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@ -204,7 +204,7 @@ public:
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}
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};
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osg::ref_ptr<osg::Shader> readShader (osg::Shader::Type type, const std::string& file)
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osg::ref_ptr<osg::Shader> readShader (osg::Shader::Type type, const std::string& file, const std::map<std::string, std::string>& defineMap = std::map<std::string, std::string>())
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{
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osg::ref_ptr<osg::Shader> shader (new osg::Shader(type));
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@ -213,7 +213,17 @@ osg::ref_ptr<osg::Shader> readShader (osg::Shader::Type type, const std::string&
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inStream.open(boost::filesystem::path(file));
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std::stringstream strstream;
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strstream << inStream.rdbuf();
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shader->setShaderSource(strstream.str());
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std::string shaderSource = strstream.str();
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for (std::map<std::string, std::string>::const_iterator it = defineMap.begin(); it != defineMap.end(); ++it)
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{
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size_t pos = shaderSource.find(it->first);
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if (pos != std::string::npos)
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shaderSource.replace(pos, it->first.length(), it->second);
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}
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shader->setShaderSource(shaderSource);
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return shader;
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}
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@ -429,7 +439,44 @@ Water::Water(osg::Group *parent, osg::Group* sceneRoot, Resource::ResourceSystem
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createShaderWaterStateSet(mWaterGeode, mReflection, mRefraction);
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updateWaterMaterial();
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}
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void Water::updateWaterMaterial()
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{
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// TODO: add ingame setting for texture quality
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if (mReflection)
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{
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mParent->removeChild(mReflection);
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mReflection = NULL;
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}
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if (mRefraction)
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{
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mParent->removeChild(mRefraction);
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mRefraction = NULL;
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}
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if (Settings::Manager::getBool("shader", "Water"))
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{
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mReflection = new Reflection;
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mReflection->setWaterLevel(mTop);
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mReflection->setScene(mSceneRoot);
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mParent->addChild(mReflection);
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if (Settings::Manager::getBool("refraction", "Water"))
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{
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mRefraction = new Refraction;
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mRefraction->setWaterLevel(mTop);
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mRefraction->setScene(mSceneRoot);
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mParent->addChild(mRefraction);
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}
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createShaderWaterStateSet(mWaterGeode, mReflection, mRefraction);
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}
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else
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createSimpleWaterStateSet(mWaterGeode);
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updateVisible();
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}
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void Water::createSimpleWaterStateSet(osg::Node* node)
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@ -462,20 +509,19 @@ void Water::createSimpleWaterStateSet(osg::Node* node)
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osg::ref_ptr<NifOsg::FlipController> controller (new NifOsg::FlipController(0, 2/32.f, textures));
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controller->setSource(boost::shared_ptr<SceneUtil::ControllerSource>(new SceneUtil::FrameTimeSource));
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node->addUpdateCallback(controller);
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node->setUpdateCallback(controller);
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node->setStateSet(stateset);
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stateset->setTextureAttributeAndModes(0, textures[0], osg::StateAttribute::ON);
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}
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void Water::createShaderWaterStateSet(osg::Node* node, Reflection* reflection, Refraction* refraction)
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{
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osg::ref_ptr<osg::Shader> vertexShader (readShader(osg::Shader::VERTEX, mResourcePath + "/shaders/water_vertex.glsl"));
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// use a define map to conditionally compile the shader
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std::map<std::string, std::string> defineMap;
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defineMap.insert(std::make_pair(std::string("@refraction_enabled"), std::string(refraction ? "1" : "0")));
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osg::ref_ptr<osg::Shader> fragmentShader (readShader(osg::Shader::FRAGMENT, mResourcePath + "/shaders/water_fragment.glsl"));
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osg::ref_ptr<osg::Program> program (new osg::Program);
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program->addShader(vertexShader);
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program->addShader(fragmentShader);
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osg::ref_ptr<osg::Shader> vertexShader (readShader(osg::Shader::VERTEX, mResourcePath + "/shaders/water_vertex.glsl", defineMap));
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osg::ref_ptr<osg::Shader> fragmentShader (readShader(osg::Shader::FRAGMENT, mResourcePath + "/shaders/water_fragment.glsl", defineMap));
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osg::ref_ptr<osg::Texture2D> normalMap (new osg::Texture2D(readPngImage(mResourcePath + "/shaders/water_nm.png")));
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normalMap->setWrap(osg::Texture::WRAP_S, osg::Texture::REPEAT);
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@ -486,11 +532,8 @@ void Water::createShaderWaterStateSet(osg::Node* node, Reflection* reflection, R
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normalMap->getImage()->flipVertical();
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osg::ref_ptr<osg::StateSet> shaderStateset = new osg::StateSet;
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shaderStateset->setAttributeAndModes(program, osg::StateAttribute::ON);
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shaderStateset->addUniform(new osg::Uniform("normalMap", 0));
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shaderStateset->addUniform(new osg::Uniform("reflectionMap", 1));
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shaderStateset->addUniform(new osg::Uniform("refractionMap", 2));
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shaderStateset->addUniform(new osg::Uniform("refractionDepthMap", 3));
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shaderStateset->setTextureAttributeAndModes(0, normalMap, osg::StateAttribute::ON);
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shaderStateset->setTextureAttributeAndModes(1, reflection->getReflectionTexture(), osg::StateAttribute::ON);
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@ -498,6 +541,8 @@ void Water::createShaderWaterStateSet(osg::Node* node, Reflection* reflection, R
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{
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shaderStateset->setTextureAttributeAndModes(2, refraction->getRefractionTexture(), osg::StateAttribute::ON);
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shaderStateset->setTextureAttributeAndModes(3, refraction->getRefractionDepthTexture(), osg::StateAttribute::ON);
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shaderStateset->addUniform(new osg::Uniform("refractionMap", 2));
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shaderStateset->addUniform(new osg::Uniform("refractionDepthMap", 3));
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shaderStateset->setRenderBinDetails(MWRender::RenderBin_Default, "RenderBin");
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}
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else
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@ -513,7 +558,18 @@ void Water::createShaderWaterStateSet(osg::Node* node, Reflection* reflection, R
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shaderStateset->setMode(GL_CULL_FACE, osg::StateAttribute::OFF);
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osg::ref_ptr<osg::Program> program (new osg::Program);
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program->addShader(vertexShader);
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program->addShader(fragmentShader);
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shaderStateset->setAttributeAndModes(program, osg::StateAttribute::ON);
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node->setStateSet(shaderStateset);
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node->setUpdateCallback(NULL);
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}
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void Water::processChangedSettings(const Settings::CategorySettingVector& settings)
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{
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updateWaterMaterial();
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}
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Water::~Water()
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