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281 lines
10 KiB
C++
281 lines
10 KiB
C++
#ifndef OPENMW_COMPONENTS_RESOURCE_SCENEMANAGER_H
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#define OPENMW_COMPONENTS_RESOURCE_SCENEMANAGER_H
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#include <array>
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#include <memory>
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#include <mutex>
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#include <string>
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#include <osg/Texture>
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#include <osg/ref_ptr>
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#include "resourcemanager.hpp"
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#include <components/sceneutil/lightmanager.hpp>
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#include <filesystem>
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namespace VFS
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{
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class Manager;
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}
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namespace osg
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{
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class Group;
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class Node;
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class Program;
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class State;
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class Stats;
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}
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namespace Resource
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{
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class ImageManager;
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class NifFileManager;
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class BgsmFileManager;
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class SharedStateManager;
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}
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namespace osgUtil
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{
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class IncrementalCompileOperation;
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}
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namespace Shader
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{
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class ShaderManager;
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class ShaderVisitor;
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}
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namespace Resource
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{
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class TemplateRef : public osg::Object
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{
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public:
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TemplateRef(const Object* object)
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: mObject(object)
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{
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}
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TemplateRef() {}
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TemplateRef(const TemplateRef& copy, const osg::CopyOp&)
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: mObject(copy.mObject)
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{
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}
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META_Object(Resource, TemplateRef)
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private:
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osg::ref_ptr<const Object> mObject;
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};
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class TemplateMultiRef : public osg::Object
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{
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public:
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TemplateMultiRef() {}
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TemplateMultiRef(const TemplateMultiRef& copy, const osg::CopyOp&)
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: mObjects(copy.mObjects)
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{
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}
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void addRef(const osg::Node* node);
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META_Object(Resource, TemplateMultiRef)
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private:
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std::vector<osg::ref_ptr<const Object>> mObjects;
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};
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/// @brief Handles loading and caching of scenes, e.g. .nif files or .osg files
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/// @note Some methods of the scene manager can be used from any thread, see the methods documentation for more
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/// details.
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class SceneManager : public ResourceManager
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{
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public:
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explicit SceneManager(const VFS::Manager* vfs, Resource::ImageManager* imageManager,
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Resource::NifFileManager* nifFileManager, Resource::BgsmFileManager* bgsmFileManager, double expiryDelay);
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~SceneManager();
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Shader::ShaderManager& getShaderManager();
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/// Re-create shaders for this node, need to call this if alpha testing, texture stages or vertex color mode
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/// have changed.
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void recreateShaders(osg::ref_ptr<osg::Node> node, const std::string& shaderPrefix = "objects",
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bool forceShadersForNode = false, const osg::Program* programTemplate = nullptr);
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/// Applying shaders to a node may replace some fixed-function state.
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/// This restores it.
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/// When editing such state, it should be reinstated before the edits, and shaders should be recreated
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/// afterwards.
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void reinstateRemovedState(osg::ref_ptr<osg::Node> node);
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/// @see ShaderVisitor::setForceShaders
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void setForceShaders(bool force);
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bool getForceShaders() const;
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void setClampLighting(bool clamp);
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bool getClampLighting() const;
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/// @see ShaderVisitor::setAutoUseNormalMaps
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void setAutoUseNormalMaps(bool use);
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/// @see ShaderVisitor::setNormalMapPattern
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void setNormalMapPattern(const std::string& pattern);
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/// @see ShaderVisitor::setNormalHeightMapPattern
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void setNormalHeightMapPattern(const std::string& pattern);
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void setAutoUseSpecularMaps(bool use);
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void setSpecularMapPattern(const std::string& pattern);
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void setApplyLightingToEnvMaps(bool apply);
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void setSupportedLightingMethods(const SceneUtil::LightManager::SupportedMethods& supported);
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bool isSupportedLightingMethod(SceneUtil::LightingMethod method) const;
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void setOpaqueDepthTex(osg::ref_ptr<osg::Texture> texturePing, osg::ref_ptr<osg::Texture> texturePong);
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osg::ref_ptr<osg::Texture> getOpaqueDepthTex(size_t frame);
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enum class UBOBinding
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{
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// If we add more UBO's, we should probably assign their bindings dynamically according to the current count
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// of UBO's in the programTemplate
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LightBuffer,
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PostProcessor
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};
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void setLightingMethod(SceneUtil::LightingMethod method);
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SceneUtil::LightingMethod getLightingMethod() const;
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void setConvertAlphaTestToAlphaToCoverage(bool convert);
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void setAdjustCoverageForAlphaTest(bool adjustCoverage);
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void setShaderPath(const std::filesystem::path& path);
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/// Check if a given scene is loaded and if so, update its usage timestamp to prevent it from being unloaded
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bool checkLoaded(VFS::Path::NormalizedView name, double referenceTime);
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/// Get a read-only copy of this scene "template"
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/// @note If the given filename does not exist or fails to load, an error marker mesh will be used instead.
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/// If even the error marker mesh can not be found, an exception is thrown.
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/// @note Thread safe.
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osg::ref_ptr<const osg::Node> getTemplate(VFS::Path::NormalizedView path, bool compile = true);
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/// Clone osg::Node safely.
