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https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-10-24 13:35:24 +02:00
fix(track): seasonal and specgloss track materials blended at the joints
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@@ -756,6 +756,25 @@ material_manager::create_tinted( material_handle const Material, glm::vec3 const
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return tintedhandle;
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}
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namespace {
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// the shaders a material is lit by which the blending shaders can light the same way, by the names they're fetched by, in the
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// order of the lighting they stand for (1 normalmap, 2 sunless, 3 shadowless)
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char const *const blend_normal_shaders[] = { "normalmap", "sunlessnormalmap", "shadowlessnormalmap" };
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char const *const blend_specgloss_shaders[] = { "normalmap_specgloss", "sunlessnormalmap_specgloss", "shadowlessnormalmap_specgloss" };
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int constexpr blend_specgloss { 4 }; // added to the lighting for a material with a specgloss map
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std::string
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blend_shader( int const Lighting, bool const Grain ) {
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std::string name { "trackblend" };
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if( Lighting & blend_specgloss ) { name += "_specgloss"; }
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else if( Lighting > 0 ) { name += "_normalmap"; }
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return ( Grain ? name + "_grain" : name );
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}
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} // namespace
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int
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material_manager::blend_lighting( material_handle const Material ) {
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@@ -774,28 +793,29 @@ material_manager::blend_lighting( material_handle const Material ) {
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if( material.is_good
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&& material.shader
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&& material.texture_variants.empty()
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&& false == material.update_on_weather_change
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&& false == material.update_on_season_change
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// a tint takes the parameters the blending shader keeps its lighting in
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&& false == ( material.params[ 2 ].w < 0.f )
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&& has( "diffuse" ) ) {
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try {
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auto lighting { -1 };
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auto const lit_as = [&]( char const *const ( &Shaders )[ 3 ], int const Extra ) {
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for( int index = 0; index < 3; ++index ) {
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if( material.shader == GfxRenderer->Fetch_Shader( Shaders[ index ] ) ) {
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lighting = index + 1 + Extra;
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}
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} };
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if( conf.size() == 1 ) {
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lighting = 0;
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}
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else if( conf.size() == 2 && has( "normalmap" ) ) {
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// the shaders lit as the blending one can be, by the names they're fetched by
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char const *const shaders[] = { "normalmap", "sunlessnormalmap", "shadowlessnormalmap" };
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for( int index = 0; index < 3; ++index ) {
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if( material.shader == GfxRenderer->Fetch_Shader( shaders[ index ] ) ) {
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lighting = index + 1;
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}
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}
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lit_as( blend_normal_shaders, 0 );
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}
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else if( conf.size() == 3 && has( "normalmap" ) && has( "specgloss" ) ) {
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lit_as( blend_specgloss_shaders, blend_specgloss );
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}
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if( lighting >= 0 ) {
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// the parameters of the material go to the blending one as they are, so they have to be in the same places in both
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auto const blend { GfxRenderer->Fetch_Shader( lighting > 0 ? "trackblend_normalmap" : "trackblend" ) };
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auto const blend { GfxRenderer->Fetch_Shader( blend_shader( lighting, false ) ) };
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auto const fits { std::all_of(
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std::begin( material.shader->param_conf ), std::end( material.shader->param_conf ),
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[&]( auto const &Entry ) {
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@@ -822,7 +842,6 @@ material_manager::blend_lighting( material_handle const Material ) {
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+ ( material.is_good ? "" : " not good;" )
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+ ( material.shader ? " a shader with the textures " + textures + ";" : " no shader;" )
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+ ( material.texture_variants.empty() ? "" : " texture variants;" )
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+ ( material.update_on_weather_change || material.update_on_season_change ? " changes with the weather or seasons;" : "" )
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+ ( material.params[ 2 ].w < 0.f ? " tinted;" : "" ) );
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}
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m_blendables.emplace( Material, result );
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@@ -835,16 +854,15 @@ material_manager::blendable( material_handle const Material ) {
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return blend_lighting( Material ) >= 0;
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}
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material_handle
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material_manager::create_blend( material_handle const Material, std::array<material_handle, 3> const &Others, bool const Grain ) {
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bool
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material_manager::build_blend( blend_key const &Key, opengl_material &Blend ) {
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auto const lighting { blend_lighting( Material ) };
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auto const material { std::get<0>( Key ) };
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std::array<material_handle, 3> const others { std::get<1>( Key ), std::get<2>( Key ), std::get<3>( Key ) };
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auto const grain { std::get<4>( Key ) };
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auto const lighting { blend_lighting( material ) };
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if( lighting < 0 ) {
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return Material;
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}
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auto const key { std::make_tuple( Material, Others[ 0 ], Others[ 1 ], Others[ 2 ], Grain ) };
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if( auto const lookup { m_blends.find( key ) }; lookup != m_blends.end() ) {
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return lookup->second;
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return false;
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}
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auto const texture_of = [&]( material_handle const Source, char const *Name ) -> texture_handle {
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if( false == blendable( Source ) ) {
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@@ -854,52 +872,98 @@ material_manager::create_blend( material_handle const Material, std::array<mater
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auto const found { source.shader->texture_conf.find( Name ) };
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return ( found != source.shader->texture_conf.end() ? source.textures[ found->second.id ] : null_handle );
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};
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// the slots of the textures in the blending shaders (mat_trackblend*.frag): with a specgloss map there's room for the textures
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// of two ends alone, p1 and p2, which is all the rails of a plain track have
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auto const normals { lighting > 0 };
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auto blend { variant_of( m_materials[ Material ], Grain ? ":blendgrain" : ":blend" ) };
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auto result { Material };
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auto const specgloss { ( lighting & blend_specgloss ) != 0 };
