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			288 lines
		
	
	
	
		
			9.6 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			288 lines
		
	
	
	
		
			9.6 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
#include "util.hpp"
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#include <algorithm>
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#include <sstream>
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#include <iomanip>
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#include <osg/Node>
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#include <osg/NodeVisitor>
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#include <osg/TexGen>
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#include <osg/TexEnvCombine>
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#include <osg/Version>
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#include <components/resource/imagemanager.hpp>
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#include <components/resource/scenemanager.hpp>
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#include <components/settings/settings.hpp>
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namespace SceneUtil
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{
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class FindLowestUnusedTexUnitVisitor : public osg::NodeVisitor
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{
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public:
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    FindLowestUnusedTexUnitVisitor()
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        : osg::NodeVisitor(TRAVERSE_ALL_CHILDREN)
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        , mLowestUnusedTexUnit(0)
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    {
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    }
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    void apply(osg::Node& node) override
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    {
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        if (osg::StateSet* stateset = node.getStateSet())
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            mLowestUnusedTexUnit = std::max(mLowestUnusedTexUnit, int(stateset->getTextureAttributeList().size()));
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        traverse(node);
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    }
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    int mLowestUnusedTexUnit;
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};
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GlowUpdater::GlowUpdater(int texUnit, const osg::Vec4f& color, const std::vector<osg::ref_ptr<osg::Texture2D> >& textures,
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    osg::Node* node, float duration, Resource::ResourceSystem* resourcesystem)
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    : mTexUnit(texUnit)
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    , mColor(color)
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    , mOriginalColor(color)
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    , mTextures(textures)
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    , mNode(node)
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    , mDuration(duration)
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    , mOriginalDuration(duration)
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    , mStartingTime(0)
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    , mResourceSystem(resourcesystem)
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    , mColorChanged(false)
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    , mDone(false)
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{
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}
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void GlowUpdater::setDefaults(osg::StateSet *stateset)
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{
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    if (mDone)
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        removeTexture(stateset);
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    else
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    {
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        stateset->setTextureMode(mTexUnit, GL_TEXTURE_2D, osg::StateAttribute::ON);
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        osg::TexGen* texGen = new osg::TexGen;
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        texGen->setMode(osg::TexGen::SPHERE_MAP);
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        stateset->setTextureAttributeAndModes(mTexUnit, texGen, osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE);
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        osg::TexEnvCombine* texEnv = new osg::TexEnvCombine;
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        texEnv->setSource0_RGB(osg::TexEnvCombine::CONSTANT);
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        texEnv->setConstantColor(mColor);
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        texEnv->setCombine_RGB(osg::TexEnvCombine::INTERPOLATE);
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        texEnv->setSource2_RGB(osg::TexEnvCombine::TEXTURE);
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        texEnv->setOperand2_RGB(osg::TexEnvCombine::SRC_COLOR);
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        stateset->setTextureAttributeAndModes(mTexUnit, texEnv, osg::StateAttribute::ON);
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        stateset->addUniform(new osg::Uniform("envMapColor", mColor));
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    }
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}
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void GlowUpdater::removeTexture(osg::StateSet* stateset)
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{
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    stateset->removeTextureAttribute(mTexUnit, osg::StateAttribute::TEXTURE);
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    stateset->removeTextureAttribute(mTexUnit, osg::StateAttribute::TEXGEN);
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    stateset->removeTextureAttribute(mTexUnit, osg::StateAttribute::TEXENV);
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    stateset->removeTextureMode(mTexUnit, GL_TEXTURE_2D);
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    stateset->removeUniform("envMapColor");
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    osg::StateSet::TextureAttributeList& list = stateset->getTextureAttributeList();
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    while (list.size() && list.rbegin()->empty())
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        list.pop_back();
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}
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void GlowUpdater::apply(osg::StateSet *stateset, osg::NodeVisitor *nv)
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{
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    if (mColorChanged){
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        this->reset();
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        setDefaults(stateset);
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        mColorChanged = false;
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    }
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    if (mDone)
