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History: Deferred Terrain Material Generator

Source of version: 6 (current)

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            {maketoc}


!!What does this do?

With Deferred Shading, you don't need to compute lighting in the terrain material itself, but you need to be compliant with a few important points:
*The normals must be computed in the eye-space and not in object-space
*The output COLOR must match what's defined by the GBuffer compositor (oColor0 = diffuse/specular, oColor1 = normal/depth)
*Which means you must output depth to oColor1 alpha channel

This Terrain Material Generator complies with the above points, while still providing proper texture blending to the diffuse and normal RGB channels. As a result, the terrain rendering is much faster and supports a virtually unlimited number of lights affecting it, plus real-time shadowing and self-shadowing.

!!Are there any flaws?

There is one flaw: When shadowing is enabled , you can see visible seams caused by shadow texture resolution at the sub-pages edges, as well as visible seams at peaks with low LOD. There should be a way to enhance this, but I'm not experienced enough with shaders and with the Terrain system to do it. If you do however, please notice me :)

I didn't extensively test composite map, so it might look bad, and LightMap isn't supported.

!!How does it look ?

Like this:
{IMG(src="tiki-download_file.php?fileId=2141",thumb="mouseover",height="256",width="256",desc="Preview")}{IMG}


!!__IMPORTANT NOTE__
In this material, you can see that there is oColor0, oColor1, and oColor2 in the Fragment Program. This is due to the fact I added another texture to my deferred shading shader to support colored specular maps. I don't think it should cause much troubles, but if it does just remove oColor2 declaration and value assignment in {CODE(wrap="1", colors="c++")}generateFpHeader{CODE} function.

!!Discussion thread
http://ogre3d.org/forums/viewtopic.php?f=11&t=71311

!!The Code

The generator's class name is TerrainMaterialGeneratorD. To use it, do this:

{CODE(wrap="1", colors="c++")}Ogre::TerrainGlobalOptions::getSingleton().setDefaultMaterialGenerator(Ogre::TerrainMaterialGeneratorPtr(new Ogre::TerrainMaterialGeneratorD));{CODE}

To enable shadows:
{CODE(wrap="1", colors="c++")}Ogre::TerrainGlobalOptions::getSingleton().setCastsDynamicShadows(true);{CODE}

!!-__TerrainMaterialGeneratorD.h__
{CODE(wrap="1", colors="c++")}
#ifndef __TerrainMaterialGeneratorD_H__
#define __TerrainMaterialGeneratorD_H__

#include "OgreTerrainPrerequisites.h"
#include "OgreTerrainMaterialGenerator.h"
#include "OgreGpuProgramParams.h"

namespace Ogre
{
	class PSSMShadowCameraSetup;

	/** \addtogroup Optional Components
	*  @{
	*/
	/** \addtogroup Terrain
	*  Some details on the terrain component
	*  @{
	*/

	/** A TerrainMaterialGenerator which can cope with normal mapped, specular mapped
		terrain. 
		@note Requires the Cg plugin to render correctly
	*/
	class TerrainMaterialGeneratorD : public TerrainMaterialGenerator
	{
	public:
		TerrainMaterialGeneratorD();
		~TerrainMaterialGeneratorD();

		/** Shader model 2 profile target. 
		*/
		class SM2Profile : public TerrainMaterialGenerator::Profile
		{
		public:
			SM2Profile(TerrainMaterialGenerator* parent, const String& name, const String& desc);
			~SM2Profile();
			MaterialPtr generate(const Terrain* terrain);
			MaterialPtr generateForCompositeMap(const Terrain* terrain);
			uint8 getMaxLayers(const Terrain* terrain) const;
			void updateParams(const MaterialPtr& mat, const Terrain* terrain);
			void updateParamsForCompositeMap(const MaterialPtr& mat, const Terrain* terrain);
			void requestOptions(Terrain* terrain);
			bool isVertexCompressionSupported() const;

			/** Whether to support a global colour map over the terrain in the shader,
				if it's present (default true). 
			*/
			bool isGlobalColourMapEnabled() const  { return mGlobalColourMapEnabled; }
			/** Whether to support a global colour map over the terrain in the shader,
			if it's present (default true). 
			*/
			void setGlobalColourMapEnabled(bool enabled);
			/** Whether to support a light map over the terrain in the shader,
			if it's present (default true). 
			*/
			bool isLightmapEnabled() const  { return mLightmapEnabled; }
			/** Whether to support a light map over the terrain in the shader,
			if it's present (default true). 
			*/
			void setLightmapEnabled(bool enabled);
			/** Whether to use the composite map to provide a lower LOD technique
				in the distance (default true). 
			*/
			bool isCompositeMapEnabled() const  { return mCompositeMapEnabled; }
			/** Whether to use the composite map to provide a lower LOD technique
			in the distance (default true). 
			*/
			void setCompositeMapEnabled(bool enabled);

			/// Internal
			bool _isSM3Available() const { return mSM3Available; }
			bool _isSM4Available() const { return mSM4Available; }
		
		protected:

			enum TechniqueType
			{
				HIGH_LOD, 
				LOW_LOD, 
				RENDER_COMPOSITE_MAP
			};
			void addTechnique(const MaterialPtr& mat, const Terrain* terrain, TechniqueType tt);

