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			321 lines
		
	
	
	
		
			10 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			321 lines
		
	
	
	
		
			10 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
#include "material.hpp"
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#include <osg/BlendFunc>
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#include <osg/Capability>
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#include <osg/Depth>
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#include <osg/Fog>
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#include <osg/TexEnvCombine>
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#include <osg/TexMat>
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#include <osg/Texture2D>
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#include <components/resource/scenemanager.hpp>
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#include <components/sceneutil/depth.hpp>
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#include <components/shader/shadermanager.hpp>
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#include <components/stereo/stereomanager.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
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                // 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
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                             .insert(std::make_pair(layerTileSize,
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                                 new osg::TexMat(osg::Matrix::scale(osg::Vec3f(layerTileSize, layerTileSize, 1.f)))))
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                             .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 SceneUtil::AutoDepth)
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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(new SceneUtil::AutoDepth(osg::Depth::LEQUAL))
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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 DiscardAlphaCombine
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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 DiscardAlphaCombine 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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        DiscardAlphaCombine()
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            : mValue(new osg::TexEnvCombine)
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        {
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            mValue->setCombine_Alpha(osg::TexEnvCombine::REPLACE);
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            mValue->setSource0_Alpha(osg::TexEnvCombine::CONSTANT);
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            mValue->setConstantColor(osg::Vec4(0.0, 0.0, 0.0, 1.0));
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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, Resource::SceneManager* sceneManager,
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        const std::vector<TextureLayer>& layers, const std::vector<osg::ref_ptr<osg::Texture2D>>& blendmaps,
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        int blendmapScale, float layerTileSize)
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    {
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        auto& shaderManager = sceneManager->getShaderManager();
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        std::vector<osg::ref_ptr<osg::StateSet>> passes;
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        unsigned int blendmapIndex = 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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                if (sceneManager->getSupportsNormalsRT())
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                    stateset->setAttribute(new osg::Disablei(GL_BLEND, 1));
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                stateset->setRenderBinDetails(firstLayer ? 0 : 1, "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(
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                        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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                defineMap["writeNormals"] = (it == layers.end() - 1) ? "1" : "0";
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                Stereo::Manager::instance().shaderStereoDefines(defineMap);
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                stateset->setAttributeAndModes(shaderManager.getProgram("terrain", defineMap));
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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(
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                        0, LayerTexMat::value(layerTileSize), osg::StateAttribute::ON);
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                stateset->setTextureAttributeAndModes(0, DiscardAlphaCombine::value(), 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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