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        return;
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    // Set the starting time to measure glow duration from if this is a temporary glow
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    if ((mDuration >= 0) && mStartingTime == 0)
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        mStartingTime = nv->getFrameStamp()->getSimulationTime();
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    float time = nv->getFrameStamp()->getSimulationTime();
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    int index = (int)(time*16) % mTextures.size();
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    stateset->setTextureAttribute(mTexUnit, mTextures[index], osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE);
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    if ((mDuration >= 0) && (time - mStartingTime > mDuration)) // If this is a temporary glow and it has finished its duration
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    {
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        if (mOriginalDuration >= 0) // if this glowupdater was a temporary glow since its creation
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        {
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            removeTexture(stateset);
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            this->reset();
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            mDone = true;
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            // normally done in StateSetUpdater::operator(), but needs doing here so the shader visitor sees the right StateSet
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            mNode->setStateSet(stateset);
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            mResourceSystem->getSceneManager()->recreateShaders(mNode);
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        }
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        if (mOriginalDuration < 0) // if this glowupdater was originally a permanent glow
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        {
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            mDuration = mOriginalDuration;
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            mStartingTime = 0;
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            mColor = mOriginalColor;
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            this->reset();
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            setDefaults(stateset);
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        }
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    }
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}
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bool GlowUpdater::isPermanentGlowUpdater()
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{
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    return (mDuration < 0);
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}
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bool GlowUpdater::isDone()
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{
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    return mDone;
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}
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void GlowUpdater::setColor(const osg::Vec4f& color)
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{
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    mColor = color;
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    mColorChanged = true;
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}
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void GlowUpdater::setDuration(float duration)
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{
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    mDuration = duration;
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}
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void transformBoundingSphere (const osg::Matrixf& matrix, osg::BoundingSphere& bsphere)
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{
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    osg::BoundingSphere::vec_type xdash = bsphere._center;
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    xdash.x() += bsphere._radius;
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    xdash = xdash*matrix;
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    osg::BoundingSphere::vec_type ydash = bsphere._center;
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    ydash.y() += bsphere._radius;
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    ydash = ydash*matrix;
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    osg::BoundingSphere::vec_type zdash = bsphere._center;
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    zdash.z() += bsphere._radius;
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    zdash = zdash*matrix;
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    bsphere._center = bsphere._center*matrix;
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    xdash -= bsphere._center;
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    osg::BoundingSphere::value_type sqrlen_xdash = xdash.length2();
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    ydash -= bsphere._center;
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    osg::BoundingSphere::value_type sqrlen_ydash = ydash.length2();
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    zdash -= bsphere._center;
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    osg::BoundingSphere::value_type sqrlen_zdash = zdash.length2();
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    bsphere._radius = sqrlen_xdash;
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    if (bsphere._radius<sqrlen_ydash) bsphere._radius = sqrlen_ydash;
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    if (bsphere._radius<sqrlen_zdash) bsphere._radius = sqrlen_zdash;
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    bsphere._radius = sqrtf(bsphere._radius);
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}
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osg::Vec4f colourFromRGB(unsigned int clr)
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{
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    osg::Vec4f colour(((clr >> 0) & 0xFF) / 255.0f,
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                      ((clr >> 8) & 0xFF) / 255.0f,
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                      ((clr >> 16) & 0xFF) / 255.0f, 1.f);
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    return colour;
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}
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osg::Vec4f colourFromRGBA(unsigned int value)
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{
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    return osg::Vec4f(makeOsgColorComponent(value, 0), makeOsgColorComponent(value, 8),
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                      makeOsgColorComponent(value, 16), makeOsgColorComponent(value, 24));
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}
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float makeOsgColorComponent(unsigned int value, unsigned int shift)
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{
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    return float((value >> shift) & 0xFFu) / 255.0f;