			/// Interface definition for helper class to generate shaders
			class ShaderHelper : public TerrainAlloc
			{
			public:
				ShaderHelper() {}
				virtual ~ShaderHelper() {}
				virtual HighLevelGpuProgramPtr generateVertexProgram(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt);
				virtual HighLevelGpuProgramPtr generateFragmentProgram(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt);
				virtual void updateParams(const SM2Profile* prof, const MaterialPtr& mat, const Terrain* terrain, bool compositeMap);
			protected:
				virtual String getVertexProgramName(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt);
				virtual String getFragmentProgramName(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt);
				virtual HighLevelGpuProgramPtr createVertexProgram(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt) = 0;
				virtual HighLevelGpuProgramPtr createFragmentProgram(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt) = 0;
				virtual void generateVertexProgramSource(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream);
				virtual void generateFragmentProgramSource(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream);
				virtual void generateVpHeader(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream) = 0;
				virtual void generateFpHeader(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream) = 0;
				virtual void generateVpLayer(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, uint layer, StringUtil::StrStreamType& outStream) = 0;
				virtual void generateFpLayer(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, uint layer, StringUtil::StrStreamType& outStream) = 0;
				virtual void generateVpFooter(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream) = 0;
				virtual void generateFpFooter(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream) = 0;
				virtual void defaultVpParams(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, const HighLevelGpuProgramPtr& prog);
				virtual void defaultFpParams(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, const HighLevelGpuProgramPtr& prog);
				virtual void updateVpParams(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, const GpuProgramParametersSharedPtr& params);
				virtual void updateFpParams(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, const GpuProgramParametersSharedPtr& params);
				static String getChannel(uint idx);

			};

			/// Utility class to help with generating shaders for Cg / HLSL.
			class ShaderHelperCg : public ShaderHelper
			{
			protected:
				HighLevelGpuProgramPtr createVertexProgram(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt);
				HighLevelGpuProgramPtr createFragmentProgram(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt);
				void generateVpHeader(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream);
				void generateFpHeader(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream);
				void generateVpLayer(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, uint layer, StringUtil::StrStreamType& outStream);
				void generateFpLayer(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, uint layer, StringUtil::StrStreamType& outStream);
				void generateVpFooter(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream);
				void generateFpFooter(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream);
			};

			ShaderHelper* mShaderGen;
			bool mGlobalColourMapEnabled;
			bool mLightmapEnabled;
			bool mCompositeMapEnabled;
			bool mSM3Available;
			bool mSM4Available;
		};




	};



	/** @} */
	/** @} */


}

#endif

{CODE}


!!-__TerrainMaterialGeneratorD.cpp__
{CODE(wrap="1", colors="c++")}
#include "TerrainMaterialGeneratorD.h"
#include "OgreTerrain.h"
#include "OgreMaterialManager.h"
#include "OgreTechnique.h"
#include "OgrePass.h"
#include "OgreTextureUnitState.h"
#include "OgreGpuProgramManager.h"
#include "OgreHighLevelGpuProgramManager.h"
#include "OgreHardwarePixelBuffer.h"

namespace Ogre
{
	//---------------------------------------------------------------------
	TerrainMaterialGeneratorD::TerrainMaterialGeneratorD()
	{
		// define the layers
		// We expect terrain textures to have no alpha, so we use the alpha channel
		// in the albedo texture to store specular reflection
		// similarly we double-up the normal and height (for parallax)
		mLayerDecl.samplers.push_back(TerrainLayerSampler("albedo_specular", PF_BYTE_RGBA));
		mLayerDecl.samplers.push_back(TerrainLayerSampler("normal_height", PF_BYTE_RGBA));
		
		mLayerDecl.elements.push_back(
			TerrainLayerSamplerElement(0, TLSS_ALBEDO, 0, 3));
		mLayerDecl.elements.push_back(
			TerrainLayerSamplerElement(0, TLSS_SPECULAR, 3, 1));
		mLayerDecl.elements.push_back(
			TerrainLayerSamplerElement(1, TLSS_NORMAL, 0, 3));
		mLayerDecl.elements.push_back(
			TerrainLayerSamplerElement(1, TLSS_HEIGHT, 3, 1));


		mProfiles.push_back(OGRE_NEW SM2Profile(this, "SM2", "Profile for rendering on Shader Model 2 capable cards"));
		// TODO - check hardware capabilities & use fallbacks if required (more profiles needed)
		setActiveProfile("SM2");

	}
	//---------------------------------------------------------------------
	TerrainMaterialGeneratorD::~TerrainMaterialGeneratorD()
	{

	}
	//---------------------------------------------------------------------
	//---------------------------------------------------------------------
	TerrainMaterialGeneratorD::SM2Profile::SM2Profile(TerrainMaterialGenerator* parent, const String& name, const String& desc)
		: Profile(parent, name, desc)
		, mShaderGen(0)
		, mGlobalColourMapEnabled(false)
		, mLightmapEnabled(false)
		, mCompositeMapEnabled(false)
	{

