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			259 lines
		
	
	
	
		
			9.9 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			259 lines
		
	
	
	
		
			9.9 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
#include "buffercache.hpp"
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#include <cassert>
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#include <osg/PrimitiveSet>
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#include "defs.hpp"
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namespace
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{
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    template <typename IndexArrayType>
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    osg::ref_ptr<IndexArrayType> createIndexBuffer(unsigned int flags, unsigned int verts)
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    {
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        // LOD level n means every 2^n-th vertex is kept, but we currently handle LOD elsewhere.
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        size_t lodLevel = 0; //(flags >> (4*4));
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        size_t lodDeltas[4];
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        for (int i = 0; i < 4; ++i)
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            lodDeltas[i] = (flags >> (4 * i)) & (0xf);
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        bool anyDeltas = (lodDeltas[Terrain::North] || lodDeltas[Terrain::South] || lodDeltas[Terrain::West]
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            || lodDeltas[Terrain::East]);
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        size_t increment = static_cast<size_t>(1) << lodLevel;
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        assert(increment < verts);
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        osg::ref_ptr<IndexArrayType> indices(new IndexArrayType(osg::PrimitiveSet::TRIANGLES));
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        indices->reserve((verts - 1) * (verts - 1) * 2 * 3 / increment);
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        size_t rowStart = 0, colStart = 0, rowEnd = verts - 1, colEnd = verts - 1;
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        // If any edge needs stitching we'll skip all edges at this point,
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        // mainly because stitching one edge would have an effect on corners and on the adjacent edges
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        if (anyDeltas)
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        {
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            colStart += increment;
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            colEnd -= increment;
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            rowEnd -= increment;
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            rowStart += increment;
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        }
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        for (size_t row = rowStart; row < rowEnd; row += increment)
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        {
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            for (size_t col = colStart; col < colEnd; col += increment)
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            {
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                // diamond pattern
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                if ((row + col % 2) % 2 == 1)
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                {
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                    indices->push_back(verts * (col + increment) + row);
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                    indices->push_back(verts * (col + increment) + row + increment);
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                    indices->push_back(verts * col + row + increment);
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                    indices->push_back(verts * col + row);
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                    indices->push_back(verts * (col + increment) + row);
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                    indices->push_back(verts * (col) + row + increment);
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                }
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                else
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                {
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                    indices->push_back(verts * col + row);
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                    indices->push_back(verts * (col + increment) + row + increment);
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                    indices->push_back(verts * col + row + increment);
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                    indices->push_back(verts * col + row);
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                    indices->push_back(verts * (col + increment) + row);
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                    indices->push_back(verts * (col + increment) + row + increment);
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                }
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            }
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        }
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        size_t innerStep = increment;
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        if (anyDeltas)
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        {
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            // Now configure LOD transitions at the edges - this is pretty tedious,
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            // and some very long and boring code, but it works great
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            // South
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            size_t row = 0;
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            size_t outerStep = static_cast<size_t>(1) << (lodDeltas[Terrain::South] + lodLevel);
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            for (size_t col = 0; col < verts - 1; col += outerStep)
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            {
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                indices->push_back(verts * col + row);
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                indices->push_back(verts * (col + outerStep) + row);
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                // Make sure not to touch the right edge
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                if (col + outerStep == verts - 1)
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                    indices->push_back(verts * (col + outerStep - innerStep) + row + innerStep);
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                else
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                    indices->push_back(verts * (col + outerStep) + row + innerStep);
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                for (size_t i = 0; i < outerStep; i += innerStep)
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                {
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                    // Make sure not to touch the left or right edges
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                    if (col + i == 0 || col + i == verts - 1 - innerStep)
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                        continue;
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                    indices->push_back(verts * (col) + row);
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                    indices->push_back(verts * (col + i + innerStep) + row + innerStep);
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                    indices->push_back(verts * (col + i) + row + innerStep);
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                }
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            }
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            // North
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            row = verts - 1;
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            outerStep = size_t(1) << (lodDeltas[Terrain::North] + lodLevel);
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            for (size_t col = 0; col < verts - 1; col += outerStep)
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            {
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                indices->push_back(verts * (col + outerStep) + row);
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                indices->push_back(verts * col + row);
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                // Make sure not to touch the left edge
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                if (col == 0)
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                    indices->push_back(verts * (col + innerStep) + row - innerStep);
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                else
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                    indices->push_back(verts * col + row - innerStep);
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                for (size_t i = 0; i < outerStep; i += innerStep)
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                {
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                    // Make sure not to touch the left or right edges
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                    if (col + i == 0 || col + i == verts - 1 - innerStep)
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                        continue;
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                    indices->push_back(verts * (col + i) + row - innerStep);
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                    indices->push_back(verts * (col + i + innerStep) + row - innerStep);
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                    indices->push_back(verts * (col + outerStep) + row);
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                }
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            }
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            // West
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            size_t col = 0;
