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			300 lines
		
	
	
	
		
			14 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			300 lines
		
	
	
	
		
			14 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
#include "material.hpp"
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#include <OgreMaterialManager.h>
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#include <OgreTechnique.h>
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#include <OgrePass.h>
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#include <extern/shiny/Main/Factory.hpp>
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namespace
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{
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int getBlendmapIndexForLayer (int layerIndex)
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{
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    return std::floor((layerIndex-1)/4.f);
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}
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std::string getBlendmapComponentForLayer (int layerIndex)
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{
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    int n = (layerIndex-1)%4;
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    if (n == 0)
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        return "x";
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    if (n == 1)
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        return "y";
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    if (n == 2)
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        return "z";
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    else
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        return "w";
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}
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}
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namespace Terrain
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{
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    MaterialGenerator::MaterialGenerator(bool shaders)
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        : mShaders(shaders)
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        , mShadows(false)
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        , mSplitShadows(false)
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    {
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    }
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    Ogre::MaterialPtr MaterialGenerator::generate(Ogre::MaterialPtr mat)
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    {
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        return create(mat, false, false);
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    }
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    Ogre::MaterialPtr MaterialGenerator::generateForCompositeMapRTT(Ogre::MaterialPtr mat)
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    {
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        return create(mat, true, false);
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    }
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    Ogre::MaterialPtr MaterialGenerator::generateForCompositeMap(Ogre::MaterialPtr mat)
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    {
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        return create(mat, false, true);
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    }
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    Ogre::MaterialPtr MaterialGenerator::create(Ogre::MaterialPtr mat, bool renderCompositeMap, bool displayCompositeMap)
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    {
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        assert(!renderCompositeMap || !displayCompositeMap);
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        if (!mat.isNull())
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        {
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            sh::Factory::getInstance().destroyMaterialInstance(mat->getName());
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            Ogre::MaterialManager::getSingleton().remove(mat->getName());
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        }
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        static int count = 0;
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        std::stringstream name;
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        name << "terrain/mat" << count++;
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        if (!mShaders)
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        {
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            mat = Ogre::MaterialManager::getSingleton().create(name.str(),
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                                                               Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
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            Ogre::Technique* technique = mat->getTechnique(0);
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            technique->removeAllPasses();
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            if (displayCompositeMap)
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            {
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                Ogre::Pass* pass = technique->createPass();
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                pass->setVertexColourTracking(Ogre::TVC_AMBIENT|Ogre::TVC_DIFFUSE);
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                pass->createTextureUnitState(mCompositeMap)->setTextureAddressingMode(Ogre::TextureUnitState::TAM_CLAMP);
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            }
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            else
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            {
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                assert(mLayerList.size() == mBlendmapList.size()+1);
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                std::vector<Ogre::TexturePtr>::iterator blend = mBlendmapList.begin();
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                for (std::vector<std::string>::iterator layer = mLayerList.begin(); layer != mLayerList.end(); ++layer)
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                {
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                    Ogre::Pass* pass = technique->createPass();
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                    pass->setLightingEnabled(false);
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                    pass->setVertexColourTracking(Ogre::TVC_NONE);
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                    // TODO: How to handle fog?
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                    pass->setFog(true, Ogre::FOG_NONE);
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                    bool first = (layer == mLayerList.begin());
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                    Ogre::TextureUnitState* tus;
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                    if (!first)
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                    {
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                        pass->setSceneBlending(Ogre::SBT_TRANSPARENT_ALPHA);
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                        pass->setDepthFunction(Ogre::CMPF_EQUAL);
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                        tus = pass->createTextureUnitState((*blend)->getName());
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                        tus->setAlphaOperation(Ogre::LBX_BLEND_TEXTURE_ALPHA,
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                                               Ogre::LBS_TEXTURE,
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                                               Ogre::LBS_TEXTURE);
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                        tus->setColourOperationEx(Ogre::LBX_BLEND_DIFFUSE_ALPHA,
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                                                  Ogre::LBS_TEXTURE,
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                                                  Ogre::LBS_TEXTURE);
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                        tus->setIsAlpha(true);
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                        tus->setTextureAddressingMode(Ogre::TextureUnitState::TAM_CLAMP);
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                        float scale = (16/(16.f+1.f));
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                        tus->setTextureScale(1.f/scale,1.f/scale);
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                    }
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                    // Add the actual layer texture on top of the alpha map.
