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#include "material.hpp"
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#include <osg/Fog>
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#include <osg/Depth>
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#include <osg/TexEnvCombine>
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#include <osg/Texture2D>
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#include <osg/TexMat>
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#include <osg/BlendFunc>
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#include <components/shader/shadermanager.hpp>
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#include <components/sceneutil/util.hpp>
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#include <mutex>
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namespace
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{
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class BlendmapTexMat
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{
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public:
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static const osg::ref_ptr<osg::TexMat>& value(const int blendmapScale)
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{
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static BlendmapTexMat instance;
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return instance.get(blendmapScale);
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}
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const osg::ref_ptr<osg::TexMat>& get(const int blendmapScale)
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{
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const std::lock_guard<std::mutex> lock(mMutex);
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auto texMat = mTexMatMap.find(blendmapScale);
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if (texMat == mTexMatMap.end())
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{
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osg::Matrixf matrix;
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float scale = (blendmapScale/(static_cast<float>(blendmapScale)+1.f));
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matrix.preMultTranslate(osg::Vec3f(0.5f, 0.5f, 0.f));
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matrix.preMultScale(osg::Vec3f(scale, scale, 1.f));
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matrix.preMultTranslate(osg::Vec3f(-0.5f, -0.5f, 0.f));
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// We need to nudge the blendmap to look like vanilla.
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// This causes visible seams unless the blendmap's resolution is doubled, but Vanilla also doubles the blendmap, apparently.
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matrix.preMultTranslate(osg::Vec3f(1.0f/blendmapScale/4.0f, 1.0f/blendmapScale/4.0f, 0.f));
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texMat = mTexMatMap.insert(std::make_pair(blendmapScale, new osg::TexMat(matrix))).first;
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}
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return texMat->second;
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}
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private:
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std::mutex mMutex;
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std::map<float, osg::ref_ptr<osg::TexMat>> mTexMatMap;
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};
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class LayerTexMat
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{
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public:
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static const osg::ref_ptr<osg::TexMat>& value(const float layerTileSize)
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{
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static LayerTexMat instance;
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return instance.get(layerTileSize);
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}
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const osg::ref_ptr<osg::TexMat>& get(const float layerTileSize)
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{
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const std::lock_guard<std::mutex> lock(mMutex);
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auto texMat = mTexMatMap.find(layerTileSize);
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if (texMat == mTexMatMap.end())
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{
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texMat = mTexMatMap.insert(std::make_pair(layerTileSize,
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new osg::TexMat(osg::Matrix::scale(osg::Vec3f(layerTileSize, layerTileSize, 1.f))))).first;
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}
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return texMat->second;
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}
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private:
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std::mutex mMutex;
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std::map<float, osg::ref_ptr<osg::TexMat>> mTexMatMap;
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};
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class EqualDepth
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{
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public:
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static const osg::ref_ptr<osg::Depth>& value()
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{
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static EqualDepth instance;
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return instance.mValue;
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}
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private:
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osg::ref_ptr<osg::Depth> mValue;
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EqualDepth()
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: mValue(new osg::Depth)
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{
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mValue->setFunction(osg::Depth::EQUAL);
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}
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};
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class LequalDepth
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{
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public:
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static const osg::ref_ptr<osg::Depth>& value()
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{
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static LequalDepth instance;
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return instance.mValue;
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}
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private:
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osg::ref_ptr<osg::Depth> mValue;
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LequalDepth()
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: mValue(SceneUtil::createDepth())
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{
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}
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};
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class BlendFuncFirst
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{
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public:
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static const osg::ref_ptr<osg::BlendFunc>& value()
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{
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static BlendFuncFirst instance;
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return instance.mValue;
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}
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private:
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osg::ref_ptr<osg::BlendFunc> mValue;
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BlendFuncFirst()
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: mValue(new osg::BlendFunc(osg::BlendFunc::SRC_ALPHA, osg::BlendFunc::ZERO))
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{
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}
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};
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class BlendFunc
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{
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public:
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static const osg::ref_ptr<osg::BlendFunc>& value()
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{
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static BlendFunc instance;
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return instance.mValue;
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}
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private:
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osg::ref_ptr<osg::BlendFunc> mValue;
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BlendFunc()
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: mValue(new osg::BlendFunc(osg::BlendFunc::SRC_ALPHA, osg::BlendFunc::ONE))
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{
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}
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};
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class TexEnvCombine
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{
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public:
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static const osg::ref_ptr<osg::TexEnvCombine>& value()
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{