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            outerStep = size_t(1) << (lodDeltas[Terrain::West] + lodLevel);
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            for (row = 0; row < verts - 1; row += outerStep)
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            {
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                indices->push_back(verts * col + row + outerStep);
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                indices->push_back(verts * col + row);
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                // Make sure not to touch the top edge
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                if (row + outerStep == verts - 1)
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                    indices->push_back(verts * (col + innerStep) + row + outerStep - innerStep);
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                else
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                    indices->push_back(verts * (col + innerStep) + row + outerStep);
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                for (size_t i = 0; i < outerStep; i += innerStep)
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                {
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                    // Make sure not to touch the top or bottom edges
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                    if (row + i == 0 || row + i == verts - 1 - innerStep)
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                        continue;
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                    indices->push_back(verts * col + row);
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                    indices->push_back(verts * (col + innerStep) + row + i);
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                    indices->push_back(verts * (col + innerStep) + row + i + innerStep);
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                }
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            }
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            // East
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            col = verts - 1;
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            outerStep = size_t(1) << (lodDeltas[Terrain::East] + lodLevel);
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            for (row = 0; row < verts - 1; row += outerStep)
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            {
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                indices->push_back(verts * col + row);
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                indices->push_back(verts * col + row + outerStep);
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                // Make sure not to touch the bottom edge
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                if (row == 0)
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                    indices->push_back(verts * (col - innerStep) + row + innerStep);
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                else
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                    indices->push_back(verts * (col - innerStep) + row);
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                for (size_t i = 0; i < outerStep; i += innerStep)
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                {
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                    // Make sure not to touch the top or bottom edges
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                    if (row + i == 0 || row + i == verts - 1 - innerStep)
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                        continue;
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                    indices->push_back(verts * col + row + outerStep);
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                    indices->push_back(verts * (col - innerStep) + row + i + innerStep);
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                    indices->push_back(verts * (col - innerStep) + row + i);
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                }
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            }
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        }
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        return indices;
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    }
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}
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namespace Terrain
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{
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    osg::ref_ptr<osg::Vec2Array> BufferCache::getUVBuffer(unsigned int numVerts)
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    {
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        std::lock_guard<std::mutex> lock(mUvBufferMutex);
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        if (mUvBufferMap.find(numVerts) != mUvBufferMap.end())
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        {
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            return mUvBufferMap[numVerts];
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        }
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        int vertexCount = numVerts * numVerts;
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        osg::ref_ptr<osg::Vec2Array> uvs(new osg::Vec2Array(osg::Array::BIND_PER_VERTEX));
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        uvs->reserve(vertexCount);
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        for (unsigned int col = 0; col < numVerts; ++col)
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        {
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            for (unsigned int row = 0; row < numVerts; ++row)
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            {
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                uvs->push_back(osg::Vec2f(
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                    col / static_cast<float>(numVerts - 1), ((numVerts - 1) - row) / static_cast<float>(numVerts - 1)));
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            }
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        }
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        // Assign a VBO here to enable state sharing between different Geometries.
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        uvs->setVertexBufferObject(new osg::VertexBufferObject);
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        mUvBufferMap[numVerts] = uvs;
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        return uvs;
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    }
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    osg::ref_ptr<osg::DrawElements> BufferCache::getIndexBuffer(unsigned int numVerts, unsigned int flags)
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    {
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        std::pair<int, int> id = std::make_pair(numVerts, flags);
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        std::lock_guard<std::mutex> lock(mIndexBufferMutex);
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        if (mIndexBufferMap.find(id) != mIndexBufferMap.end())
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        {
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            return mIndexBufferMap[id];
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        }
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        osg::ref_ptr<osg::DrawElements> buffer;
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        if (numVerts * numVerts <= (0xffffu))
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            buffer = createIndexBuffer<osg::DrawElementsUShort>(flags, numVerts);
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        else
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            buffer = createIndexBuffer<osg::DrawElementsUInt>(flags, numVerts);
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        // Assign a EBO here to enable state sharing between different Geometries.
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        buffer->setElementBufferObject(new osg::ElementBufferObject);
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        mIndexBufferMap[id] = buffer;
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        return buffer;
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    }
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    void BufferCache::clearCache()
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    {
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        {
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            std::lock_guard<std::mutex> lock(mIndexBufferMutex);
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            mIndexBufferMap.clear();
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        }
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        {
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            std::lock_guard<std::mutex> lock(mUvBufferMutex);
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            mUvBufferMap.clear();
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        }
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    }
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    void BufferCache::releaseGLObjects(osg::State* state)
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    {
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        {
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            std::lock_guard<std::mutex> lock(mIndexBufferMutex);
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            for (const auto& [_, indexbuffer] : mIndexBufferMap)
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                indexbuffer->releaseGLObjects(state);
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        }
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        {
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            std::lock_guard<std::mutex> lock(mUvBufferMutex);
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            for (const auto& [_, uvbuffer] : mUvBufferMap)
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                uvbuffer->releaseGLObjects(state);
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        }
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    }
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}
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