPtr->line->setMaterial(Ogre::MaterialManager::getSingleton().getByName("Gazebo/LightOn"));
- }
-
- return true;
-diff -ruN original/gazebo-9.0.0/gazebo/rendering/LogicalCameraVisual.cc patched/gazebo-9.0.0/gazebo/rendering/LogicalCameraVisual.cc
---- original/gazebo-9.0.0/gazebo/rendering/LogicalCameraVisual.cc 2018-01-25 23:25:48.000000000 +0100
-+++ patched/gazebo-9.0.0/gazebo/rendering/LogicalCameraVisual.cc 2018-06-02 19:11:04.733623728 +0200
-@@ -117,7 +117,7 @@
- line->AddPoint(ignition::math::Vector3d(
- _msg.far_clip(), farWidth, -farHeight));
-
-- line->setMaterial("Gazebo/WhiteGlow");
-+ line->setMaterial(Ogre::MaterialManager::getSingleton().getByName("Gazebo/WhiteGlow"));
- line->setVisibilityFlags(GZ_VISIBILITY_GUI);
-
- // Draw green lines from the near clipping plane to the origin
-@@ -138,7 +138,7 @@
- sourceLine->AddPoint(ignition::math::Vector3d(
- _msg.near_clip(), nearWidth, -nearHeight));
-
-- sourceLine->setMaterial("Gazebo/PurpleGlow");
-+ sourceLine->setMaterial(Ogre::MaterialManager::getSingleton().getByName("Gazebo/PurpleGlow"));
- sourceLine->setVisibilityFlags(GZ_VISIBILITY_GUI);
-
- this->SetVisibilityFlags(GZ_VISIBILITY_GUI);
-diff -ruN original/gazebo-9.0.0/gazebo/rendering/ogre_gazebo.h patched/gazebo-9.0.0/gazebo/rendering/ogre_gazebo.h
---- original/gazebo-9.0.0/gazebo/rendering/ogre_gazebo.h 2018-01-25 23:25:48.000000000 +0100
-+++ patched/gazebo-9.0.0/gazebo/rendering/ogre_gazebo.h 2018-06-02 22:02:45.233964005 +0200
-@@ -31,7 +31,7 @@
- #include <OGRE/OgrePlugin.h>
- #include <OGRE/OgreDataStream.h>
- #include <OGRE/OgreLogManager.h>
--#include <OGRE/OgreWindowEventUtilities.h>
-+#include <OGRE/Bites/OgreWindowEventUtilities.h>
- #include <OGRE/OgreSceneQuery.h>
- #include <OGRE/OgreRoot.h>
- #include <OGRE/OgreSceneManager.h>
-diff -ruN original/gazebo-9.0.0/gazebo/rendering/OriginVisual.cc patched/gazebo-9.0.0/gazebo/rendering/OriginVisual.cc
---- original/gazebo-9.0.0/gazebo/rendering/OriginVisual.cc 2018-01-25 23:25:48.000000000 +0100
-+++ patched/gazebo-9.0.0/gazebo/rendering/OriginVisual.cc 2018-06-02 21:18:02.414946952 +0200
-@@ -54,19 +54,19 @@
-
- dPtr->xLine = this->CreateDynamicLine(
- rendering::RENDERING_LINE_LIST);
-- dPtr->xLine->setMaterial("Gazebo/Red");
-+ dPtr->xLine->setMaterial(Ogre::MaterialManager::getSingleton().getByName("Gazebo/Red"));
- dPtr->xLine->AddPoint(ignition::math::Vector3d::Zero);
- dPtr->xLine->AddPoint(ignition::math::Vector3d::UnitX*dPtr->length);
-
- dPtr->yLine = this->CreateDynamicLine(
- rendering::RENDERING_LINE_LIST);
-- dPtr->yLine->setMaterial("Gazebo/Green");
-+ dPtr->yLine->setMaterial(Ogre::MaterialManager::getSingleton().getByName("Gazebo/Green"));
- dPtr->yLine->AddPoint(ignition::math::Vector3d::Zero);
- dPtr->yLine->AddPoint(ignition::math::Vector3d::UnitY*dPtr->length);
-
- dPtr->zLine = this->CreateDynamicLine(
- rendering::RENDERING_LINE_LIST);
-- dPtr->zLine->setMaterial("Gazebo/Blue");