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int const diffuseslots[] = { 0, 1, 2, 3 };
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int const normalslots[] = { ( specgloss ? 3 : 4 ), ( specgloss ? 4 : 5 ), ( specgloss ? 5 : 6 ), 7 };
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auto const ends { specgloss ? 2 : 3 };
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try {
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blend.shader = GfxRenderer->Fetch_Shader( std::string { "trackblend" } + ( normals ? "_normalmap" : "" ) + ( Grain ? "_grain" : "" ) );
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blend.texture_variants.clear();
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blend.textures.fill( null_handle );
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auto const owndiffuse { texture_of( Material, "diffuse" ) };
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auto const ownnormal { texture_of( Material, "normalmap" ) };
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blend.textures[ 0 ] = owndiffuse;
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Blend = variant_of( m_materials[ material ], grain ? ":blendgrain" : ":blend" );
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Blend.shader = GfxRenderer->Fetch_Shader( blend_shader( lighting, grain ) );
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Blend.texture_variants.clear();
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Blend.textures.fill( null_handle );
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auto const owndiffuse { texture_of( material, "diffuse" ) };
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auto const ownnormal { texture_of( material, "normalmap" ) };
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Blend.textures[ diffuseslots[ 0 ] ] = owndiffuse;
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if( normals ) {
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blend.textures[ 4 ] = ownnormal;
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Blend.textures[ normalslots[ 0 ] ] = ownnormal;
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}
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for( std::size_t other = 0; other < Others.size(); ++other ) {
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if( specgloss ) {
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Blend.textures[ 6 ] = texture_of( material, "specgloss" );
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}
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for( int end = 0; end < ends; ++end ) {
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// the slots of the ends nothing is blended at take the own textures, the shader samples them only with a weight; a
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// material without a normal map blended into one with it takes its normal map
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auto const diffuse { texture_of( Others[ other ], "diffuse" ) };
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blend.textures[ 1 + other ] = ( diffuse != null_handle ? diffuse : owndiffuse );
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auto const diffuse { texture_of( others[ end ], "diffuse" ) };
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Blend.textures[ diffuseslots[ 1 + end ] ] = ( diffuse != null_handle ? diffuse : owndiffuse );
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if( normals ) {
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auto const normal { texture_of( Others[ other ], "normalmap" ) };
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blend.textures[ 5 + other ] = ( normal != null_handle ? normal : ownnormal );
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auto const normal { texture_of( others[ end ], "normalmap" ) };
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Blend.textures[ normalslots[ 1 + end ] ] = ( normal != null_handle ? normal : ownnormal );
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}
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}
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// lit as the shader of the material: normalmap, sunlessnormalmap or shadowlessnormalmap
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blend.params[ 2 ].x = static_cast<float>( lighting );
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// lit as the shader of the material: 0 mat_default, 1 normalmap, 2 sunless, 3 shadowless
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Blend.params[ 2 ].x = static_cast<float>( lighting & 3 );
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// the parameters taken from the bindings again, by the shader
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blend.params_state.clear();
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blend.finalize( true );
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if( blend.is_good ) {
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result = static_cast<material_handle>( m_materials.size() );
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m_materials.emplace_back( std::move( blend ) );
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}
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Blend.params_state.clear();
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Blend.finalize( true );
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return Blend.is_good;
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}
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catch( gl::shader_exception const &e ) {
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ErrorLog( "invalid shader: " + std::string( e.what() ) );
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}
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return false;
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}
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material_handle
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material_manager::create_blend( material_handle const Material, std::array<material_handle, 3> const &Others, bool const Grain ) {
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if( false == blendable( Material ) ) {
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return Material;
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}
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blend_key const key { Material, Others[ 0 ], Others[ 1 ], Others[ 2 ], Grain };
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if( auto const lookup { m_blends.find( key ) }; lookup != m_blends.end() ) {
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return lookup->second;
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}
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auto result { Material };
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opengl_material blend;
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if( build_blend( key, blend ) ) {
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result = static_cast<material_handle>( m_materials.size() );
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m_materials.emplace_back( std::move( blend ) );
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m_blendsources.emplace_back( result, key );
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}
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m_blends.emplace( key, result );
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return result;
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}
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void
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material_manager::rebuild_blends() {
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if( m_blendsources.empty() ) {
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return;
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}
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// the materials blended took the textures of another season or weather, the blending ones take them anew in their places
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m_blendables.clear();
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for( auto const &[ handle, key ] : m_blendsources ) {
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opengl_material blend;
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if( build_blend( key, blend ) ) {
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m_materials[ handle ] = std::move( blend );
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}
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else {
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// can't be blended any more: drawn as the material of the track itself, the weights of its vertices unused
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m_materials[ handle ] = variant_of( m_materials[ std::get<0>( key ) ], ":blend" );
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}
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}
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}
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void
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material_manager::on_weather_change() {
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for( auto &material : m_materials ) {
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if( material.update_on_weather_change ) { material.update(); }
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}
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rebuild_blends();
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}
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void
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@@ -908,6 +972,7 @@ material_manager::on_season_change() {
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for( auto &material : m_materials ) {
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if( material.update_on_season_change ) { material.update(); }
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}
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rebuild_blends();
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}
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// checks whether specified material is in the material bank. returns handle to the material, or a null handle
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