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			198 lines
		
	
	
	
		
			7.8 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			198 lines
		
	
	
	
		
			7.8 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
#include "material.hpp"
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#include <stdexcept>
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#include <osg/Fog>
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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/BlendFunc>
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#include <components/shader/shadermanager.hpp>
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namespace Terrain
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{
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    osg::ref_ptr<osg::TexMat> getBlendmapTexMat(int blendmapScale)
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    {
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        static std::map<int, osg::ref_ptr<osg::TexMat> > texMatMap;
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        osg::ref_ptr<osg::TexMat> texMat = texMatMap[blendmapScale];
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        if (!texMat)
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        {
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            osg::Matrixf matrix;
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            float scale = (blendmapScale/(static_cast<float>(blendmapScale)+1.f));
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            matrix.preMultTranslate(osg::Vec3f(0.5f, 0.5f, 0.f));
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            matrix.preMultScale(osg::Vec3f(scale, scale, 1.f));
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            matrix.preMultTranslate(osg::Vec3f(-0.5f, -0.5f, 0.f));
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            // We need to nudge the blendmap to look like vanilla.
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            // This causes visible seams unless the blendmap's resolution is doubled, but Vanilla also doubles the blendmap, apparently.
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            matrix.preMultTranslate(osg::Vec3f(1.0f/blendmapScale/4.0f, 1.0f/blendmapScale/4.0f, 0.f));
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            texMat = new osg::TexMat(matrix);
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            texMatMap[blendmapScale] = texMat;
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        }
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        return texMat;
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    }
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    osg::ref_ptr<osg::TexMat> getLayerTexMat(float layerTileSize)
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    {
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        static std::map<float, osg::ref_ptr<osg::TexMat> > texMatMap;
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        osg::ref_ptr<osg::TexMat> texMat = texMatMap[layerTileSize];
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        if (!texMat)
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        {
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            texMat = new osg::TexMat(osg::Matrix::scale(osg::Vec3f(layerTileSize,layerTileSize,1.f)));
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            texMatMap[layerTileSize] = texMat;
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        }
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        return texMat;
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    }
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    osg::ref_ptr<osg::Depth> getEqualDepth()
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    {
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        static osg::ref_ptr<osg::Depth> depth;
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        if (!depth)
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        {
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            depth = new osg::Depth;
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            depth->setFunction(osg::Depth::EQUAL);
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        }
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        return depth;
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    }
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    osg::ref_ptr<osg::Depth> getLequalDepth()
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    {
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        static osg::ref_ptr<osg::Depth> depth;
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        if (!depth)
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        {
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            depth = new osg::Depth;
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            depth->setFunction(osg::Depth::LEQUAL);
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        }
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        return depth;
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    }
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    std::vector<osg::ref_ptr<osg::StateSet> > createPasses(bool useShaders, bool forcePerPixelLighting, bool clampLighting, Shader::ShaderManager* shaderManager, const std::vector<TextureLayer> &layers,
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                                                           const std::vector<osg::ref_ptr<osg::Texture2D> > &blendmaps, int blendmapScale, float layerTileSize)
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    {
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        std::vector<osg::ref_ptr<osg::StateSet> > passes;
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        unsigned int blendmapIndex = 0;
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        unsigned int passIndex = 0;
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        for (std::vector<TextureLayer>::const_iterator it = layers.begin(); it != layers.end(); ++it)
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        {
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            bool firstLayer = (it == layers.begin());
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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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                static osg::ref_ptr<osg::BlendFunc> blendFunc;
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                if (!blendFunc)
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                {
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                    blendFunc= new osg::BlendFunc();
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                    blendFunc->setFunction(osg::BlendFunc::SRC_ALPHA, osg::BlendFunc::ONE);
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                }
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                stateset->setMode(GL_BLEND, osg::StateAttribute::ON);
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                stateset->setAttributeAndModes(blendFunc, osg::StateAttribute::ON);
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                stateset->setAttributeAndModes(getEqualDepth(), osg::StateAttribute::ON);
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            }