-+ dPtr->zLine->setMaterial(Ogre::MaterialManager::getSingleton().getByName("Gazebo/Blue"));
- dPtr->zLine->AddPoint(ignition::math::Vector3d::Zero);
- dPtr->zLine->AddPoint(ignition::math::Vector3d::UnitZ*dPtr->length);
-
-diff -ruN original/gazebo-9.0.0/gazebo/rendering/RenderEngine.cc patched/gazebo-9.0.0/gazebo/rendering/RenderEngine.cc
---- original/gazebo-9.0.0/gazebo/rendering/RenderEngine.cc 2018-01-25 23:25:48.000000000 +0100
-+++ patched/gazebo-9.0.0/gazebo/rendering/RenderEngine.cc 2018-06-02 21:21:19.426983596 +0200
-@@ -798,8 +798,10 @@
-
- // int multiRenderTargetCount = capabilities->getNumMultiRenderTargets();
-
-- bool hasFBO =
-- capabilities->hasCapability(Ogre::RSC_FBO);
-+ bool hasFBO = true;
-+ // as of Ogre 1.10.12 (see documentation: deprecated list):
-+ // »All targetted APIs by Ogre support this feature.«
-+ // capabilities->hasCapability(Ogre::RSC_FBO);
-
- bool hasGLSL =
- std::find(profiles.begin(), profiles.end(), "glsl") != profiles.end();
-diff -ruN original/gazebo-9.0.0/gazebo/rendering/RTShaderSystem.cc patched/gazebo-9.0.0/gazebo/rendering/RTShaderSystem.cc
---- original/gazebo-9.0.0/gazebo/rendering/RTShaderSystem.cc 2018-01-25 23:25:48.000000000 +0100
-+++ patched/gazebo-9.0.0/gazebo/rendering/RTShaderSystem.cc 2018-06-02 21:35:48.021180627 +0200
-@@ -270,7 +270,7 @@
- try
- {
- success = this->dataPtr->shaderGenerator->createShaderBasedTechnique(
-- curMaterialName,
-+ *Ogre::MaterialManager::getSingleton().getByName(curMaterialName),
- Ogre::MaterialManager::DEFAULT_SCHEME_NAME,
- this->dataPtr->scenes[s]->Name() +
- Ogre::RTShader::ShaderGenerator::DEFAULT_SCHEME_NAME);
-@@ -295,7 +295,7 @@
- this->dataPtr->shaderGenerator->getRenderState(
- this->dataPtr->scenes[s]->Name() +
- Ogre::RTShader::ShaderGenerator::DEFAULT_SCHEME_NAME,
-- curMaterialName, 0);
-+ curMaterialName, curMaterial->getGroup(), 0);
-
- // Remove all sub render states.
- renderState->reset();
-@@ -394,11 +394,11 @@
- for (; it != itEnd; ++it)
- {
- struct stat st;
-- if (stat((*it)->archive->getName().c_str(), &st) == 0)
-+ if (stat((*it).archive->getName().c_str(), &st) == 0)
- {
-- if ((*it)->archive->getName().find("rtshaderlib") != Ogre::String::npos)
-+ if ((*it).archive->getName().find("rtshaderlib") != Ogre::String::npos)
- {
-- coreLibsPath = (*it)->archive->getName() + "/";
-+ coreLibsPath = (*it).archive->getName() + "/";
-
- // setup patch name for rt shader cache in tmp
- char *tmpdir;
-@@ -537,7 +537,7 @@
- // OGRE samples. They should be compared and tested.
- // Set up caster material - this is just a standard depth/shadow map caster
- // sceneMgr->setShadowTextureCasterMaterial("PSSM/shadow_caster");
-- sceneMgr->setShadowTextureCasterMaterial("Gazebo/shadow_caster");
-+ sceneMgr->setShadowTextureCasterMaterial(Ogre::MaterialManager::getSingleton().getByName("Gazebo/shadow_caster"));
-
- // Disable fog on the caster pass.
