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			282 lines
		
	
	
	
		
			10 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			282 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(const std::string& 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(std::string_view name, 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(std::string_view name);
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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(std::string_view name, 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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    std::string getFileExtension(const std::string& file);
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}
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#endif
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