	}
	//---------------------------------------------------------------------
	TerrainMaterialGeneratorD::SM2Profile::~SM2Profile()
	{
		OGRE_DELETE mShaderGen;
	}	
	//---------------------------------------------------------------------
	void TerrainMaterialGeneratorD::SM2Profile::requestOptions(Terrain* terrain)
	{
		terrain->_setMorphRequired(true);
		terrain->_setNormalMapRequired(true);
		terrain->_setLightMapRequired(mLightmapEnabled, true);
		terrain->_setCompositeMapRequired(mCompositeMapEnabled);
	}
	//---------------------------------------------------------------------
	bool TerrainMaterialGeneratorD::SM2Profile::isVertexCompressionSupported() const
	{
		return true;
	}
	//---------------------------------------------------------------------
	void  TerrainMaterialGeneratorD::SM2Profile::setGlobalColourMapEnabled(bool enabled)
	{
		if (enabled != mGlobalColourMapEnabled)
		{
			mGlobalColourMapEnabled = enabled;
			mParent->_markChanged();
		}
	}
	//---------------------------------------------------------------------
	void  TerrainMaterialGeneratorD::SM2Profile::setLightmapEnabled(bool enabled)
	{
		if (enabled != mLightmapEnabled)
		{
			mLightmapEnabled = enabled;
			mParent->_markChanged();
		}
	}
	//---------------------------------------------------------------------
	void  TerrainMaterialGeneratorD::SM2Profile::setCompositeMapEnabled(bool enabled)
	{
		if (enabled != mCompositeMapEnabled)
		{
			mCompositeMapEnabled = enabled;
			mParent->_markChanged();
		}
	}
	//---------------------------------------------------------------------
	uint8 TerrainMaterialGeneratorD::SM2Profile::getMaxLayers(const Terrain* terrain) const
	{
		// count the texture units free
		uint8 freeTextureUnits = 16;
		// lightmap
		--freeTextureUnits;
		// normalmap
		--freeTextureUnits;
		// colourmap
		if (terrain->getGlobalColourMapEnabled())
			--freeTextureUnits;

		// each layer needs 2.25 units (1xdiffusespec, 1xnormalheight, 0.25xblend)
		return static_cast<uint8>(freeTextureUnits / 2.25f);
		

	}
	//---------------------------------------------------------------------
	MaterialPtr TerrainMaterialGeneratorD::SM2Profile::generate(const Terrain* terrain)
	{
		// re-use old material if exists
		MaterialPtr mat = terrain->_getMaterial();
		if (mat.isNull())
		{
			MaterialManager& matMgr = MaterialManager::getSingleton();

			// it's important that the names are deterministic for a given terrain, so
			// use the terrain pointer as an ID
			const String& matName = terrain->getMaterialName();
			mat = matMgr.getByName(matName);
			if (mat.isNull())
			{
				mat = matMgr.create(matName, ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
			}
		}
		// clear everything
		mat->removeAllTechniques();
	
		addTechnique(mat, terrain, HIGH_LOD);

		// LOD
		if(mCompositeMapEnabled)
		{
			addTechnique(mat, terrain, LOW_LOD);
			Material::LodValueList lodValues;
			lodValues.push_back(TerrainGlobalOptions::getSingleton().getCompositeMapDistance());
			mat->setLodLevels(lodValues);
			Technique* lowLodTechnique = mat->getTechnique(1);
			lowLodTechnique->setLodIndex(1);
		}

		updateParams(mat, terrain);

		return mat;

	}
	//---------------------------------------------------------------------
	MaterialPtr TerrainMaterialGeneratorD::SM2Profile::generateForCompositeMap(const Terrain* terrain)
	{
		// re-use old material if exists
		MaterialPtr mat = terrain->_getCompositeMapMaterial();
		if (mat.isNull())
		{
			MaterialManager& matMgr = MaterialManager::getSingleton();

			// it's important that the names are deterministic for a given terrain, so
			// use the terrain pointer as an ID
			const String& matName = terrain->getMaterialName() + "/comp";
			mat = matMgr.getByName(matName);
			if (mat.isNull())
			{
				mat = matMgr.create(matName, ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
			}
		}
		// clear everything
		mat->removeAllTechniques();

		addTechnique(mat, terrain, RENDER_COMPOSITE_MAP);

		updateParamsForCompositeMap(mat, terrain);

		return mat;

	}
	//---------------------------------------------------------------------
	void TerrainMaterialGeneratorD::SM2Profile::addTechnique(
		const MaterialPtr& mat, const Terrain* terrain, TechniqueType tt)
	{
		Technique* tech = mat->createTechnique();
		tech->setSchemeName("GBuffer");

		// Only supporting one pass
		Pass* pass = tech->createPass();
		//pass->setName("NO_DEFERRED");

		GpuProgramManager& gmgr = GpuProgramManager::getSingleton();
		HighLevelGpuProgramManager& hmgr = HighLevelGpuProgramManager::getSingleton();
		if (!mShaderGen)
		{
			if (hmgr.isLanguageSupported("cg"))
				mShaderGen = OGRE_NEW ShaderHelperCg();
			else
			{
				// todo
			}

			// check SM3 features
			mSM3Available = GpuProgramManager::getSingleton().isSyntaxSupported("ps_3_0");
			mSM4Available = GpuProgramManager::getSingleton().isSyntaxSupported("ps_4_0");

