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	Now that it's no longer a stand-alone component, there's not much point in custom licensing it.
		
			
				
	
	
		
			90 lines
		
	
	
	
		
			3.2 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			90 lines
		
	
	
	
		
			3.2 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
#include "material.hpp"
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#include <iostream>
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#include <osg/Depth>
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#include <osg/TexEnvCombine>
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#include <osg/Texture2D>
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#include <osg/TexMat>
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#include <osg/Material>
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#include <osg/TexEnvCombine>
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namespace Terrain
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{
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    FixedFunctionTechnique::FixedFunctionTechnique(const std::vector<osg::ref_ptr<osg::Texture2D> >& layers,
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                                                   const std::vector<osg::ref_ptr<osg::Texture2D> >& blendmaps)
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    {
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        bool firstLayer = true;
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        int i=0;
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        for (std::vector<osg::ref_ptr<osg::Texture2D> >::const_iterator it = layers.begin(); it != layers.end(); ++it)
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        {
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            osg::ref_ptr<osg::StateSet> stateset (new osg::StateSet);
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            if (!firstLayer)
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            {
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                stateset->setMode(GL_BLEND, osg::StateAttribute::ON);
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                osg::ref_ptr<osg::Depth> depth (new osg::Depth);
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                depth->setFunction(osg::Depth::EQUAL);
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                stateset->setAttributeAndModes(depth, osg::StateAttribute::ON);
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            }
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            int texunit = 0;
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            if(!firstLayer)
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            {
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                osg::ref_ptr<osg::Texture2D> blendmap = blendmaps.at(i++);
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                stateset->setTextureAttributeAndModes(texunit, blendmap.get());
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                // This is to map corner vertices directly to the center of a blendmap texel.
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                osg::Matrixf texMat;
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                float scale = (16/(16.f+1.f));
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                texMat.preMultTranslate(osg::Vec3f(0.5f, 0.5f, 0.f));
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                texMat.preMultScale(osg::Vec3f(scale, scale, 1.f));
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                texMat.preMultTranslate(osg::Vec3f(-0.5f, -0.5f, 0.f));
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                stateset->setTextureAttributeAndModes(texunit, new osg::TexMat(texMat));
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                osg::ref_ptr<osg::TexEnvCombine> texEnvCombine (new osg::TexEnvCombine);
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                texEnvCombine->setCombine_RGB(osg::TexEnvCombine::REPLACE);
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                texEnvCombine->setSource0_RGB(osg::TexEnvCombine::PREVIOUS);
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                stateset->setTextureAttributeAndModes(texunit, texEnvCombine, osg::StateAttribute::ON);
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                ++texunit;
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            }
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            // Add the actual layer texture multiplied by the alpha map.
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            osg::ref_ptr<osg::Texture2D> tex = *it;
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            stateset->setTextureAttributeAndModes(texunit, tex.get());
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            osg::ref_ptr<osg::TexMat> texMat (new osg::TexMat);
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            float scale = 16.f;
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            texMat->setMatrix(osg::Matrix::scale(osg::Vec3f(scale,scale,1.f)));
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            stateset->setTextureAttributeAndModes(texunit, texMat, osg::StateAttribute::ON);
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            firstLayer = false;
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            addPass(stateset);
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        }
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    }
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    Effect::Effect(const std::vector<osg::ref_ptr<osg::Texture2D> > &layers, const std::vector<osg::ref_ptr<osg::Texture2D> > &blendmaps)
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        : mLayers(layers)
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        , mBlendmaps(blendmaps)
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    {
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        osg::ref_ptr<osg::Material> material (new osg::Material);
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        material->setColorMode(osg::Material::AMBIENT_AND_DIFFUSE);
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        getOrCreateStateSet()->setAttributeAndModes(material, osg::StateAttribute::ON);
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        selectTechnique(0);
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    }
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    bool Effect::define_techniques()
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    {
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        addTechnique(new FixedFunctionTechnique(mLayers, mBlendmaps));
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        return true;
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    }
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}
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