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#include "shadervisitor.hpp"
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#include <osg/Geometry>
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#include <osg/Material>
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#include <osg/Texture>
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#include <osgUtil/TangentSpaceGenerator>
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#include <components/debug/debuglog.hpp>
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#include <components/misc/stringops.hpp>
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#include <components/resource/imagemanager.hpp>
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#include <components/vfs/manager.hpp>
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#include <components/sceneutil/riggeometry.hpp>
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#include <components/sceneutil/morphgeometry.hpp>
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#include "shadermanager.hpp"
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namespace Shader
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{
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ShaderVisitor::ShaderRequirements::ShaderRequirements()
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: mShaderRequired(false)
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, mColorMode(0)
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, mMaterialOverridden(false)
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, mNormalHeight(false)
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, mTexStageRequiringTangents(-1)
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, mNode(nullptr)
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{
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}
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ShaderVisitor::ShaderRequirements::~ShaderRequirements()
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{
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}
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ShaderVisitor::ShaderVisitor(ShaderManager& shaderManager, Resource::ImageManager& imageManager, const std::string &defaultVsTemplate, const std::string &defaultFsTemplate)
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: osg::NodeVisitor(TRAVERSE_ALL_CHILDREN)
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, mForceShaders(false)
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, mAllowedToModifyStateSets(true)
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, mAutoUseNormalMaps(false)
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, mAutoUseSpecularMaps(false)
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, mApplyLightingToEnvMaps(false)
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, mShaderManager(shaderManager)
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, mImageManager(imageManager)
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, mDefaultVsTemplate(defaultVsTemplate)
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, mDefaultFsTemplate(defaultFsTemplate)
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{
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mRequirements.emplace_back();
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}
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void ShaderVisitor::setForceShaders(bool force)
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{
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mForceShaders = force;
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}
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void ShaderVisitor::apply(osg::Node& node)
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{
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if (node.getStateSet())
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{
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pushRequirements(node);
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applyStateSet(node.getStateSet(), node);
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traverse(node);
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popRequirements();
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}
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else
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traverse(node);
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}
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osg::StateSet* getWritableStateSet(osg::Node& node)
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{
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if (!node.getStateSet())
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return node.getOrCreateStateSet();
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osg::ref_ptr<osg::StateSet> newStateSet = new osg::StateSet(*node.getStateSet(), osg::CopyOp::SHALLOW_COPY);
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node.setStateSet(newStateSet);
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return newStateSet.get();
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}
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const char* defaultTextures[] = { "diffuseMap", "normalMap", "emissiveMap", "darkMap", "detailMap", "envMap", "specularMap", "decalMap", "bumpMap" };
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bool isTextureNameRecognized(const std::string& name)
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{
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for (unsigned int i=0; i<sizeof(defaultTextures)/sizeof(defaultTextures[0]); ++i)
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if (name == defaultTextures[i])
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return true;
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return false;
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}
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void ShaderVisitor::applyStateSet(osg::ref_ptr<osg::StateSet> stateset, osg::Node& node)
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{
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osg::StateSet* writableStateSet = nullptr;
