Move tree shaders to an effect
Also, improve effect hash keys.
This commit is contained in:
@@ -942,13 +942,17 @@ bool Effect::Key::EqualTo::operator()(const Effect::Key& lhs,
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if (lhs.paths.size() != rhs.paths.size()
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|| !equal(lhs.paths.begin(), lhs.paths.end(), rhs.paths.begin()))
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return false;
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return props::Compare()(lhs.unmerged, rhs.unmerged);
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if (lhs.unmerged.valid() && rhs.unmerged.valid())
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return props::Compare()(lhs.unmerged, rhs.unmerged);
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else
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return lhs.unmerged == rhs.unmerged;
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}
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size_t hash_value(const Effect::Key& key)
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{
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size_t seed = 0;
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boost::hash_combine(seed, *key.unmerged);
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if (key.unmerged.valid())
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boost::hash_combine(seed, *key.unmerged);
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boost::hash_range(seed, key.paths.begin(), key.paths.end());
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return seed;
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}
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@@ -114,12 +114,19 @@ protected:
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// shared.
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struct Key
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{
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Key() {}
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Key(SGPropertyNode* unmerged_, const osgDB::FilePathList& paths_)
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: unmerged(unmerged_), paths(paths_)
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{
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}
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const SGPropertyNode_ptr unmerged;
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const osgDB::FilePathList paths;
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Key& operator=(const Key& rhs)
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{
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unmerged = rhs.unmerged;
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paths = rhs.paths;
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return *this;
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}
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SGPropertyNode_ptr unmerged;
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osgDB::FilePathList paths;
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struct EqualTo
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{
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bool operator()(const Key& lhs, const Key& rhs) const;
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@@ -174,7 +174,13 @@ Effect* makeEffect(SGPropertyNode* prop,
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parent = makeEffect(inheritProp->getStringValue(), false, options);
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if (parent) {
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Effect::Cache* cache = parent->getCache();
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Effect::Key key(prop, options->getDatabasePathList());
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Effect::Key key;
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if (options) {
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key = Effect::Key(prop, options->getDatabasePathList());
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} else {
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osgDB::FilePathList dummy;
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key = Effect::Key(prop, dummy);
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}
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Effect::Cache::iterator itr = cache->find(key);
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if (itr != cache->end()) {
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effect = itr->second.get();
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+31
-100
@@ -26,18 +26,11 @@
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#include <boost/tuple/tuple_comparison.hpp>
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#include <osg/AlphaFunc>
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#include <osg/Billboard>
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#include <osg/BlendFunc>
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#include <osg/Geode>
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#include <osg/Geometry>
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#include <osg/Material>
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#include <osg/Math>
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#include <osg/MatrixTransform>
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#include <osg/Matrix>
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#include <osg/StateSet>
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#include <osg/Texture2D>
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#include <osg/TexEnv>
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#include <osgDB/ReadFile>
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#include <osgDB/FileUtils>
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@@ -45,6 +38,9 @@
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#include <simgear/debug/logstream.hxx>
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#include <simgear/math/sg_random.h>
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#include <simgear/misc/sg_path.hxx>
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#include <simgear/scene/material/Effect.hxx>
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#include <simgear/scene/material/EffectGeode.hxx>
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#include <simgear/props/props.hxx>
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#include <simgear/scene/util/QuadTreeBuilder.hxx>
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#include <simgear/scene/util/RenderConstants.hxx>
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#include <simgear/scene/util/StateAttributeFactory.hxx>
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@@ -167,14 +163,17 @@ Geometry* createTreeGeometry(float width, float height, int varieties)
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(*rotation)[1] = PI_2;
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quadGeom->setFogCoordArray(rotation);
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quadGeom->setFogCoordBinding(Geometry::BIND_PER_PRIMITIVE_SET);
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// The primitive sets render the same geometry, but the second
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// will rotated 90 degrees by the vertex shader, which uses the
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// fog coordinate as a rotation.