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}
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bool hasUserDescription(const osg::Node* node, const std::string& pattern)
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{
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    if (node == nullptr)
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        return false;
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    const osg::UserDataContainer* udc = node->getUserDataContainer();
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    if (udc && udc->getNumDescriptions() > 0)
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    {
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        for (auto& descr : udc->getDescriptions())
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        {
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            if (descr == pattern)
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                return true;
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        }
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    }
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    return false;
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}
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osg::ref_ptr<GlowUpdater> addEnchantedGlow(osg::ref_ptr<osg::Node> node, Resource::ResourceSystem* resourceSystem, const osg::Vec4f& glowColor, float glowDuration)
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{
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    std::vector<osg::ref_ptr<osg::Texture2D> > textures;
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    for (int i=0; i<32; ++i)
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    {
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        std::stringstream stream;
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        stream << "textures/magicitem/caust";
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        stream << std::setw(2);
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        stream << std::setfill('0');
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        stream << i;
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        stream << ".dds";
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        osg::ref_ptr<osg::Image> image = resourceSystem->getImageManager()->getImage(stream.str());
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        osg::ref_ptr<osg::Texture2D> tex (new osg::Texture2D(image));
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        tex->setName("envMap");
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        tex->setWrap(osg::Texture::WRAP_S, osg::Texture2D::REPEAT);
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        tex->setWrap(osg::Texture::WRAP_T, osg::Texture2D::REPEAT);
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        resourceSystem->getSceneManager()->applyFilterSettings(tex);
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        textures.push_back(tex);
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    }
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    FindLowestUnusedTexUnitVisitor findLowestUnusedTexUnitVisitor;
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    node->accept(findLowestUnusedTexUnitVisitor);
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    int texUnit = findLowestUnusedTexUnitVisitor.mLowestUnusedTexUnit;
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    osg::ref_ptr<GlowUpdater> glowUpdater = new GlowUpdater(texUnit, glowColor, textures, node, glowDuration, resourceSystem);
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    node->addUpdateCallback(glowUpdater);
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    // set a texture now so that the ShaderVisitor can find it
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    osg::ref_ptr<osg::StateSet> writableStateSet = nullptr;
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    if (!node->getStateSet())
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        writableStateSet = node->getOrCreateStateSet();
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    else
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    {
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        writableStateSet = new osg::StateSet(*node->getStateSet(), osg::CopyOp::SHALLOW_COPY);
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        node->setStateSet(writableStateSet);
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    }
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    writableStateSet->setTextureAttributeAndModes(texUnit, textures.front(), osg::StateAttribute::ON);
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    writableStateSet->addUniform(new osg::Uniform("envMapColor", glowColor));
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    resourceSystem->getSceneManager()->recreateShaders(node);
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    return glowUpdater;
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}
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bool attachAlphaToCoverageFriendlyFramebufferToCamera(osg::Camera* camera, osg::Camera::BufferComponent buffer, osg::Texture * texture, unsigned int level, unsigned int face, bool mipMapGeneration)
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{
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#if OSG_VERSION_LESS_THAN(3, 6, 6)
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    // hack fix for https://github.com/openscenegraph/OpenSceneGraph/issues/1028
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    osg::ref_ptr<osg::GLExtensions> extensions = osg::GLExtensions::Get(0, false);
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    if (extensions)
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        extensions->glRenderbufferStorageMultisampleCoverageNV = nullptr;
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#endif
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    unsigned int samples = 0;
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    unsigned int colourSamples = 0;
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    bool addMSAAIntermediateTarget = Settings::Manager::getBool("antialias alpha test", "Shaders") && Settings::Manager::getInt("antialiasing", "Video") > 1;
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    if (addMSAAIntermediateTarget)
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    {
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        // Alpha-to-coverage requires a multisampled framebuffer.
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        // OSG will set that up automatically and resolve it to the specified single-sample texture for us.
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        // For some reason, two samples are needed, at least with some drivers.
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        samples = 2;
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        colourSamples = 1;
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    }
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    camera->attach(buffer, texture, level, face, mipMapGeneration, samples, colourSamples);
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    return addMSAAIntermediateTarget;
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}
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}
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