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if (mAllowedToModifyStateSets)
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writableStateSet = node.getStateSet();
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const osg::StateSet::TextureAttributeList& texAttributes = stateset->getTextureAttributeList();
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if (!texAttributes.empty())
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{
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const osg::Texture* diffuseMap = nullptr;
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const osg::Texture* normalMap = nullptr;
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const osg::Texture* specularMap = nullptr;
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const osg::Texture* bumpMap = nullptr;
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for(unsigned int unit=0;unit<texAttributes.size();++unit)
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{
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const osg::StateAttribute *attr = stateset->getTextureAttribute(unit, osg::StateAttribute::TEXTURE);
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if (attr)
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{
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const osg::Texture* texture = attr->asTexture();
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if (texture)
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{
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std::string texName = texture->getName();
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if ((texName.empty() || !isTextureNameRecognized(texName)) && unit == 0)
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texName = "diffuseMap";
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if (texName == "normalHeightMap")
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{
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mRequirements.back().mNormalHeight = true;
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texName = "normalMap";
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}
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if (!texName.empty())
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{
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mRequirements.back().mTextures[unit] = texName;
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if (texName == "normalMap")
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{
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mRequirements.back().mTexStageRequiringTangents = unit;
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mRequirements.back().mShaderRequired = true;
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if (!writableStateSet)
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writableStateSet = getWritableStateSet(node);
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// normal maps are by default off since the FFP can't render them, now that we'll use shaders switch to On
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writableStateSet->setTextureMode(unit, GL_TEXTURE_2D, osg::StateAttribute::ON);
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normalMap = texture;
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}
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else if (texName == "diffuseMap")
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diffuseMap = texture;
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else if (texName == "specularMap")
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specularMap = texture;
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else if (texName == "bumpMap")
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{
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bumpMap = texture;
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mRequirements.back().mShaderRequired = true;
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if (!writableStateSet)
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writableStateSet = getWritableStateSet(node);
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// Bump maps are off by default as well
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writableStateSet->setTextureMode(unit, GL_TEXTURE_2D, osg::StateAttribute::ON);
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}
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else if (texName == "envMap" && mApplyLightingToEnvMaps)
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{
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mRequirements.back().mShaderRequired = true;
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}
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}
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else
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Log(Debug::Error) << "ShaderVisitor encountered unknown texture " << texture;
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}
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}
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}
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if (mAutoUseNormalMaps && diffuseMap != nullptr && normalMap == nullptr && diffuseMap->getImage(0))
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{
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std::string normalMapFileName = diffuseMap->getImage(0)->getFileName();
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osg::ref_ptr<osg::Image> image;
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bool normalHeight = false;
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std::string normalHeightMap = normalMapFileName;
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Misc::StringUtils::replaceLast(normalHeightMap, ".", mNormalHeightMapPattern + ".");
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if (mImageManager.getVFS()->exists(normalHeightMap))
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{
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image = mImageManager.getImage(normalHeightMap);
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normalHeight = true;
