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@ -88,6 +88,15 @@ namespace Shader
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return newStateSet.get();
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return newStateSet.get();
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}
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}
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const char* defaultTextures[] = { "diffuseMap", "normalMap", "emissiveMap", "darkMap", "detailMap", "envMap", "specularMap" };
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bool isTextureNameRecognized(const std::string& name)
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{
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for (unsigned int i=0; i<sizeof(defaultTextures)/sizeof(defaultTextures[0]); ++i)
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if (name.c_str() == defaultTextures[i])
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return true;
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return false;
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}
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void ShaderVisitor::applyStateSet(osg::ref_ptr<osg::StateSet> stateset, osg::Node& node)
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void ShaderVisitor::applyStateSet(osg::ref_ptr<osg::StateSet> stateset, osg::Node& node)
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{
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{
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osg::StateSet* writableStateSet = NULL;
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osg::StateSet* writableStateSet = NULL;
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@ -107,10 +116,14 @@ namespace Shader
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const osg::Texture* texture = attr->asTexture();
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const osg::Texture* texture = attr->asTexture();
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if (texture)
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if (texture)
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{
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{
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if (!texture->getName().empty())
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std::string texName = texture->getName();
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if ((texName.empty() || !isTextureNameRecognized(texName)) && unit == 0)
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texName = "diffuseMap";
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if (!texName.empty())
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{
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{
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mRequirements.back().mTextures[unit] = texture->getName();
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mRequirements.back().mTextures[unit] = texName;
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if (texture->getName() == "normalMap")
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if (texName == "normalMap")
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{
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{
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mRequirements.back().mTexStageRequiringTangents = unit;
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mRequirements.back().mTexStageRequiringTangents = unit;
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mRequirements.back().mShaderRequired = true;
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mRequirements.back().mShaderRequired = true;
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@ -120,9 +133,9 @@ namespace Shader
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writableStateSet->setTextureMode(unit, GL_TEXTURE_2D, osg::StateAttribute::ON);
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writableStateSet->setTextureMode(unit, GL_TEXTURE_2D, osg::StateAttribute::ON);
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normalMap = texture;
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normalMap = texture;
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}
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}
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if (texture->getName() == "diffuseMap")
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if (texName == "diffuseMap")
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diffuseMap = texture;
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diffuseMap = texture;
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if (texture->getName() == "specularMap")
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if (texName == "specularMap")
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specularMap = texture;
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specularMap = texture;
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}
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}
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else
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else
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@ -222,7 +235,6 @@ namespace Shader
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writableStateSet = getWritableStateSet(node);
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writableStateSet = getWritableStateSet(node);
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ShaderManager::DefineMap defineMap;
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ShaderManager::DefineMap defineMap;
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const char* defaultTextures[] = { "diffuseMap", "normalMap", "emissiveMap", "darkMap", "detailMap", "envMap", "specularMap" };
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for (unsigned int i=0; i<sizeof(defaultTextures)/sizeof(defaultTextures[0]); ++i)
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for (unsigned int i=0; i<sizeof(defaultTextures)/sizeof(defaultTextures[0]); ++i)
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{
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{
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defineMap[defaultTextures[i]] = "0";
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defineMap[defaultTextures[i]] = "0";
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