		}
		HighLevelGpuProgramPtr vprog = mShaderGen->generateVertexProgram(this, terrain, tt);
		HighLevelGpuProgramPtr fprog = mShaderGen->generateFragmentProgram(this, terrain, tt);

		pass->setVertexProgram(vprog->getName());
		pass->setFragmentProgram(fprog->getName());

		if (tt == HIGH_LOD || tt == RENDER_COMPOSITE_MAP)
		{
			// global normal map
			TextureUnitState* tu = pass->createTextureUnitState();
			tu->setTextureName(terrain->getTerrainNormalMap()->getName());
			tu->setTextureAddressingMode(TextureUnitState::TAM_CLAMP);

			// global colour map
			if (terrain->getGlobalColourMapEnabled() && isGlobalColourMapEnabled())
			{
				tu = pass->createTextureUnitState(terrain->getGlobalColourMap()->getName());
				tu->setTextureAddressingMode(TextureUnitState::TAM_CLAMP);
			}

			// light map
			if (isLightmapEnabled())
			{
				tu = pass->createTextureUnitState(terrain->getLightmap()->getName());
				tu->setTextureAddressingMode(TextureUnitState::TAM_CLAMP);
			}

			// blend maps
			uint maxLayers = getMaxLayers(terrain);
			uint numBlendTextures = std::min(terrain->getBlendTextureCount(maxLayers), terrain->getBlendTextureCount());
			uint numLayers = std::min(maxLayers, static_cast<uint>(terrain->getLayerCount()));
			for (uint i = 0; i < numBlendTextures; ++i)
			{
				tu = pass->createTextureUnitState(terrain->getBlendTextureName(i));
				tu->setTextureAddressingMode(TextureUnitState::TAM_CLAMP);
			}

			// layer textures
			for (uint 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
			TextureUnitState* tu = pass->createTextureUnitState();
			tu->setTextureName(terrain->getCompositeMap()->getName());
			tu->setTextureAddressingMode(TextureUnitState::TAM_CLAMP);

			// That's it!

		}
	}
	//---------------------------------------------------------------------
	void TerrainMaterialGeneratorD::SM2Profile::updateParams(const MaterialPtr& mat, const Terrain* terrain)
	{
		mShaderGen->updateParams(this, mat, terrain, false);

	}
	//---------------------------------------------------------------------
	void TerrainMaterialGeneratorD::SM2Profile::updateParamsForCompositeMap(const MaterialPtr& mat, const Terrain* terrain)
	{
		mShaderGen->updateParams(this, mat, terrain, true);
	}
	//---------------------------------------------------------------------
	//---------------------------------------------------------------------
	HighLevelGpuProgramPtr 
		TerrainMaterialGeneratorD::SM2Profile::ShaderHelper::generateVertexProgram(
			const SM2Profile* prof, const Terrain* terrain, TechniqueType tt)
	{
		HighLevelGpuProgramPtr ret = createVertexProgram(prof, terrain, tt);

		StringUtil::StrStreamType sourceStr;
		generateVertexProgramSource(prof, terrain, tt, sourceStr);
		ret->setSource(sourceStr.str());
		ret->load();
		defaultVpParams(prof, terrain, tt, ret);
#if OGRE_DEBUG_MODE
		LogManager::getSingleton().stream(LML_TRIVIAL) << "*** Terrain Vertex Program: " 
			<< ret->getName() << " ***\n" << ret->getSource() << "\n***   ***";
#endif

		return ret;

	}
	//---------------------------------------------------------------------
	HighLevelGpuProgramPtr 
	TerrainMaterialGeneratorD::SM2Profile::ShaderHelper::generateFragmentProgram(
		const SM2Profile* prof, const Terrain* terrain, TechniqueType tt)
	{
		HighLevelGpuProgramPtr ret = createFragmentProgram(prof, terrain, tt);

		StringUtil::StrStreamType sourceStr;
		generateFragmentProgramSource(prof, terrain, tt, sourceStr);
		ret->setSource(sourceStr.str());
		ret->load();
		defaultFpParams(prof, terrain, tt, ret);

#if 1
		LogManager::getSingleton().stream(LML_CRITICAL) << "*** Terrain Fragment Program: " 
			<< ret->getName() << " ***\n" << ret->getSource() << "\n***   ***";
#endif

		return ret;
	}
	//---------------------------------------------------------------------
	void TerrainMaterialGeneratorD::SM2Profile::ShaderHelper::generateVertexProgramSource(
		const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream)
	{
		generateVpHeader(prof, terrain, tt, outStream);

		if (tt != LOW_LOD)
		{
			uint maxLayers = prof->getMaxLayers(terrain);
			uint numLayers = std::min(maxLayers, static_cast<uint>(terrain->getLayerCount()));

			for (uint i = 0; i < numLayers; ++i)
				generateVpLayer(prof, terrain, tt, i, outStream);
		}

		generateVpFooter(prof, terrain, tt, outStream);