- // Ogre::MaterialPtr passCaterMaterial =
-diff -ruN original/gazebo-9.0.0/gazebo/rendering/Scene.cc patched/gazebo-9.0.0/gazebo/rendering/Scene.cc
---- original/gazebo-9.0.0/gazebo/rendering/Scene.cc 2018-01-25 23:25:48.000000000 +0100
-+++ patched/gazebo-9.0.0/gazebo/rendering/Scene.cc 2018-06-02 21:37:14.570872712 +0200
-@@ -3095,7 +3095,7 @@
- this->dataPtr->manager->setShadowTechnique(
- Ogre::SHADOWTYPE_TEXTURE_ADDITIVE);
- this->dataPtr->manager->setShadowTextureCasterMaterial(
-- "DeferredRendering/Shadows/RSMCaster_Spot");
-+ Ogre::MaterialManager::getSingleton().getByName("DeferredRendering/Shadows/RSMCaster_Spot"));
- this->dataPtr->manager->setShadowTextureCount(1);
- this->dataPtr->manager->setShadowFarDistance(150);
- // Use a value of "2" to use a different depth buffer pool and
-diff -ruN original/gazebo-9.0.0/gazebo/rendering/skyx/src/VClouds/DataManager.cpp patched/gazebo-9.0.0/gazebo/rendering/skyx/src/VClouds/DataManager.cpp
---- original/gazebo-9.0.0/gazebo/rendering/skyx/src/VClouds/DataManager.cpp 2018-01-25 23:25:48.000000000 +0100
-+++ patched/gazebo-9.0.0/gazebo/rendering/skyx/src/VClouds/DataManager.cpp 2018-06-02 21:45:47.545276142 +0200
-@@ -682,7 +682,7 @@
- buffer->lock(Ogre::HardwareBuffer::HBL_DISCARD);
- const Ogre::PixelBox &pb = buffer->getCurrentLock();
-
-- Ogre::uint32 *pbptr = static_cast < Ogre::uint32*>(pb.data);
-+ Ogre::uint32 *pbptr = reinterpret_cast< Ogre::uint32*>(pb.data);
- size_t x, y, z;
-
- for (z = pb.front; z < pb.back; z++)
-diff -ruN original/gazebo-9.0.0/gazebo/rendering/skyx/src/VClouds/LightningManager.cpp patched/gazebo-9.0.0/gazebo/rendering/skyx/src/VClouds/LightningManager.cpp
---- original/gazebo-9.0.0/gazebo/rendering/skyx/src/VClouds/LightningManager.cpp 2018-01-25 23:25:48.000000000 +0100
-+++ patched/gazebo-9.0.0/gazebo/rendering/skyx/src/VClouds/LightningManager.cpp 2018-06-02 21:46:43.111668253 +0200
-@@ -283,7 +283,7 @@
- if (k < mLightnings.size())
- {
- pos = mVClouds->getGeometryManager()->getSceneNode()->
-- _getFullTransform().inverseAffine() *
-+ _getFullTransform().inverse() *
- mSceneNodes.at(k)->_getDerivedPosition();
-
- mVolCloudsLightningMaterial->
-diff -ruN original/gazebo-9.0.0/gazebo/rendering/SonarVisual.cc patched/gazebo-9.0.0/gazebo/rendering/SonarVisual.cc
---- original/gazebo-9.0.0/gazebo/rendering/SonarVisual.cc 2018-01-25 23:25:48.000000000 +0100
-+++ patched/gazebo-9.0.0/gazebo/rendering/SonarVisual.cc 2018-06-02 21:15:41.675877345 +0200
-@@ -73,7 +73,7 @@
- reinterpret_cast<SonarVisualPrivate *>(this->dataPtr);
-
- dPtr->sonarRay = this->CreateDynamicLine(rendering::RENDERING_LINE_LIST);
-- dPtr->sonarRay->setMaterial("Gazebo/RedGlow");
-+ dPtr->sonarRay->setMaterial(Ogre::MaterialManager::getSingleton().getByName("Gazebo/RedGlow"));
- dPtr->sonarRay->AddPoint(0, 0, 0);
- dPtr->sonarRay->AddPoint(0, 0, 0);
-
-diff -ruN original/gazebo-9.0.0/gazebo/rendering/TransmitterVisual.cc patched/gazebo-9.0.0/gazebo/rendering/TransmitterVisual.cc
---- original/gazebo-9.0.0/gazebo/rendering/TransmitterVisual.cc 2018-01-25 23:25:48.000000000 +0100
-+++ patched/gazebo-9.0.0/gazebo/rendering/TransmitterVisual.cc 2018-06-02 21:38:32.640571364 +0200
-@@ -75,7 +75,7 @@
- TransmitterVisualPrivate *dPtr =
- reinterpret_cast<TransmitterVisualPrivate *>(this->dataPtr);
- dPtr->points = this->CreateDynamicLine(rendering::RENDERING_POINT_LIST);
-- dPtr->points->setMaterial("Gazebo/PointCloud");
-+ dPtr->points->setMaterial(Ogre::MaterialManager::getSingleton().getByName("Gazebo/PointCloud"));
- }
-
- /////////////////////////////////////////////////
