moddable post-processing pipeline

This commit is contained in:
cody glassman 2022-05-13 18:58:00 -07:00
parent e7fb8b6fd8
commit 04843fed6d
130 changed files with 8645 additions and 608 deletions

View file

@ -180,7 +180,7 @@ std::vector<osg::ref_ptr<osg::StateSet> > ChunkManager::createPasses(float chunk
float blendmapScale = mStorage->getBlendmapScale(chunkSize);
return ::Terrain::createPasses(useShaders, &mSceneManager->getShaderManager(), layers, blendmapTextures, blendmapScale, blendmapScale);
return ::Terrain::createPasses(useShaders, mSceneManager, layers, blendmapTextures, blendmapScale, blendmapScale);
}
osg::ref_ptr<osg::Node> ChunkManager::createChunk(float chunkSize, const osg::Vec2f &chunkCenter, unsigned char lod, unsigned int lodFlags, bool compile, TerrainDrawable* templateGeometry)
@ -268,7 +268,7 @@ osg::ref_ptr<osg::Node> ChunkManager::createChunk(float chunkSize, const osg::Ve
layer.mDiffuseMap = compositeMap->mTexture;
layer.mParallax = false;
layer.mSpecular = false;
geometry->setPasses(::Terrain::createPasses(mSceneManager->getForceShaders() || !mSceneManager->getClampLighting(), &mSceneManager->getShaderManager(), std::vector<TextureLayer>(1, layer), std::vector<osg::ref_ptr<osg::Texture2D> >(), 1.f, 1.f));
geometry->setPasses(::Terrain::createPasses(mSceneManager->getForceShaders() || !mSceneManager->getClampLighting(), mSceneManager, std::vector<TextureLayer>(1, layer), std::vector<osg::ref_ptr<osg::Texture2D> >(), 1.f, 1.f));
}
else
{