	}
	//---------------------------------------------------------------------
	void TerrainMaterialGeneratorD::SM2Profile::ShaderHelper::generateFragmentProgramSource(
		const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream)
	{
		generateFpHeader(prof, terrain, tt, outStream);

		if (tt != LOW_LOD)
		{
			uint maxLayers = prof->getMaxLayers(terrain);
			uint numLayers = std::min(maxLayers, static_cast<uint>(terrain->getLayerCount()));

			for (uint i = 0; i < numLayers; ++i)
				generateFpLayer(prof, terrain, tt, i, outStream);
		}

		generateFpFooter(prof, terrain, tt, outStream);
	}
	//---------------------------------------------------------------------
	void TerrainMaterialGeneratorD::SM2Profile::ShaderHelper::defaultVpParams(
		const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, const HighLevelGpuProgramPtr& prog)
	{
		GpuProgramParametersSharedPtr params = prog->getDefaultParameters();
		params->setIgnoreMissingParams(true);
		params->setNamedAutoConstant("worldMatrix", GpuProgramParameters::ACT_WORLD_MATRIX);
		params->setNamedAutoConstant("viewMatrix", GpuProgramParameters::ACT_WORLDVIEW_MATRIX);
		params->setNamedAutoConstant("viewProjMatrix", GpuProgramParameters::ACT_VIEWPROJ_MATRIX);
		params->setNamedAutoConstant("lodMorph", GpuProgramParameters::ACT_CUSTOM, 
			Terrain::LOD_MORPH_CUSTOM_PARAM);
		params->setNamedAutoConstant("fogParams", GpuProgramParameters::ACT_FOG_PARAMS);

		if (terrain->_getUseVertexCompression() && tt != RENDER_COMPOSITE_MAP)
		{
			Matrix4 posIndexToObjectSpace;
			terrain->getPointTransform(&posIndexToObjectSpace);
			params->setNamedConstant("posIndexToObjectSpace", posIndexToObjectSpace);
		}

		
		
	}
	//---------------------------------------------------------------------
	void TerrainMaterialGeneratorD::SM2Profile::ShaderHelper::defaultFpParams(
		const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, const HighLevelGpuProgramPtr& prog)
	{
		GpuProgramParametersSharedPtr params = prog->getDefaultParameters();
		params->setIgnoreMissingParams(true);
		params->setNamedAutoConstant("fogColour", GpuProgramParameters::ACT_FOG_COLOUR);
		params->setNamedAutoConstant("cFarDistance", Ogre::GpuProgramParameters::ACT_FAR_CLIP_DISTANCE);
		params->setNamedAutoConstant("viewMatrix", GpuProgramParameters::ACT_WORLDVIEW_MATRIX); // tout sauf Z : VIEW_MATRIX
	}
	//---------------------------------------------------------------------
	void TerrainMaterialGeneratorD::SM2Profile::ShaderHelper::updateParams(
		const SM2Profile* prof, const MaterialPtr& mat, const Terrain* terrain, bool compositeMap)
	{
		Pass* p = mat->getTechnique(0)->getPass(0);
		if (compositeMap)
		{
			updateVpParams(prof, terrain, RENDER_COMPOSITE_MAP, p->getVertexProgramParameters());
			updateFpParams(prof, terrain, RENDER_COMPOSITE_MAP, p->getFragmentProgramParameters());
		}
		else
		{
			// high lod
			updateVpParams(prof, terrain, HIGH_LOD, p->getVertexProgramParameters());
			updateFpParams(prof, terrain, HIGH_LOD, p->getFragmentProgramParameters());

			if(prof->isCompositeMapEnabled())
			{
				// low lod
				p = mat->getTechnique(1)->getPass(0);
				updateVpParams(prof, terrain, LOW_LOD, p->getVertexProgramParameters());
				updateFpParams(prof, terrain, LOW_LOD, p->getFragmentProgramParameters());
			}
		}
	}
	//---------------------------------------------------------------------
	void TerrainMaterialGeneratorD::SM2Profile::ShaderHelper::updateVpParams(
		const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, const GpuProgramParametersSharedPtr& params)
	{
		params->setIgnoreMissingParams(true);
		uint maxLayers = prof->getMaxLayers(terrain);
		uint numLayers = std::min(maxLayers, static_cast<uint>(terrain->getLayerCount()));
		uint numUVMul = numLayers / 4;
		if (numLayers % 4)
			++numUVMul;
		for (uint i = 0; i < numUVMul; ++i)
		{
			Vector4 uvMul(
				terrain->getLayerUVMultiplier(i * 4), 
				terrain->getLayerUVMultiplier(i * 4 + 1), 
				terrain->getLayerUVMultiplier(i * 4 + 2), 
				terrain->getLayerUVMultiplier(i * 4 + 3) 
				);
			params->setNamedConstant("uvMul_" + StringConverter::toString(i), uvMul);
		}
		
		if (terrain->_getUseVertexCompression() && tt != RENDER_COMPOSITE_MAP)
		{
			Real baseUVScale = 1.0f / (terrain->getSize() - 1);
			params->setNamedConstant("baseUVScale", baseUVScale);
		}

	}
	//---------------------------------------------------------------------
	void TerrainMaterialGeneratorD::SM2Profile::ShaderHelper::updateFpParams(
		const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, const GpuProgramParametersSharedPtr& params)
	{
		params->setIgnoreMissingParams(true);
		// TODO - parameterise this?
		/*Vector4 scaleBiasSpecular(0.03, -0.04, 32, 1);
		params->setNamedConstant("scaleBiasSpecular", scaleBiasSpecular);*/