-diff -ruN original/gazebo-9.0.0/gazebo/rendering/Visual.cc patched/gazebo-9.0.0/gazebo/rendering/Visual.cc
---- original/gazebo-9.0.0/gazebo/rendering/Visual.cc 2018-01-25 23:25:48.000000000 +0100
-+++ patched/gazebo-9.0.0/gazebo/rendering/Visual.cc 2018-06-02 21:40:40.440038072 +0200
-@@ -1068,7 +1068,7 @@
- Ogre::SimpleRenderable *simpleRenderable =
- dynamic_cast<Ogre::SimpleRenderable *>(obj);
- if (simpleRenderable)
-- simpleRenderable->setMaterial(this->dataPtr->myMaterialName);
-+ simpleRenderable->setMaterial(Ogre::MaterialManager::getSingleton().getByName(this->dataPtr->myMaterialName));
- }
- }
- }
-@@ -2134,7 +2134,7 @@
- transform[3][0] = transform[3][1] = transform[3][2] = 0;
- transform[3][3] = 1;
- // get oriented bounding box in object's local space
-- bb.transformAffine(transform);
-+ bb.transform(transform);
-
- min = Conversions::ConvertIgn(bb.getMinimum());
- max = Conversions::ConvertIgn(bb.getMaximum());
-diff -ruN original/gazebo-9.0.0/gazebo/rendering/WindowManager.cc patched/gazebo-9.0.0/gazebo/rendering/WindowManager.cc
---- original/gazebo-9.0.0/gazebo/rendering/WindowManager.cc 2018-01-25 23:25:48.000000000 +0100
-+++ patched/gazebo-9.0.0/gazebo/rendering/WindowManager.cc 2018-06-02 21:44:19.255703696 +0200
-@@ -188,9 +188,8 @@
-
- if (_windowId < this->dataPtr->windows.size())
- {
-- float lastFPS, bestFPS, worstFPS = 0;
-- this->dataPtr->windows[_windowId]->getStatistics(
-- lastFPS, avgFPS, bestFPS, worstFPS);
-+ auto stats = this->dataPtr->windows[_windowId]->getStatistics();
-+ avgFPS = stats.avgFPS;
- }
-
- return avgFPS;
-@@ -199,8 +198,10 @@
- //////////////////////////////////////////////////
- uint32_t WindowManager::TriangleCount(const uint32_t _windowId) const
- {
-- if (_windowId < this->dataPtr->windows.size())
-- return this->dataPtr->windows[_windowId]->getTriangleCount();
-+ if (_windowId < this->dataPtr->windows.size()) {
-+ auto stats = this->dataPtr->windows[_windowId]->getStatistics();
-+ return stats.triangleCount;
-+ }
- else
- return 0;
- }
-diff -ruN original/gazebo-9.0.0/gazebo/rendering/WireBox.cc patched/gazebo-9.0.0/gazebo/rendering/WireBox.cc
---- original/gazebo-9.0.0/gazebo/rendering/WireBox.cc 2018-01-25 23:25:48.000000000 +0100
-+++ patched/gazebo-9.0.0/gazebo/rendering/WireBox.cc 2018-06-02 21:39:38.540302005 +0200
-@@ -28,7 +28,7 @@
- {
- this->dataPtr->parent = _parent;
- this->dataPtr->lines = new DynamicLines(RENDERING_LINE_LIST);
-- this->dataPtr->lines->setMaterial("BaseWhiteNoLighting");
-+ this->dataPtr->lines->setMaterial(Ogre::MaterialManager::getSingleton().getByName("BaseWhiteNoLighting"));
- this->dataPtr->parent->AttachObject(this->dataPtr->lines);
- this->dataPtr->lines->setVisibilityFlags(GZ_VISIBILITY_GUI);
-
-diff -ruN original/gazebo-9.0.0/gazebo/rendering/WrenchVisual.cc patched/gazebo-9.0.0/gazebo/rendering/WrenchVisual.cc
---- original/gazebo-9.0.0/gazebo/rendering/WrenchVisual.cc 2018-01-25 23:25:48.000000000 +0100
-+++ patched/gazebo-9.0.0/gazebo/rendering/WrenchVisual.cc 2018-06-02 21:44:35.492292605 +0200
-@@ -150,7 +150,7 @@
- dPtr->forceLine = dPtr->forceVisual->CreateDynamicLine(RENDERING_LINE_LIST);
- dPtr->forceLine->AddPoint(ignition::math::Vector3d::Zero);
- dPtr->forceLine->AddPoint(ignition::math::Vector3d(0, 0, 0.1));
-- dPtr->forceLine->setMaterial("__GAZEBO_TRANS_PURPLE_MATERIAL__");
-+ dPtr->forceLine->setMaterial(Ogre::MaterialManager::getSingleton().getByName("__GAZEBO_TRANS_PURPLE_MATERIAL__"));
-
- this->SetVisibilityFlags(GZ_VISIBILITY_GUI);
- \ No newline at end of file