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}
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else
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{
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Misc::StringUtils::replaceLast(normalMapFileName, ".", mNormalMapPattern + ".");
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if (mImageManager.getVFS()->exists(normalMapFileName))
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{
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image = mImageManager.getImage(normalMapFileName);
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}
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}
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// Avoid using the auto-detected normal map if it's already being used as a bump map.
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// It's probably not an actual normal map.
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bool hasNamesakeBumpMap = image && bumpMap && bumpMap->getImage(0) && image->getFileName() == bumpMap->getImage(0)->getFileName();
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if (!hasNamesakeBumpMap && image)
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{
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osg::ref_ptr<osg::Texture2D> normalMapTex (new osg::Texture2D(image));
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normalMapTex->setTextureSize(image->s(), image->t());
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normalMapTex->setWrap(osg::Texture::WRAP_S, diffuseMap->getWrap(osg::Texture::WRAP_S));
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normalMapTex->setWrap(osg::Texture::WRAP_T, diffuseMap->getWrap(osg::Texture::WRAP_T));
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normalMapTex->setFilter(osg::Texture::MIN_FILTER, diffuseMap->getFilter(osg::Texture::MIN_FILTER));
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normalMapTex->setFilter(osg::Texture::MAG_FILTER, diffuseMap->getFilter(osg::Texture::MAG_FILTER));
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normalMapTex->setMaxAnisotropy(diffuseMap->getMaxAnisotropy());
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normalMapTex->setName("normalMap");
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int unit = texAttributes.size();
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if (!writableStateSet)
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writableStateSet = getWritableStateSet(node);
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writableStateSet->setTextureAttributeAndModes(unit, normalMapTex, osg::StateAttribute::ON);
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mRequirements.back().mTextures[unit] = "normalMap";
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mRequirements.back().mTexStageRequiringTangents = unit;
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mRequirements.back().mShaderRequired = true;
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mRequirements.back().mNormalHeight = normalHeight;
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}
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}
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if (mAutoUseSpecularMaps && diffuseMap != nullptr && specularMap == nullptr && diffuseMap->getImage(0))
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{
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std::string specularMapFileName = diffuseMap->getImage(0)->getFileName();
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Misc::StringUtils::replaceLast(specularMapFileName, ".", mSpecularMapPattern + ".");
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if (mImageManager.getVFS()->exists(specularMapFileName))
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{
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osg::ref_ptr<osg::Image> image (mImageManager.getImage(specularMapFileName));
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osg::ref_ptr<osg::Texture2D> specularMapTex (new osg::Texture2D(image));
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specularMapTex->setTextureSize(image->s(), image->t());
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specularMapTex->setWrap(osg::Texture::WRAP_S, diffuseMap->getWrap(osg::Texture::WRAP_S));
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specularMapTex->setWrap(osg::Texture::WRAP_T, diffuseMap->getWrap(osg::Texture::WRAP_T));
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specularMapTex->setFilter(osg::Texture::MIN_FILTER, diffuseMap->getFilter(osg::Texture::MIN_FILTER));
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specularMapTex->setFilter(osg::Texture::MAG_FILTER, diffuseMap->getFilter(osg::Texture::MAG_FILTER));
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specularMapTex->setMaxAnisotropy(diffuseMap->getMaxAnisotropy());
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specularMapTex->setName("specularMap");
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int unit = texAttributes.size();
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if (!writableStateSet)
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writableStateSet = getWritableStateSet(node);
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writableStateSet->setTextureAttributeAndModes(unit, specularMapTex, osg::StateAttribute::ON);
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mRequirements.back().mTextures[unit] = "specularMap";
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mRequirements.back().mShaderRequired = true;
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}
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}
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if (diffuseMap)
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{
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if (!writableStateSet)
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writableStateSet = getWritableStateSet(node);
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// We probably shouldn't construct a new version of this each time as Uniforms use pointer comparison for early-out.