	}
	//---------------------------------------------------------------------
	String TerrainMaterialGeneratorD::SM2Profile::ShaderHelper::getChannel(uint idx)
	{
		uint rem = idx % 4;
		switch(rem)
		{
		case 0:
		default:
			return "r";
		case 1:
			return "g";
		case 2:
			return "b";
		case 3:
			return "a";
		};
	}
	//---------------------------------------------------------------------
	String TerrainMaterialGeneratorD::SM2Profile::ShaderHelper::getVertexProgramName(
		const SM2Profile* prof, const Terrain* terrain, TechniqueType tt)
	{
		String progName = terrain->getMaterialName() + "/sm2/vp";

		switch(tt)
		{
		case HIGH_LOD:
			progName += "/hlod";
			break;
		case LOW_LOD:
			progName += "/llod";
			break;
		case RENDER_COMPOSITE_MAP:
			progName += "/comp";
			break;
		}

		return progName;

	}
	//---------------------------------------------------------------------
	String TerrainMaterialGeneratorD::SM2Profile::ShaderHelper::getFragmentProgramName(
		const SM2Profile* prof, const Terrain* terrain, TechniqueType tt)
	{

		String progName = terrain->getMaterialName() + "/sm2/fp";

		switch(tt)
		{
		case HIGH_LOD:
			progName += "/hlod";
			break;
		case LOW_LOD:
			progName += "/llod";
			break;
		case RENDER_COMPOSITE_MAP:
			progName += "/comp";
			break;
		}

		return progName;
	}
	//---------------------------------------------------------------------
	//---------------------------------------------------------------------
	HighLevelGpuProgramPtr
	TerrainMaterialGeneratorD::SM2Profile::ShaderHelperCg::createVertexProgram(
		const SM2Profile* prof, const Terrain* terrain, TechniqueType tt)
	{
		HighLevelGpuProgramManager& mgr = HighLevelGpuProgramManager::getSingleton();
		String progName = getVertexProgramName(prof, terrain, tt);
		HighLevelGpuProgramPtr ret = mgr.getByName(progName);
		if (ret.isNull())
		{
			ret = mgr.createProgram(progName, ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, 
				"cg", GPT_VERTEX_PROGRAM);
		}
		else
		{
			ret->unload();
		}

		ret->setParameter("profiles", "vs_4_0 vs_3_0 vs_2_0 arbvp1");
		ret->setParameter("entry_point", "main_vp");

		return ret;

	}
	//---------------------------------------------------------------------
	HighLevelGpuProgramPtr
		TerrainMaterialGeneratorD::SM2Profile::ShaderHelperCg::createFragmentProgram(
			const SM2Profile* prof, const Terrain* terrain, TechniqueType tt)
	{
		HighLevelGpuProgramManager& mgr = HighLevelGpuProgramManager::getSingleton();
		String progName = getFragmentProgramName(prof, terrain, tt);

		HighLevelGpuProgramPtr ret = mgr.getByName(progName);
		if (ret.isNull())
		{
			ret = mgr.createProgram(progName, ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, 
				"cg", GPT_FRAGMENT_PROGRAM);
		}
		else
		{
			ret->unload();
		}
		
		ret->setParameter("profiles", "ps_4_0 ps_3_0 ps_2_x fp40 arbfp1");
		ret->setParameter("entry_point", "main_fp");

		return ret;

	}
	//---------------------------------------------------------------------
	void TerrainMaterialGeneratorD::SM2Profile::ShaderHelperCg::generateVpHeader(
		const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream)
	{
		outStream << 
			"void main_vp(\n";
		bool compression = terrain->_getUseVertexCompression() && tt != RENDER_COMPOSITE_MAP;
		if (compression)
		{
			outStream << 
				"float2 posIndex : POSITION,\n"
				"float height  : TEXCOORD0,\n";
		}
		else
		{
			outStream <<
				"float4 pos : POSITION,\n"
				"float2 uv  : TEXCOORD0,\n";

		}
		if (tt != RENDER_COMPOSITE_MAP)
			outStream << "float2 delta  : TEXCOORD1,\n"; // lodDelta, lodThreshold

		outStream << 
			"uniform float4x4 worldMatrix,\n"
			"uniform float4x4 viewMatrix,\n"
			"uniform float4x4 viewProjMatrix,\n"
			"uniform float2   lodMorph,\n"; // morph amount, morph LOD target

		if (compression)
		{
			outStream << 
				"uniform float4x4   posIndexToObjectSpace,\n"
				"uniform float    baseUVScale,\n";
		}
		// uv multipliers
		uint maxLayers = prof->getMaxLayers(terrain);
		uint numLayers = std::min(maxLayers, static_cast<uint>(terrain->getLayerCount()));
		uint numUVMultipliers = (numLayers / 4);
		if (numLayers % 4)
			++numUVMultipliers;
		for (uint i = 0; i < numUVMultipliers; ++i)
			outStream << "uniform float4 uvMul_" << i << ", \n";

		outStream <<
			"out float4 oPos : POSITION,\n"
			"out float4 oPosObj : TEXCOORD0\n";

		uint texCoordSet = 1;
		outStream <<
			", out float4 oUVMisc : TEXCOORD" << texCoordSet++ <<" // xy = uv, z = camDepth\n";

