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36 lines
862 B
C++
36 lines
862 B
C++
#ifndef COMPONENTS_TERRAIN_MATERIAL_H
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#define COMPONENTS_TERRAIN_MATERIAL_H
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#include <osg/StateSet>
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#include "defs.hpp"
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namespace osg
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{
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class Texture2D;
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}
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namespace Shader
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{
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class ShaderManager;
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}
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namespace Terrain
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{
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struct TextureLayer
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{
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osg::ref_ptr<osg::Texture2D> mDiffuseMap;
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osg::ref_ptr<osg::Texture2D> mNormalMap; // optional
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bool mParallax;
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bool mSpecular;
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};
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std::vector<osg::ref_ptr<osg::StateSet> > createPasses(bool useShaders, bool forcePerPixelLighting, bool clampLighting, Shader::ShaderManager* shaderManager,
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const std::vector<TextureLayer>& layers,
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const std::vector<osg::ref_ptr<osg::Texture2D> >& blendmaps, int blendmapScale, float layerTileSize);
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}
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#endif
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