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			227 lines
		
	
	
	
		
			9 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			227 lines
		
	
	
	
		
			9 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
#include "shadowsbin.hpp"
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#include <osg/AlphaFunc>
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#include <osg/Material>
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#include <osg/Program>
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#include <osg/StateSet>
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#include <osgUtil/StateGraph>
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#include <unordered_set>
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using namespace osgUtil;
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namespace
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{
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    template <typename T>
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    inline void accumulateState(T& currentValue, T newValue, bool& isOverride, unsigned int overrideFlags)
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    {
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        if (isOverride && !(overrideFlags & osg::StateAttribute::PROTECTED))
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            return;
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        if (overrideFlags & osg::StateAttribute::OVERRIDE)
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            isOverride = true;
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        currentValue = newValue;
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    }
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    inline void accumulateModeState(const osg::StateSet* ss, bool& currentValue, bool& isOverride, int mode)
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    {
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        const osg::StateSet::ModeList& l = ss->getModeList();
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        osg::StateSet::ModeList::const_iterator mf = l.find(mode);
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        if (mf == l.end())
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            return;
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        unsigned int flags = mf->second;
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        bool newValue = flags & osg::StateAttribute::ON;
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        accumulateState(currentValue, newValue, isOverride, flags);
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    }
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    inline bool materialNeedShadows(osg::Material* m)
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    {
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        // I'm pretty sure this needs to check the colour mode - vertex colours might override this value.
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        return m->getDiffuse(osg::Material::FRONT).a() > 0.5;
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    }
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}
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namespace SceneUtil
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{
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    ShadowsBin::ShadowsBin(const CastingPrograms& castingPrograms)
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    {
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        mNoTestStateSet = new osg::StateSet;
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        mNoTestStateSet->addUniform(new osg::Uniform("useDiffuseMapForShadowAlpha", false));
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        mNoTestStateSet->addUniform(new osg::Uniform("alphaTestShadows", false));
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        mShaderAlphaTestStateSet = new osg::StateSet;
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        mShaderAlphaTestStateSet->addUniform(new osg::Uniform("alphaTestShadows", true));
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        mShaderAlphaTestStateSet->addUniform(new osg::Uniform("useDiffuseMapForShadowAlpha", true));
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        mShaderAlphaTestStateSet->setMode(
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            GL_BLEND, osg::StateAttribute::OFF | osg::StateAttribute::PROTECTED | osg::StateAttribute::OVERRIDE);
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        for (size_t i = 0; i < castingPrograms.size(); ++i)
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        {
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            mAlphaFuncShaders[i] = new osg::StateSet;
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            mAlphaFuncShaders[i]->setAttribute(castingPrograms[i],
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                osg::StateAttribute::ON | osg::StateAttribute::PROTECTED | osg::StateAttribute::OVERRIDE);
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        }
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    }
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    StateGraph* ShadowsBin::cullStateGraph(
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        StateGraph* sg, StateGraph* root, std::unordered_set<StateGraph*>& uninterestingCache, bool cullFaceOverridden)
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    {
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        std::vector<StateGraph*> return_path;
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        State state;
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        StateGraph* sg_new = sg;
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        do
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        {
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            if (uninterestingCache.find(sg_new) != uninterestingCache.end())
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                break;
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            return_path.push_back(sg_new);
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            sg_new = sg_new->_parent;
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        } while (sg_new && sg_new != root);
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        for (auto itr = return_path.rbegin(); itr != return_path.rend(); ++itr)
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        {
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            const osg::StateSet* ss = (*itr)->getStateSet();
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            if (!ss)
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                continue;
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            accumulateModeState(ss, state.mAlphaBlend, state.mAlphaBlendOverride, GL_BLEND);
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            const osg::StateSet::AttributeList& attributes = ss->getAttributeList();
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            osg::StateSet::AttributeList::const_iterator found
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                = attributes.find(std::make_pair(osg::StateAttribute::MATERIAL, 0));
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            if (found != attributes.end())
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            {
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                const osg::StateSet::RefAttributePair& rap = found->second;
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                accumulateState(
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                    state.mMaterial, static_cast<osg::Material*>(rap.first.get()), state.mMaterialOverride, rap.second);
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                if (state.mMaterial && !materialNeedShadows(state.mMaterial))
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                    state.mMaterial = nullptr;
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            }
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            found = attributes.find(std::make_pair(osg::StateAttribute::ALPHAFUNC, 0));
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            if (found != attributes.end())
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            {
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                // As force shaders is on, we know this is really a RemovedAlphaFunc
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                const osg::StateSet::RefAttributePair& rap = found->second;
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                accumulateState(state.mAlphaFunc, static_cast<osg::AlphaFunc*>(rap.first.get()),
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                    state.mAlphaFuncOverride, rap.second);
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            }
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            if (!cullFaceOverridden)
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            {
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                // osg::FrontFace specifies triangle winding, not front-face culling. We can't safely reparent anything
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                // under it unless GL_CULL_FACE is off or we flip face culling.
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                found = attributes.find(std::make_pair(osg::StateAttribute::FRONTFACE, 0));
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                if (found != attributes.end())