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/// @note Thread safe.
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static osg::ref_ptr<osg::Node> cloneNode(const osg::Node* base);
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void shareState(osg::ref_ptr<osg::Node> node);
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/// Clone osg::Node and adjust it according to SceneManager's settings.
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/// @note Thread safe.
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osg::ref_ptr<osg::Node> getInstance(const osg::Node* base);
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/// Instance the given scene template.
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/// @see getTemplate
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/// @note Thread safe.
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osg::ref_ptr<osg::Node> getInstance(VFS::Path::NormalizedView path);
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/// Instance the given scene template and immediately attach it to a parent node
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/// @see getTemplate
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/// @note Not thread safe, unless parentNode is not part of the main scene graph yet.
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osg::ref_ptr<osg::Node> getInstance(VFS::Path::NormalizedView path, osg::Group* parentNode);
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/// Attach the given scene instance to the given parent node
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/// @note You should have the parentNode in its intended position before calling this method,
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/// so that world space particles of the \a instance get transformed correctly.
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/// @note Assumes the given instance was not attached to any parents before.
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/// @note Not thread safe, unless parentNode is not part of the main scene graph yet.
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void attachTo(osg::Node* instance, osg::Group* parentNode) const;
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/// Manually release created OpenGL objects for the given graphics context. This may be required
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/// in cases where multiple contexts are used over the lifetime of the application.
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void releaseGLObjects(osg::State* state) override;
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/// Set up an IncrementalCompileOperation for background compiling of loaded scenes.
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void setIncrementalCompileOperation(osgUtil::IncrementalCompileOperation* ico);
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osgUtil::IncrementalCompileOperation* getIncrementalCompileOperation();
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Resource::ImageManager* getImageManager();
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/// @param mask The node mask to apply to loaded particle system nodes.
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void setParticleSystemMask(unsigned int mask);
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/// @warning It is unsafe to call this method while the draw thread is using textures! call
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/// Viewer::stopThreading first.
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void setFilterSettings(
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const std::string& magfilter, const std::string& minfilter, const std::string& mipmap, int maxAnisotropy);
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/// Apply filter settings to the given texture. Note, when loading an object through this scene manager (i.e.
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/// calling getTemplate or createInstance) the filter settings are applied automatically. This method is
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/// provided for textures that were created outside of the SceneManager.
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void applyFilterSettings(osg::Texture* tex);
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/// Keep a copy of the texture data around in system memory? This is needed when using multiple graphics
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/// contexts, otherwise should be disabled to reduce memory usage.
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void setUnRefImageDataAfterApply(bool unref);
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/// @see ResourceManager::updateCache
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void updateCache(double referenceTime) override;
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void clearCache() override;
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void reportStats(unsigned int frameNumber, osg::Stats* stats) const override;
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void setSupportsNormalsRT(bool supports) { mSupportsNormalsRT = supports; }
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bool getSupportsNormalsRT() const { return mSupportsNormalsRT; }
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void setUpNormalsRTForStateSet(osg::StateSet* stateset, bool enabled);
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void setSoftParticles(bool enabled) { mSoftParticles = enabled; }
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bool getSoftParticles() const { return mSoftParticles; }
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void setWeatherParticleOcclusion(bool value) { mWeatherParticleOcclusion = value; }
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private:
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osg::ref_ptr<Shader::ShaderVisitor> createShaderVisitor(const std::string& shaderPrefix = "objects");
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osg::ref_ptr<osg::Node> loadErrorMarker();
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osg::ref_ptr<osg::Node> cloneErrorMarker();
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std::unique_ptr<Shader::ShaderManager> mShaderManager;
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bool mForceShaders;
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bool mClampLighting;
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bool mAutoUseNormalMaps;
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std::string mNormalMapPattern;
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std::string mNormalHeightMapPattern;
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bool mAutoUseSpecularMaps;
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std::string mSpecularMapPattern;
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bool mApplyLightingToEnvMaps;
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SceneUtil::LightingMethod mLightingMethod;
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SceneUtil::LightManager::SupportedMethods mSupportedLightingMethods;
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bool mConvertAlphaTestToAlphaToCoverage;
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bool mAdjustCoverageForAlphaTest;
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bool mSupportsNormalsRT;
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std::array<osg::ref_ptr<osg::Texture>, 2> mOpaqueDepthTex;
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bool mSoftParticles = false;
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bool mWeatherParticleOcclusion = false;
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osg::ref_ptr<Resource::SharedStateManager> mSharedStateManager;
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mutable std::mutex mSharedStateMutex;
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Resource::ImageManager* mImageManager;
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Resource::NifFileManager* mNifFileManager;
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Resource::BgsmFileManager* mBgsmFileManager;
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osg::Texture::FilterMode mMinFilter;
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osg::Texture::FilterMode mMagFilter;
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int mMaxAnisotropy;
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bool mUnRefImageDataAfterApply;
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osg::ref_ptr<osgUtil::IncrementalCompileOperation> mIncrementalCompileOperation;
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unsigned int mParticleSystemMask;
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mutable osg::ref_ptr<osg::Node> mErrorMarker;
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SceneManager(const SceneManager&);
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void operator=(const SceneManager&);
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};
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}
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#endif
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