		// layer UV's premultiplied, packed as xy/zw
		uint numUVSets = numLayers / 2;
		if (numLayers % 2)
			++numUVSets;
		if (tt != LOW_LOD)
		{
			for (uint 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() != FOG_NONE && tt != RENDER_COMPOSITE_MAP;
		if (fog)
		{
			outStream <<
				", uniform float4 fogParams\n"
				", out float fogVal : COLOR\n";
		}

		// check we haven't exceeded texture coordinates
		if (texCoordSet > 8)
		{
			OGRE_EXCEPT(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 = mul(viewMatrix, 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 Terrain::ALIGN_X_Y:
				outStream << "	worldPos.z += delta.x * toMorph * lodMorph.x;\n";
				break;
			case Terrain::ALIGN_X_Z:
				outStream << "	worldPos.y += delta.x * toMorph * lodMorph.x;\n";
				break;
			case Terrain::ALIGN_Y_Z:
				outStream << "	worldPos.x += delta.x * toMorph * lodMorph.x;\n";
				break;
			};
		}


		// generate UVs
		if (tt != LOW_LOD)
		{
			for (uint i = 0; i < numUVSets; ++i)
			{
				uint layer  =  i * 2;
				uint 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";
				
			}

		}	


	}
	//---------------------------------------------------------------------
	void TerrainMaterialGeneratorD::SM2Profile::ShaderHelperCg::generateFpHeader(
		const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream)
	{

		// Main header
		outStream << 
			// helpers
			"float4 expand(float4 v)\n"
			"{ \n"
			"	return v * 2 - 1;\n"
			"}\n\n\n";

		outStream << 
			"void main_fp(\n"
			"float4 position : TEXCOORD0,\n"
			" out float4 oColor0 : COLOR0,\n"
			" out float4 oColor1 : COLOR1,\n"
			" out float4 oColor2 : COLOR2,\n"
			"uniform float cFarDistance,\n"
			"uniform float4x4 viewMatrix,\n";


		uint texCoordSet = 1;
		outStream <<
			"float4 uvMisc : TEXCOORD" << texCoordSet++ << ",\n";

		// UV's premultiplied, packed as xy/zw
		uint maxLayers = prof->getMaxLayers(terrain);
		uint numBlendTextures = std::min(terrain->getBlendTextureCount(maxLayers), terrain->getBlendTextureCount());
		uint numLayers = std::min(maxLayers, static_cast<uint>(terrain->getLayerCount()));
		uint numUVSets = numLayers / 2;
		if (numLayers % 2)
			++numUVSets;
		if (tt != LOW_LOD)
		{
			for (uint i = 0; i < numUVSets; ++i)
			{
				outStream <<
					"float4 layerUV" << i << " : TEXCOORD" << texCoordSet++ << ", \n";
			}

		}
		if (prof->getParent()->getDebugLevel() && tt != RENDER_COMPOSITE_MAP)
		{
			outStream << "float2 lodInfo : TEXCOORD" << texCoordSet++ << ", \n";
		}

		bool fog = terrain->getSceneManager()->getFogMode() != FOG_NONE && tt != RENDER_COMPOSITE_MAP;
		if (fog)
		{
			outStream <<
				"uniform float3 fogColour, \n"
				"float fogVal : COLOR,\n";
		}

		uint currentSamplerIdx = 0;

		if (tt == LOW_LOD)
		{
			// single composite map covers all the others below
			outStream << 
				"uniform sampler2D compositeMap : register(s" << currentSamplerIdx++ << ")\n";
		}
		else
		{
			outStream << 
				"uniform sampler2D globalNormal : register(s" << currentSamplerIdx++ << ")\n";


			if (terrain->getGlobalColourMapEnabled() && prof->isGlobalColourMapEnabled())
			{
				outStream << ", uniform sampler2D globalColourMap : register(s" 
					<< currentSamplerIdx++ << ")\n";
			}

			// Blend textures - sampler definitions
			for (uint i = 0; i < numBlendTextures; ++i)
			{
				outStream << ", uniform sampler2D blendTex" << i 
					<< " : register(s" << currentSamplerIdx++ << ")\n";
			}

			// Layer textures - sampler definitions & UV multipliers
			for (uint i = 0; i < numLayers; ++i)
			{
				outStream << ", uniform sampler2D difftex" << i 
					<< " : register(s" << currentSamplerIdx++ << ")\n";
				outStream << ", uniform sampler2D normtex" << i 
					<< " : register(s" << currentSamplerIdx++ << ")\n";
			}
		}

		// check we haven't exceeded samplers
		if (currentSamplerIdx > 16)
		{
			OGRE_EXCEPT(Exception::ERR_INVALIDPARAMS, 
				"Requested options require too many texture samplers! Try reducing the number of layers.",
				__FUNCTION__);
		}

		outStream << 
			") \n"
			"{\n"
			"	float2 uv = uvMisc.xy;\n"
			// base colour
			"	oColor0 = float4(0,0,0,0);\n"
			"   oColor1 = oColor2 = float4(1,1,1,1);\n";

		if (tt != LOW_LOD)
		{
			outStream << 
				"	float3 normal = expand(tex2D(globalNormal, uv));\n";
		}

		