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                    state.mImportantState = true;
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            }
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            if ((*itr) != sg && !state.interesting())
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                uninterestingCache.insert(*itr);
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        }
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        if (!state.needShadows())
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            return nullptr;
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        if (!state.needTexture() && !state.mImportantState)
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        {
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            for (RenderLeaf* leaf : sg->_leaves)
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            {
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                leaf->_parent = root;
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                root->_leaves.push_back(leaf);
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            }
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            return nullptr;
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        }
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        if (state.mAlphaBlend)
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        {
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            sg_new = sg->find_or_insert(mShaderAlphaTestStateSet);
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            sg_new->_leaves = std::move(sg->_leaves);
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            for (RenderLeaf* leaf : sg_new->_leaves)
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                leaf->_parent = sg_new;
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            sg = sg_new;
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        }
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        // GL_ALWAYS is set by default by mwshadowtechnique
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        if (state.mAlphaFunc && state.mAlphaFunc->getFunction() != GL_ALWAYS)
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        {
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            sg_new = sg->find_or_insert(mAlphaFuncShaders[state.mAlphaFunc->getFunction() - GL_NEVER]);
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            sg_new->_leaves = std::move(sg->_leaves);
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            for (RenderLeaf* leaf : sg_new->_leaves)
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                leaf->_parent = sg_new;
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            sg = sg_new;
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        }
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        return sg;
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    }
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    inline bool ShadowsBin::State::needTexture() const
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    {
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        return mAlphaBlend || (mAlphaFunc && mAlphaFunc->getFunction() != GL_ALWAYS);
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    }
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    bool ShadowsBin::State::needShadows() const
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    {
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        if (mAlphaFunc && mAlphaFunc->getFunction() == GL_NEVER)
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            return false;
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        // other alpha func + material combinations might be skippable
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        if (mAlphaBlend && mMaterial)
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            return materialNeedShadows(mMaterial);
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        return true;
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    }
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    void ShadowsBin::sortImplementation()
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    {
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        // The cull visitor contains a stategraph.
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        // When a stateset is pushed, it's added/found as a child of the current stategraph node, then that node becomes
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        // the new current stategraph node. When a drawable is added, the current stategraph node is added to the
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        // current renderbin (if it's not there already) and the drawable is added as a renderleaf to the stategraph
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        // This means our list only contains stategraph nodes with directly-attached renderleaves, but they might have
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        // parents with more state set that needs to be considered.
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        if (!_stateGraphList.size())
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            return;
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        StateGraph* root = _stateGraphList[0];
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        while (root->_parent)
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        {
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            root = root->_parent;
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            const osg::StateSet* ss = root->getStateSet();
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            if (ss->getMode(GL_NORMALIZE) & osg::StateAttribute::ON // that is root stategraph of renderingmanager cpp
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                || ss->getAttribute(osg::StateAttribute::VIEWPORT)) // fallback to rendertarget's sg just in case
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                break;
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            if (!root->_parent)
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                return;
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        }
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        StateGraph* noTestRoot = root->find_or_insert(mNoTestStateSet.get());
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        // noTestRoot is now a stategraph with useDiffuseMapForShadowAlpha disabled but minimal other state
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        bool cullFaceOverridden = false;
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        while (root->_parent)
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        {
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            root = root->_parent;
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            if (!root->getStateSet())
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                continue;
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            unsigned int cullFaceFlags = root->getStateSet()->getMode(GL_CULL_FACE);
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            if (cullFaceFlags & osg::StateAttribute::OVERRIDE && !(cullFaceFlags & osg::StateAttribute::ON))
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            {
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                cullFaceOverridden = true;
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                break;
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            }
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        }
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        noTestRoot->_leaves.reserve(_stateGraphList.size());
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        StateGraphList newList;
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        std::unordered_set<StateGraph*> uninterestingCache;
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        for (StateGraph* graph : _stateGraphList)
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        {
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            // Render leaves which shouldn't use the diffuse map for shadow alpha but do cast shadows become children of
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            // root, so graph is now empty. Don't add to newList. Graphs containing just render leaves which don't cast
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            // shadows are discarded. Don't add to newList. Graphs containing other leaves need to be in newList.
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            StateGraph* graphToAdd = cullStateGraph(graph, noTestRoot, uninterestingCache, cullFaceOverridden);
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            if (graphToAdd)
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                newList.push_back(graphToAdd);
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        }
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        if (!noTestRoot->_leaves.empty())
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            newList.push_back(noTestRoot);
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        _stateGraphList = std::move(newList);
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    }
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}
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