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for (int i = 0; i < 2; ++i)
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quadGeom->addPrimitiveSet(new DrawArrays(PrimitiveSet::QUADS));
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return quadGeom;
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}
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Geode* createTreeGeode(float width, float height, int varieties)
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EffectGeode* createTreeGeode(float width, float height, int varieties)
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{
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Geode* result = new Geode;
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EffectGeode* result = new EffectGeode;
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result->addDrawable(createTreeGeometry(width, height, varieties));
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return result;
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}
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@@ -204,67 +203,31 @@ void addTreeToLeafGeode(Geode* geode, const SGVec3f& p)
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}
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}
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static char vertexShaderSource[] =
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"varying float fogFactor;\n"
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"\n"
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"void main(void)\n"
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"{\n"
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" float numVarieties = gl_Normal.z;\n"
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" float texFract = floor(fract(gl_MultiTexCoord0.x) * numVarieties) / numVarieties;\n"
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" texFract += floor(gl_MultiTexCoord0.x) / numVarieties;\n"
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" float sr = sin(gl_FogCoord);\n"
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" float cr = cos(gl_FogCoord);\n"
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" gl_TexCoord[0] = vec4(texFract, gl_MultiTexCoord0.y, 0.0, 0.0);\n"
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// scaling
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" vec3 position = gl_Vertex.xyz * gl_Normal.xxy;\n"
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// Rotation of the generic quad to specific one for the tree.
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" position.xy = vec2(dot(position.xy, vec2(cr, sr)), dot(position.xy, vec2(-sr, cr)));\n"
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" position = position + gl_Color.xyz;\n"
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" gl_Position = gl_ModelViewProjectionMatrix * vec4(position,1.0);\n"
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" vec3 ecPosition = vec3(gl_ModelViewMatrix * vec4(position, 1.0));\n"
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" float n = dot(normalize(gl_LightSource[0].position.xyz), normalize(-ecPosition));\n"
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" vec3 diffuse = gl_FrontMaterial.diffuse.rgb * max(0.1, n);\n"
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" vec4 ambientColor = gl_FrontLightModelProduct.sceneColor + gl_LightSource[0].ambient * gl_FrontMaterial.ambient;\n"
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" gl_FrontColor = ambientColor + gl_LightSource[0].diffuse * vec4(diffuse, 1.0);\n"
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" gl_BackColor = gl_FrontColor;\n"
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" float fogCoord = abs(ecPosition.z);\n"
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" fogFactor = exp( -gl_Fog.density * gl_Fog.density * fogCoord * fogCoord);\n"
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" fogFactor = clamp(fogFactor, 0.0, 1.0);\n"
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"}\n";
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typedef std::map<std::string, osg::ref_ptr<Effect> > EffectMap;
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static char fragmentShaderSource[] =
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"uniform sampler2D baseTexture; \n"
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"varying float fogFactor;\n"
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"\n"
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"void main(void) \n"
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"{ \n"
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" vec4 base = texture2D( baseTexture, gl_TexCoord[0].st);\n"
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" vec4 finalColor = base * gl_Color;\n"
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" gl_FragColor = mix(gl_Fog.color, finalColor, fogFactor );\n"
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"}\n";
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typedef std::map<std::string, osg::ref_ptr<StateSet> > StateSetMap;
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static StateSetMap treeTextureMap;
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static EffectMap treeEffectMap;
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// Helper classes for creating the quad tree
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namespace
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{
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struct MakeTreesLeaf
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{
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MakeTreesLeaf(float range, int varieties, float width, float height) :
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MakeTreesLeaf(float range, int varieties, float width, float height,
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Effect* effect) :
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_range(range), _varieties(varieties),
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_width(width), _height(height) {}
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_width(width), _height(height), _effect(effect) {}
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MakeTreesLeaf(const MakeTreesLeaf& rhs) :
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_range(rhs._range),
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_varieties(rhs._varieties), _width(rhs._width), _height(rhs._height)
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_varieties(rhs._varieties), _width(rhs._width), _height(rhs._height),
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_effect(rhs._effect)
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{}
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LOD* operator() () const
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{
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LOD* result = new LOD;
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Geode* geode = createTreeGeode(_width, _height, _varieties);
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EffectGeode* geode = createTreeGeode(_width, _height, _varieties);
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geode->setEffect(_effect.get());
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result->addChild(geode, 0, _range);
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return result;
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}
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@@ -272,6 +235,7 @@ struct MakeTreesLeaf
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int _varieties;
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float _width;
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float _height;
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ref_ptr<Effect> _effect;
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};
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struct AddTreesLeafObject
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@@ -317,51 +281,19 @@ osg::Group* createForest(TreeBin& forest, const osg::Matrix& transform)
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// Set up some shared structures.