			// set up accumulation areas
		outStream << "	float3 diffuse = float3(0,0,0);\n"
			"	float specular = 0;\n";


		if (tt == LOW_LOD)
		{
			// we just do a single calculation from composite map
			outStream <<
				"	float4 composite = tex2D(compositeMap, uv);\n"
				"	diffuse = composite.rgb;\n";
			// TODO - specular; we'll need normals for this!
		}
		else
		{
			// set up the blend values
			for (uint i = 0; i < numBlendTextures; ++i)
			{
				outStream << "	float4 blendTexVal" << i << " = tex2D(blendTex" << i << ", uv);\n";
			}

			// 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 Terrain::ALIGN_X_Y:
			case Terrain::ALIGN_X_Z:
				outStream << "	float3 tangent = float3(1, 0, 0);\n";
				break;
			case Terrain::ALIGN_Y_Z:
				outStream << "	float3 tangent = float3(0, 0, -1);\n";
				break;
			};

			// We must do normal calculations here instead of the vertex program because terrain normals
			// are provided by the "normal" texture, and not in vertex info. We multiply it by the viewMatrix
			// so the normals are in eye-space instead of object-space, as required by deferred shading.
			outStream << "	normal = mul(viewMatrix, float4(normal,0)).xyz;" << std::endl;
			outStream << "	tangent = mul(viewMatrix, float4(tangent,0)).xyz;" << std::endl;
			outStream << "	float3 binormal = cross(normal, tangent);" << std::endl;

			// derive final matrix
			outStream << "	float3x3 TBN = float3x3(tangent, binormal, normal);\n";
	
			// set up lighting result placeholders for interpolation
			outStream << "	float3 TSnormal;\n";
		}


	}
	//---------------------------------------------------------------------
	void TerrainMaterialGeneratorD::SM2Profile::ShaderHelperCg::generateVpLayer(
		const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, uint layer, StringUtil::StrStreamType& outStream)
	{
		// nothing to do
	}
	//---------------------------------------------------------------------
	void TerrainMaterialGeneratorD::SM2Profile::ShaderHelperCg::generateFpLayer(
		const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, uint layer, StringUtil::StrStreamType& outStream)
	{
		uint uvIdx = layer / 2;
		String uvChannels = (layer % 2) ? ".zw" : ".xy";
		uint blendIdx = (layer-1) / 4;
		String blendChannel = getChannel(layer-1);
		String blendWeightStr = String("blendTexVal") + 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 << "	float2 uv" << layer << " = layerUV" << uvIdx << uvChannels << ";\n";

		// access TS normal map
		outStream << "	TSnormal = expand(tex2D(normtex" << layer << ", uv" << layer << ")).rgb;\n";
		if (layer)
		{	
			outStream << "  oColor1.rgb = lerp(oColor1.rgb, TSnormal, " << blendWeightStr << ");\n";
		}
		else
		{
			outStream << "  oColor1.rgb = TSnormal;\n";
		}

		// sample diffuse texture
		outStream << "	float4 diffuseSpecTex" << layer 
			<< " = tex2D(difftex" << layer << ", uv" << layer << ");\n";

		// apply to common
		if (!layer)
		{
			outStream << "	diffuse = diffuseSpecTex0.rgb;\n";
			outStream << "	specular = diffuseSpecTex0.a;\n";
		}
		else
		{
			outStream << "	diffuse = lerp(diffuse, diffuseSpecTex" << layer 
				<< ".rgb, " << blendWeightStr << ");\n";
			outStream << "	specular = lerp(specular, diffuseSpecTex" << layer 
				<< ".a, " << 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 TerrainMaterialGeneratorD::SM2Profile::ShaderHelperCg::generateVpFooter(
		const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream)
	{

		outStream << 
			"	oPos = mul(viewProjMatrix, worldPos);\n" 
			"	oUVMisc.xy = uv.xy;\n";

		bool fog = terrain->getSceneManager()->getFogMode() != FOG_NONE && tt != RENDER_COMPOSITE_MAP;
		if (fog)
		{
			if (terrain->getSceneManager()->getFogMode() == FOG_LINEAR)
			{
				outStream <<
					"	fogVal = saturate((oPos.z - fogParams.y) * fogParams.w);\n";
			}
			else
			{
				outStream <<
					"	fogVal = 1 - saturate(1 / (exp(oPos.z * fogParams.x)));\n";
			}
		}
		

		outStream << 
			"}\n";


	}
	//---------------------------------------------------------------------
	void TerrainMaterialGeneratorD::SM2Profile::ShaderHelperCg::generateFpFooter(
		const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream)
	{

		if (terrain->getGlobalColourMapEnabled() && prof->isGlobalColourMapEnabled())
		{
			// sample colour map and apply to diffuse
			outStream << "	diffuse *= tex2D(globalColourMap, uv).rgb;\n";
		}

		// diffuse lighting
		outStream << "	oColor0.rgb += diffuse;\n"
				"   oColor0.a += specular;\n";

		bool fog = terrain->getSceneManager()->getFogMode() != FOG_NONE && tt != RENDER_COMPOSITE_MAP;
		if (fog)
		{
			outStream << "	oColor0.rgb = lerp(oColor0.rgb, fogColour, fogVal);\n";
		}

		// Final return
		outStream << "  oColor1 = float4(normalize(mul(oColor1.rgb, TBN)), length(position) / cFarDistance);\n"
			<< "}\n";

	}
	//---------------------------------------------------------------------
}

{CODE}