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                    tus = pass->createTextureUnitState("textures\\" + *layer);
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                    if (!first)
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                        tus->setColourOperationEx(Ogre::LBX_BLEND_DIFFUSE_ALPHA,
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                                                  Ogre::LBS_TEXTURE,
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                                                  Ogre::LBS_CURRENT);
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                    tus->setTextureScale(1/16.f,1/16.f);
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                    if (!first)
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                        ++blend;
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                }
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                if (!renderCompositeMap)
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                {
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                    Ogre::Pass* lightingPass = technique->createPass();
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                    lightingPass->setSceneBlending(Ogre::SBT_MODULATE);
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                    lightingPass->setVertexColourTracking(Ogre::TVC_AMBIENT|Ogre::TVC_DIFFUSE);
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                    lightingPass->setFog(true, Ogre::FOG_NONE);
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                }
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            }
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            return mat;
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        }
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        else
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        {
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            sh::MaterialInstance* material = sh::Factory::getInstance().createMaterialInstance (name.str());
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            material->setProperty ("allow_fixed_function", sh::makeProperty<sh::BooleanValue>(new sh::BooleanValue(false)));
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            if (displayCompositeMap)
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            {
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                sh::MaterialInstancePass* p = material->createPass ();
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                p->setProperty ("vertex_program", sh::makeProperty<sh::StringValue>(new sh::StringValue("terrain_vertex")));
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                p->setProperty ("fragment_program", sh::makeProperty<sh::StringValue>(new sh::StringValue("terrain_fragment")));
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                p->mShaderProperties.setProperty ("is_first_pass", sh::makeProperty(new sh::BooleanValue(true)));
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                p->mShaderProperties.setProperty ("render_composite_map", sh::makeProperty(new sh::BooleanValue(false)));
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                p->mShaderProperties.setProperty ("display_composite_map", sh::makeProperty(new sh::BooleanValue(true)));
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                p->mShaderProperties.setProperty ("num_layers", sh::makeProperty (new sh::StringValue("0")));
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                p->mShaderProperties.setProperty ("num_blendmaps", sh::makeProperty (new sh::StringValue("0")));
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                sh::MaterialInstanceTextureUnit* tex = p->createTextureUnit ("compositeMap");
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                tex->setProperty ("direct_texture", sh::makeProperty (new sh::StringValue(mCompositeMap)));
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                tex->setProperty ("tex_address_mode", sh::makeProperty (new sh::StringValue("clamp")));
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                // shadow. TODO: repeated, put in function
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                if (mShadows)
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                {
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                    for (Ogre::uint i = 0; i < (mSplitShadows ? 3 : 1); ++i)
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                    {
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                        sh::MaterialInstanceTextureUnit* shadowTex = p->createTextureUnit ("shadowMap" + Ogre::StringConverter::toString(i));
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                        shadowTex->setProperty ("content_type", sh::makeProperty<sh::StringValue> (new sh::StringValue("shadow")));
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                    }
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                }
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                p->mShaderProperties.setProperty ("shadowtexture_offset", sh::makeProperty (new sh::StringValue(
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                    Ogre::StringConverter::toString(1))));
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                p->mShaderProperties.setProperty ("pass_index", sh::makeProperty(new sh::IntValue(0)));
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            }
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            else
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            {
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                bool shadows = mShadows && !renderCompositeMap;
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                int layerOffset = 0;
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                while (layerOffset < (int)mLayerList.size())
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                {
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                    int blendmapOffset = (layerOffset == 0) ? 1 : 0; // the first layer of the first pass is the base layer and does not need a blend map
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                    // Check how many layers we can fit in this pass
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                    int numLayersInThisPass = 0;
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                    int numBlendTextures = 0;
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                    std::vector<std::string> blendTextures;
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                    int remainingTextureUnits = OGRE_MAX_TEXTURE_LAYERS;
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                    if (shadows)
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                        remainingTextureUnits -= (mSplitShadows ? 3 : 1);
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                    while (remainingTextureUnits && layerOffset + numLayersInThisPass < (int)mLayerList.size())
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                    {
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                        int layerIndex = numLayersInThisPass + layerOffset;
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                        int neededTextureUnits=0;
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                        int neededBlendTextures=0;
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                        if (layerIndex != 0)
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                        {
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                            std::string blendTextureName = mBlendmapList[getBlendmapIndexForLayer(layerIndex)]->getName();
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                            if (std::find(blendTextures.begin(), blendTextures.end(), blendTextureName) == blendTextures.end())
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                            {
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                                blendTextures.push_back(blendTextureName);
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                                ++neededBlendTextures;
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                                ++neededTextureUnits; // blend texture
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                            }
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                        }
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                        ++neededTextureUnits; // layer texture
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                        if (neededTextureUnits <= remainingTextureUnits)
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                        {
