Recreate shader in NpcAnimation::setAlpha

move
scrawl 9 years ago
parent 1232607385
commit 268594dcf1

@ -1246,13 +1246,15 @@ namespace MWRender
material->setAmbient(osg::Material::FRONT_AND_BACK, osg::Vec4f(1,1,1,1)); material->setAmbient(osg::Material::FRONT_AND_BACK, osg::Vec4f(1,1,1,1));
stateset->setAttributeAndModes(material, osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE); stateset->setAttributeAndModes(material, osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE);
// FIXME: regenerate shader (mVertexColorMode)
mObjectRoot->setStateSet(stateset); mObjectRoot->setStateSet(stateset);
mResourceSystem->getSceneManager()->recreateShaders(mObjectRoot);
} }
else else
{ {
mObjectRoot->setStateSet(NULL); mObjectRoot->setStateSet(NULL);
mResourceSystem->getSceneManager()->recreateShaders(mObjectRoot);
} }
setRenderBin(); setRenderBin();

@ -18,6 +18,7 @@ void overrideTexture(const std::string &texture, Resource::ResourceSystem *resou
osg::ref_ptr<osg::Texture2D> tex = new osg::Texture2D(resourceSystem->getImageManager()->getImage(correctedTexture)); osg::ref_ptr<osg::Texture2D> tex = new osg::Texture2D(resourceSystem->getImageManager()->getImage(correctedTexture));
tex->setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP_TO_EDGE); tex->setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP_TO_EDGE);
tex->setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP_TO_EDGE); tex->setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP_TO_EDGE);
tex->setName("diffuseMap");
osg::ref_ptr<osg::StateSet> stateset; osg::ref_ptr<osg::StateSet> stateset;
if (node->getStateSet()) if (node->getStateSet())

@ -228,6 +228,16 @@ namespace Resource
mForceShaders = force; mForceShaders = force;
} }
void SceneManager::recreateShaders(osg::ref_ptr<osg::Node> node)
{
Shader::ShaderVisitor shaderVisitor(*mShaderManager.get(), "objects_vertex.glsl", "objects_fragment.glsl");
shaderVisitor.setForceShaders(mForceShaders);
shaderVisitor.setClampLighting(mClampLighting);
shaderVisitor.setForcePerPixelLighting(mForcePerPixelLighting);
shaderVisitor.setAllowedToModifyStateSets(false);
node->accept(shaderVisitor);
}
void SceneManager::setClampLighting(bool clamp) void SceneManager::setClampLighting(bool clamp)
{ {
mClampLighting = clamp; mClampLighting = clamp;

@ -40,6 +40,9 @@ namespace Resource
SceneManager(const VFS::Manager* vfs, Resource::ImageManager* imageManager, Resource::NifFileManager* nifFileManager); SceneManager(const VFS::Manager* vfs, Resource::ImageManager* imageManager, Resource::NifFileManager* nifFileManager);
~SceneManager(); ~SceneManager();
/// Re-create shaders for this node, need to call this if texture stages or vertex color mode have changed.
void recreateShaders(osg::ref_ptr<osg::Node> node);
/// @see ShaderVisitor::setForceShaders /// @see ShaderVisitor::setForceShaders
void setForceShaders(bool force); void setForceShaders(bool force);