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// Also it should probably belong to the shader manager or be applied by the shadows bin
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writableStateSet->addUniform(new osg::Uniform("useDiffuseMapForShadowAlpha", true));
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}
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}
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const osg::StateSet::AttributeList& attributes = stateset->getAttributeList();
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for (osg::StateSet::AttributeList::const_iterator it = attributes.begin(); it != attributes.end(); ++it)
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{
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if (it->first.first == osg::StateAttribute::MATERIAL)
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{
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// This should probably be moved out of ShaderRequirements and be applied directly now it's a uniform instead of a define
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if (!mRequirements.back().mMaterialOverridden || it->second.second & osg::StateAttribute::PROTECTED)
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{
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if (it->second.second & osg::StateAttribute::OVERRIDE)
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mRequirements.back().mMaterialOverridden = true;
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const osg::Material* mat = static_cast<const osg::Material*>(it->second.first.get());
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if (!writableStateSet)
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writableStateSet = getWritableStateSet(node);
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int colorMode;
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switch (mat->getColorMode())
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{
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case osg::Material::OFF:
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colorMode = 0;
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break;
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case osg::Material::EMISSION:
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colorMode = 1;
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break;
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default:
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case osg::Material::AMBIENT_AND_DIFFUSE:
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colorMode = 2;
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break;
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case osg::Material::AMBIENT:
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colorMode = 3;
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break;
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case osg::Material::DIFFUSE:
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colorMode = 4;
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break;
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case osg::Material::SPECULAR:
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colorMode = 5;
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break;
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}
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mRequirements.back().mColorMode = colorMode;
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}
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}
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// Eventually, move alpha testing to discard in shader adn remove deprecated state here
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}
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}
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void ShaderVisitor::pushRequirements(osg::Node& node)
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{
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mRequirements.push_back(mRequirements.back());
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mRequirements.back().mNode = &node;
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}
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void ShaderVisitor::popRequirements()
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{
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mRequirements.pop_back();
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}
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void ShaderVisitor::createProgram(const ShaderRequirements &reqs)
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{
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if (!reqs.mShaderRequired && !mForceShaders)
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return;
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osg::Node& node = *reqs.mNode;
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osg::StateSet* writableStateSet = nullptr;
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if (mAllowedToModifyStateSets)
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writableStateSet = node.getOrCreateStateSet();
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else
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writableStateSet = getWritableStateSet(node);
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ShaderManager::DefineMap defineMap;
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for (unsigned int i=0; i<sizeof(defaultTextures)/sizeof(defaultTextures[0]); ++i)
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{
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defineMap[defaultTextures[i]] = "0";
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defineMap[std::string(defaultTextures[i]) + std::string("UV")] = "0";
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}
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for (std::map<int, std::string>::const_iterator texIt = reqs.mTextures.begin(); texIt != reqs.mTextures.end(); ++texIt)
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{
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defineMap[texIt->second] = "1";