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                            // We can fit another!
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                            remainingTextureUnits -= neededTextureUnits;
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                            numBlendTextures += neededBlendTextures;
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                            ++numLayersInThisPass;
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                        }
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                        else
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                            break; // We're full
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                    }
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                    sh::MaterialInstancePass* p = material->createPass ();
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                    p->setProperty ("vertex_program", sh::makeProperty<sh::StringValue>(new sh::StringValue("terrain_vertex")));
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                    p->setProperty ("fragment_program", sh::makeProperty<sh::StringValue>(new sh::StringValue("terrain_fragment")));
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                    if (layerOffset != 0)
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                    {
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                        p->setProperty ("scene_blend", sh::makeProperty(new sh::StringValue("alpha_blend")));
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                        // Only write if depth is equal to the depth value written by the previous pass.
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                        p->setProperty ("depth_func", sh::makeProperty(new sh::StringValue("equal")));
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                    }
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                    p->mShaderProperties.setProperty ("render_composite_map", sh::makeProperty(new sh::BooleanValue(renderCompositeMap)));
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                    p->mShaderProperties.setProperty ("display_composite_map", sh::makeProperty(new sh::BooleanValue(displayCompositeMap)));
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                    p->mShaderProperties.setProperty ("num_layers", sh::makeProperty (new sh::StringValue(Ogre::StringConverter::toString(numLayersInThisPass))));
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                    p->mShaderProperties.setProperty ("num_blendmaps", sh::makeProperty (new sh::StringValue(Ogre::StringConverter::toString(numBlendTextures))));
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                    // blend maps
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                    // the index of the first blend map used in this pass
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                    int blendmapStart;
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                    if (mLayerList.size() == 1) // special case. if there's only one layer, we don't need blend maps at all
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                        blendmapStart = 0;
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                    else
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                        blendmapStart = getBlendmapIndexForLayer(layerOffset+blendmapOffset);
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                    for (int i = 0; i < numBlendTextures; ++i)
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                    {
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                        sh::MaterialInstanceTextureUnit* blendTex = p->createTextureUnit ("blendMap" + Ogre::StringConverter::toString(i));
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                        blendTex->setProperty ("direct_texture", sh::makeProperty (new sh::StringValue(mBlendmapList[blendmapStart+i]->getName())));
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                        blendTex->setProperty ("tex_address_mode", sh::makeProperty (new sh::StringValue("clamp")));
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                    }
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                    // layer maps
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                    for (int i = 0; i < numLayersInThisPass; ++i)
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                    {
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                        sh::MaterialInstanceTextureUnit* diffuseTex = p->createTextureUnit ("diffuseMap" + Ogre::StringConverter::toString(i));
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                        diffuseTex->setProperty ("direct_texture", sh::makeProperty (new sh::StringValue("textures\\"+mLayerList[layerOffset+i])));
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                        if (i+layerOffset > 0)
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                        {
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                            int blendTextureIndex = getBlendmapIndexForLayer(layerOffset+i);
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                            std::string blendTextureComponent = getBlendmapComponentForLayer(layerOffset+i);
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                            p->mShaderProperties.setProperty ("blendmap_component_" + Ogre::StringConverter::toString(i),
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                                sh::makeProperty (new sh::StringValue(Ogre::StringConverter::toString(blendTextureIndex-blendmapStart) + "." + blendTextureComponent)));
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                        }
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                        else
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                        {
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                            // just to make it shut up about blendmap_component_0 not existing in the first pass.
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                            // it might be retrieved, but will never survive the preprocessing step.
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                            p->mShaderProperties.setProperty ("blendmap_component_" + Ogre::StringConverter::toString(i),
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                                sh::makeProperty (new sh::StringValue("")));
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                        }
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                    }
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                    // shadow
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                    if (shadows)
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                    {
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                        for (Ogre::uint i = 0; i < (mSplitShadows ? 3 : 1); ++i)
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                        {
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                            sh::MaterialInstanceTextureUnit* shadowTex = p->createTextureUnit ("shadowMap" + Ogre::StringConverter::toString(i));
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                            shadowTex->setProperty ("content_type", sh::makeProperty<sh::StringValue> (new sh::StringValue("shadow")));
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                        }
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                    }
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                    p->mShaderProperties.setProperty ("shadowtexture_offset", sh::makeProperty (new sh::StringValue(
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                        Ogre::StringConverter::toString(numBlendTextures + numLayersInThisPass))));
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                    // Make sure the pass index is fed to the permutation handler, because blendmap components may be different
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                    p->mShaderProperties.setProperty ("pass_index", sh::makeProperty(new sh::IntValue(layerOffset)));
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                    layerOffset += numLayersInThisPass;
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                }
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            }
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        }
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        return Ogre::MaterialManager::getSingleton().getByName(name.str());
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    }
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}
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