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            // disable fog if we're the first layer of several - supposed to be completely black
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            if (firstLayer && blendmaps.size() > 0)
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            {
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                osg::ref_ptr<osg::Fog> fog (new osg::Fog);
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                fog->setStart(10000000);
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                fog->setEnd(10000000);
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                stateset->setAttributeAndModes(fog, osg::StateAttribute::OFF|osg::StateAttribute::OVERRIDE);
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                stateset->setAttributeAndModes(getLequalDepth(), osg::StateAttribute::ON);
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            }
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            int texunit = 0;
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            if (useShaders)
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            {
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                stateset->setTextureAttributeAndModes(texunit, it->mDiffuseMap);
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                if (layerTileSize != 1.f)
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                    stateset->setTextureAttributeAndModes(texunit, getLayerTexMat(layerTileSize), osg::StateAttribute::ON);
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                stateset->addUniform(new osg::Uniform("diffuseMap", texunit));
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                if(!firstLayer)
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                {
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                    ++texunit;
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                    osg::ref_ptr<osg::Texture2D> blendmap = blendmaps.at(blendmapIndex++);
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                    stateset->setTextureAttributeAndModes(texunit, blendmap.get());
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                    stateset->setTextureAttributeAndModes(texunit, getBlendmapTexMat(blendmapScale));
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                    stateset->addUniform(new osg::Uniform("blendMap", texunit));
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                }
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                if (it->mNormalMap)
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                {
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                    ++texunit;
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                    stateset->setTextureAttributeAndModes(texunit, it->mNormalMap);
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                    stateset->addUniform(new osg::Uniform("normalMap", texunit));
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                }
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                Shader::ShaderManager::DefineMap defineMap;
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                defineMap["forcePPL"] = forcePerPixelLighting ? "1" : "0";
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                defineMap["clamp"] = clampLighting ? "1" : "0";
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                defineMap["normalMap"] = (it->mNormalMap) ? "1" : "0";
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                defineMap["blendMap"] = !firstLayer ? "1" : "0";
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                defineMap["colorMode"] = "2";
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                defineMap["specularMap"] = it->mSpecular ? "1" : "0";
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                defineMap["parallax"] = (it->mNormalMap && it->mParallax) ? "1" : "0";
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                osg::ref_ptr<osg::Shader> vertexShader = shaderManager->getShader("terrain_vertex.glsl", defineMap, osg::Shader::VERTEX);
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                osg::ref_ptr<osg::Shader> fragmentShader = shaderManager->getShader("terrain_fragment.glsl", defineMap, osg::Shader::FRAGMENT);
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                if (!vertexShader || !fragmentShader)
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                {
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                    // Try again without shader. Error already logged by above
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                    return createPasses(false, forcePerPixelLighting, clampLighting, shaderManager, layers, blendmaps, blendmapScale, layerTileSize);
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                }
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                stateset->setAttributeAndModes(shaderManager->getProgram(vertexShader, fragmentShader));
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            }
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            else
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            {
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                if(!firstLayer)
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                {
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                    osg::ref_ptr<osg::Texture2D> blendmap = blendmaps.at(blendmapIndex++);
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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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                    stateset->setTextureAttributeAndModes(texunit, getBlendmapTexMat(blendmapScale));
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                    static osg::ref_ptr<osg::TexEnvCombine> texEnvCombine;
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                    if (!texEnvCombine)
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                    {
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                        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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                    }
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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->mDiffuseMap;
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                stateset->setTextureAttributeAndModes(texunit, tex.get());
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                if (layerTileSize != 1.f)
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                    stateset->setTextureAttributeAndModes(texunit, getLayerTexMat(layerTileSize), osg::StateAttribute::ON);
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            }
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            stateset->setRenderBinDetails(passIndex++, "RenderBin");
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            passes.push_back(stateset);
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        }
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        return passes;
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    }
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}
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