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ref_ptr<Group> group;
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osg::StateSet* stateset = 0;
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StateSetMap::iterator iter = treeTextureMap.find(forest.texture);
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if (iter == treeTextureMap.end()) {
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osg::Texture2D *tex = new osg::Texture2D;
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tex->setWrap( osg::Texture2D::WRAP_S, osg::Texture2D::CLAMP );
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tex->setWrap( osg::Texture2D::WRAP_T, osg::Texture2D::CLAMP );
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tex->setImage(osgDB::readImageFile(forest.texture));
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static ref_ptr<AlphaFunc> alphaFunc;
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static ref_ptr<Program> program;
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static ref_ptr<Uniform> baseTextureSampler;
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static ref_ptr<Material> material;
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stateset = new osg::StateSet;
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stateset->setTextureAttributeAndModes(0, tex, osg::StateAttribute::ON );
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stateset->setRenderBinDetails(RANDOM_OBJECTS_BIN, "DepthSortedBin");
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if (!program.valid()) {
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alphaFunc = new AlphaFunc;
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alphaFunc->setFunction(AlphaFunc::GEQUAL,0.33f);
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program = new Program;
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baseTextureSampler = new osg::Uniform("baseTexture", 0);
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Shader* vertex_shader = new Shader(Shader::VERTEX,
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vertexShaderSource);
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program->addShader(vertex_shader);
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Shader* fragment_shader = new Shader(Shader::FRAGMENT,
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fragmentShaderSource);
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program->addShader(fragment_shader);
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material = new Material;
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// Don´t track vertex color
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material->setColorMode(Material::OFF);
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material->setAmbient(Material::FRONT_AND_BACK,
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Vec4(1.0f, 1.0f, 1.0f, 1.0f));
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material->setDiffuse(Material::FRONT_AND_BACK,
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Vec4(1.0f, 1.0f, 1.0f, 1.0f));
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}
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stateset->setAttributeAndModes(alphaFunc.get());
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stateset->setAttribute(program.get());
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stateset->addUniform(baseTextureSampler.get());
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stateset->setMode(GL_VERTEX_PROGRAM_TWO_SIDE, StateAttribute::ON);
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stateset->setAttribute(material.get());
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treeTextureMap.insert(StateSetMap::value_type(forest.texture,
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stateset));
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Effect* effect = 0;
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EffectMap::iterator iter = treeEffectMap.find(forest.texture);
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if (iter == treeEffectMap.end()) {
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SGPropertyNode_ptr effectProp = new SGPropertyNode;
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makeChild(effectProp, "inherits-from")->setStringValue("Effects/tree");
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SGPropertyNode* params = makeChild(effectProp, "parameters");
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// emphasize n = 0
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params->getChild("texture", 0, true)->getChild("image", 0, true)
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->setStringValue(forest.texture);
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effect = makeEffect(effectProp, true);
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treeEffectMap.insert(EffectMap::value_type(forest.texture, effect));
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} else {
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stateset = iter->second.get();
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effect = iter->second.get();
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}
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// Now, create a quadtree for the forest.
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{
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@@ -369,7 +301,7 @@ osg::Group* createForest(TreeBin& forest, const osg::Matrix& transform)
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quadtree(GetTreeCoord(), AddTreesLeafObject(),
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SG_TREE_QUAD_TREE_DEPTH,
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MakeTreesLeaf(forest.range, forest.texture_varieties,
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forest.width, forest.height));
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forest.width, forest.height, effect));
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// Transform tree positions from the "geocentric" positions we
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// get from the scenery polys into the local Z-up coordinate
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// system.
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@@ -384,7 +316,6 @@ osg::Group* createForest(TreeBin& forest, const osg::Matrix& transform)
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MatrixTransform* mt = new MatrixTransform(transform);
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for (size_t i = 0; i < group->getNumChildren(); ++i)
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mt->addChild(group->getChild(i));
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mt->setStateSet(stateset);
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return mt;
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}
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