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static TexEnvCombine instance;
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return instance.mValue;
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}
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private:
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osg::ref_ptr<osg::TexEnvCombine> mValue;
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TexEnvCombine()
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: mValue(new osg::TexEnvCombine)
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{
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mValue->setCombine_RGB(osg::TexEnvCombine::REPLACE);
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mValue->setSource0_RGB(osg::TexEnvCombine::PREVIOUS);
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}
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};
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class UniformCollection
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{
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public:
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static const UniformCollection& value()
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{
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static UniformCollection instance;
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return instance;
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}
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osg::ref_ptr<osg::Uniform> mDiffuseMap;
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osg::ref_ptr<osg::Uniform> mBlendMap;
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osg::ref_ptr<osg::Uniform> mNormalMap;
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osg::ref_ptr<osg::Uniform> mColorMode;
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UniformCollection()
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: mDiffuseMap(new osg::Uniform("diffuseMap", 0))
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, mBlendMap(new osg::Uniform("blendMap", 1))
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, mNormalMap(new osg::Uniform("normalMap", 2))
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, mColorMode(new osg::Uniform("colorMode", 2))
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{
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}
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};
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}
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namespace Terrain
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{
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std::vector<osg::ref_ptr<osg::StateSet> > createPasses(bool useShaders, Shader::ShaderManager* shaderManager, 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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std::vector<osg::ref_ptr<osg::StateSet> > passes;
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unsigned int blendmapIndex = 0;
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unsigned int passIndex = 0;
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for (std::vector<TextureLayer>::const_iterator it = layers.begin(); it != layers.end(); ++it)
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{
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bool firstLayer = (it == layers.begin());
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osg::ref_ptr<osg::StateSet> stateset (new osg::StateSet);
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if (!blendmaps.empty())
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{
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stateset->setMode(GL_BLEND, osg::StateAttribute::ON);
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stateset->setRenderBinDetails(passIndex++, "RenderBin");
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if (!firstLayer)
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{
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stateset->setAttributeAndModes(BlendFunc::value(), osg::StateAttribute::ON);
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stateset->setAttributeAndModes(EqualDepth::value(), osg::StateAttribute::ON);
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}
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else
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{
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stateset->setAttributeAndModes(BlendFuncFirst::value(), osg::StateAttribute::ON);
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stateset->setAttributeAndModes(LequalDepth::value(), osg::StateAttribute::ON);
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}
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}
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if (useShaders)
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{
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stateset->setTextureAttributeAndModes(0, it->mDiffuseMap);
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if (layerTileSize != 1.f)
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stateset->setTextureAttributeAndModes(0, LayerTexMat::value(layerTileSize), osg::StateAttribute::ON);
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stateset->addUniform(UniformCollection::value().mDiffuseMap);
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if (!blendmaps.empty())
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{
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osg::ref_ptr<osg::Texture2D> blendmap = blendmaps.at(blendmapIndex++);
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stateset->setTextureAttributeAndModes(1, blendmap.get());
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stateset->setTextureAttributeAndModes(1, BlendmapTexMat::value(blendmapScale));
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stateset->addUniform(UniformCollection::value().mBlendMap);
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}
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if (it->mNormalMap)
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{
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stateset->setTextureAttributeAndModes(2, it->mNormalMap);
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stateset->addUniform(UniformCollection::value().mNormalMap);
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}
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Shader::ShaderManager::DefineMap defineMap;
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defineMap["normalMap"] = (it->mNormalMap) ? "1" : "0";
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defineMap["blendMap"] = (!blendmaps.empty()) ? "1" : "0";
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defineMap["specularMap"] = it->mSpecular ? "1" : "0";
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defineMap["parallax"] = (it->mNormalMap && it->mParallax) ? "1" : "0";
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osg::ref_ptr<osg::Shader> vertexShader = shaderManager->getShader("terrain_vertex.glsl", defineMap, osg::Shader::VERTEX);
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osg::ref_ptr<osg::Shader> fragmentShader = shaderManager->getShader("terrain_fragment.glsl", defineMap, osg::Shader::FRAGMENT);
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if (!vertexShader || !fragmentShader)
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{
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// Try again without shader. Error already logged by above
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return createPasses(false, shaderManager, layers, blendmaps, blendmapScale, layerTileSize);
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}
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stateset->setAttributeAndModes(shaderManager->getProgram(vertexShader, fragmentShader));
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stateset->addUniform(UniformCollection::value().mColorMode);
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}
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else
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{
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// Add the actual layer texture
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osg::ref_ptr<osg::Texture2D> tex = it->mDiffuseMap;
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stateset->setTextureAttributeAndModes(0, tex.get());
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if (layerTileSize != 1.f)
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stateset->setTextureAttributeAndModes(0, LayerTexMat::value(layerTileSize), osg::StateAttribute::ON);
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// Multiply by the alpha map
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if (!blendmaps.empty())
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{
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osg::ref_ptr<osg::Texture2D> blendmap = blendmaps.at(blendmapIndex++);
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stateset->setTextureAttributeAndModes(1, blendmap.get());
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// This is to map corner vertices directly to the center of a blendmap texel.
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stateset->setTextureAttributeAndModes(1, BlendmapTexMat::value(blendmapScale));
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stateset->setTextureAttributeAndModes(1, TexEnvCombine::value(), osg::StateAttribute::ON);
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}
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}
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passes.push_back(stateset);
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}
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return passes;
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}
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}
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