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defineMap[texIt->second + std::string("UV")] = std::to_string(texIt->first);
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}
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defineMap["parallax"] = reqs.mNormalHeight ? "1" : "0";
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writableStateSet->addUniform(new osg::Uniform("colorMode", reqs.mColorMode));
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osg::ref_ptr<osg::Shader> vertexShader (mShaderManager.getShader(mDefaultVsTemplate, defineMap, osg::Shader::VERTEX));
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osg::ref_ptr<osg::Shader> fragmentShader (mShaderManager.getShader(mDefaultFsTemplate, defineMap, osg::Shader::FRAGMENT));
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if (vertexShader && fragmentShader)
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{
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writableStateSet->setAttributeAndModes(mShaderManager.getProgram(vertexShader, fragmentShader), osg::StateAttribute::ON);
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for (std::map<int, std::string>::const_iterator texIt = reqs.mTextures.begin(); texIt != reqs.mTextures.end(); ++texIt)
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{
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writableStateSet->addUniform(new osg::Uniform(texIt->second.c_str(), texIt->first), osg::StateAttribute::ON);
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}
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}
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}
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bool ShaderVisitor::adjustGeometry(osg::Geometry& sourceGeometry, const ShaderRequirements& reqs)
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{
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bool useShader = reqs.mShaderRequired || mForceShaders;
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bool generateTangents = reqs.mTexStageRequiringTangents != -1;
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bool changed = false;
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if (mAllowedToModifyStateSets && (useShader || generateTangents))
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{
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// make sure that all UV sets are there
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for (std::map<int, std::string>::const_iterator it = reqs.mTextures.begin(); it != reqs.mTextures.end(); ++it)
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{
|
|
|
|
if (sourceGeometry.getTexCoordArray(it->first) == nullptr)
|
|
|
|
{
|
|
|
|
sourceGeometry.setTexCoordArray(it->first, sourceGeometry.getTexCoordArray(0));
|
|
|
|
changed = true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (generateTangents)
|
|
|
|
{
|
|
|
|
osg::ref_ptr<osgUtil::TangentSpaceGenerator> generator (new osgUtil::TangentSpaceGenerator);
|
|
|
|
generator->generate(&sourceGeometry, reqs.mTexStageRequiringTangents);
|
|
|
|
|
|
|
|
sourceGeometry.setTexCoordArray(7, generator->getTangentArray(), osg::Array::BIND_PER_VERTEX);
|
|
|
|
changed = true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return changed;
|
|
|
|
}
|
|
|
|
|
|
|
|
void ShaderVisitor::apply(osg::Geometry& geometry)
|
|
|
|
{
|
|
|
|
bool needPop = (geometry.getStateSet() != nullptr);
|
|
|
|
if (geometry.getStateSet()) // TODO: check if stateset affects shader permutation before pushing it
|
|
|
|
{
|
|
|
|
pushRequirements(geometry);
|
|
|
|
applyStateSet(geometry.getStateSet(), geometry);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (!mRequirements.empty())
|
|
|
|
{
|
|
|
|
const ShaderRequirements& reqs = mRequirements.back();
|
|
|
|
|
|
|
|
adjustGeometry(geometry, reqs);
|
|
|
|
|
|
|
|
createProgram(reqs);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (needPop)
|
|
|
|
popRequirements();
|
|
|
|
}
|
|
|
|
|
|
|
|
void ShaderVisitor::apply(osg::Drawable& drawable)
|
|
|
|
{
|
|
|
|
// non-Geometry drawable (e.g. particle system)
|
|
|
|
bool needPop = (drawable.getStateSet() != nullptr);
|
|
|
|
|
|
|
|
if (drawable.getStateSet())
|
|
|
|
{
|
|
|
|
pushRequirements(drawable);
|
|
|
|
applyStateSet(drawable.getStateSet(), drawable);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (!mRequirements.empty())
|
|
|
|
{
|
|
|
|
const ShaderRequirements& reqs = mRequirements.back();
|
|
|
|
createProgram(reqs);
|
|
|
|
|
|
|
|
if (auto rig = dynamic_cast<SceneUtil::RigGeometry*>(&drawable))
|
|
|
|
{
|
|
|
|
osg::ref_ptr<osg::Geometry> sourceGeometry = rig->getSourceGeometry();
|
|
|
|
if (sourceGeometry && adjustGeometry(*sourceGeometry, reqs))
|
|
|
|
rig->setSourceGeometry(sourceGeometry);
|
|
|
|
}
|
|
|
|
else if (auto morph = dynamic_cast<SceneUtil::MorphGeometry*>(&drawable))
|
|
|
|
{
|
|
|
|
osg::ref_ptr<osg::Geometry> sourceGeometry = morph->getSourceGeometry();
|
|
|
|
if (sourceGeometry && adjustGeometry(*sourceGeometry, reqs))
|
|
|
|
morph->setSourceGeometry(sourceGeometry);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (needPop)
|
|
|
|
popRequirements();
|
|
|
|
}
|
|
|
|
|
|
|
|
void ShaderVisitor::setAllowedToModifyStateSets(bool allowed)
|
|
|
|
{
|
|
|
|
mAllowedToModifyStateSets = allowed;
|
|
|
|
}
|
|
|
|
|
|
|
|
void ShaderVisitor::setAutoUseNormalMaps(bool use)
|
|
|
|
{
|
|
|
|
mAutoUseNormalMaps = use;
|
|
|
|
}
|
|
|
|
|
|
|
|
void ShaderVisitor::setNormalMapPattern(const std::string &pattern)
|
|
|
|
{
|
|
|
|
mNormalMapPattern = pattern;
|
|
|
|
}
|
|
|
|
|
|
|
|
void ShaderVisitor::setNormalHeightMapPattern(const std::string &pattern)
|
|
|
|
{
|
|
|
|
mNormalHeightMapPattern = pattern;
|
|
|
|
}
|
|
|
|
|
|
|
|
void ShaderVisitor::setAutoUseSpecularMaps(bool use)
|
|
|
|
{
|
|
|
|
mAutoUseSpecularMaps = use;
|
|
|
|
}
|
|
|
|
|
|
|
|
void ShaderVisitor::setSpecularMapPattern(const std::string &pattern)
|
|
|
|
{
|
|
|
|
mSpecularMapPattern = pattern;
|
|
|
|
}
|
|
|
|
|
|
|
|
void ShaderVisitor::setApplyLightingToEnvMaps(bool apply)
|
|
|
|
{
|
|
|
|
mApplyLightingToEnvMaps = apply;
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|