@ -19,6 +19,7 @@ namespace Shader
: mHasNormalMap(false) : mHasNormalMap(false)
, mColorMaterial(false) , mColorMaterial(false)
, mVertexColorMode(GL_AMBIENT_AND_DIFFUSE) , mVertexColorMode(GL_AMBIENT_AND_DIFFUSE)
, mMaterialOverridden(false)
, mTexStageRequiringTangents(-1) , mTexStageRequiringTangents(-1)
{ {
} }
@ -28,6 +29,7 @@ namespace Shader
, mForceShaders(false) , mForceShaders(false)
, mClampLighting(false) , mClampLighting(false)
, mForcePerPixelLighting(false) , mForcePerPixelLighting(false)
, mAllowedToModifyStateSets(true)
, mShaderManager(shaderManager) , mShaderManager(shaderManager)
, mDefaultVsTemplate(defaultVsTemplate) , mDefaultVsTemplate(defaultVsTemplate)
, mDefaultFsTemplate(defaultFsTemplate) , mDefaultFsTemplate(defaultFsTemplate)
@ -55,7 +57,7 @@ namespace Shader
if (node.getStateSet()) if (node.getStateSet())
{ {
pushRequirements(); pushRequirements();
applyStateSet(node.getStateSet()); applyStateSet(node.getStateSet(), node);
traverse(node); traverse(node);
popRequirements(); popRequirements();
} }
@ -63,8 +65,21 @@ namespace Shader
traverse(node); traverse(node);
} }
void ShaderVisitor::applyStateSet(osg::StateSet* stateset) osg::StateSet* getWritableStateSet(osg::Node& node)
{ {
if (!node.getStateSet())
return node.getOrCreateStateSet();
osg::ref_ptr<osg::StateSet> newStateSet = osg::clone(node.getStateSet(), osg::CopyOp::SHALLOW_COPY);
node.setStateSet(newStateSet);
return newStateSet.get();
}
void ShaderVisitor::applyStateSet(osg::ref_ptr<osg::StateSet> stateset, osg::Node& node)
{
osg::StateSet* writableStateSet = NULL;
if (mAllowedToModifyStateSets)
writableStateSet = node.getStateSet();
const osg::StateSet::TextureAttributeList& texAttributes = stateset->getTextureAttributeList(); const osg::StateSet::TextureAttributeList& texAttributes = stateset->getTextureAttributeList();
for(unsigned int unit=0;unit<texAttributes.size();++unit) for(unsigned int unit=0;unit<texAttributes.size();++unit)
{ {
@ -81,8 +96,10 @@ namespace Shader
{ {
mRequirements.back().mTexStageRequiringTangents = unit; mRequirements.back().mTexStageRequiringTangents = unit;
mRequirements.back().mHasNormalMap = true; mRequirements.back().mHasNormalMap = true;
if (!writableStateSet)
writableStateSet = getWritableStateSet(node);
// normal maps are by default off since the FFP can't render them, now that we'll use shaders switch to On // normal maps are by default off since the FFP can't render them, now that we'll use shaders switch to On
stateset->setTextureMode(unit, GL_TEXTURE_2D, osg::StateAttribute::ON); writableStateSet->setTextureMode(unit, GL_TEXTURE_2D, osg::StateAttribute::ON);
} }
} }
else else
@ -90,7 +107,12 @@ namespace Shader
} }
} }
// remove state that has no effect when rendering with shaders // remove state that has no effect when rendering with shaders
stateset->removeTextureAttribute(unit, osg::StateAttribute::TEXENV); if (stateset->getTextureAttribute(unit, osg::StateAttribute::TEXENV))
{
if (!writableStateSet)
writableStateSet = getWritableStateSet(node);
writableStateSet->removeTextureAttribute(unit, osg::StateAttribute::TEXENV);
}
} }
const osg::StateSet::AttributeList& attributes = stateset->getAttributeList(); const osg::StateSet::AttributeList& attributes = stateset->getAttributeList();
@ -98,9 +120,15 @@ namespace Shader
{ {
if (it->first.first == osg::StateAttribute::MATERIAL) if (it->first.first == osg::StateAttribute::MATERIAL)
{ {
const osg::Material* mat = static_cast<const osg::Material*>(it->second.first.get()); if (!mRequirements.back().mMaterialOverridden || it->second.second & osg::StateAttribute::PROTECTED)
mRequirements.back().mColorMaterial = (mat->getColorMode() != osg::Material::OFF); {
mRequirements.back().mVertexColorMode = mat->getColorMode(); if (it->second.second & osg::StateAttribute::OVERRIDE)
mRequirements.back().mMaterialOverridden = true;
const osg::Material* mat = static_cast<const osg::Material*>(it->second.first.get());
mRequirements.back().mColorMaterial = (mat->getColorMode() != osg::Material::OFF);
mRequirements.back().mVertexColorMode = mat->getColorMode();
}
} }
} }
} }
@ -115,8 +143,14 @@ namespace Shader
mRequirements.pop_back(); mRequirements.pop_back();
} }
void ShaderVisitor::createProgram(const ShaderRequirements &reqs, osg::StateSet *stateset) void ShaderVisitor::createProgram(const ShaderRequirements &reqs, osg::Node& node)
{ {
osg::StateSet* writableStateSet = NULL;
if (mAllowedToModifyStateSets)
writableStateSet = node.getOrCreateStateSet();
else
writableStateSet = getWritableStateSet(node);
ShaderManager::DefineMap defineMap; ShaderManager::DefineMap defineMap;
const char* defaultTextures[] = { "diffuseMap", "normalMap", "emissiveMap", "darkMap", "detailMap" }; const char* defaultTextures[] = { "diffuseMap", "normalMap", "emissiveMap", "darkMap", "detailMap" };
for (unsigned int i=0; i<sizeof(defaultTextures)/sizeof(defaultTextures[0]); ++i) for (unsigned int i=0; i<sizeof(defaultTextures)/sizeof(defaultTextures[0]); ++i)
@ -154,11 +188,11 @@ namespace Shader
if (vertexShader && fragmentShader) if (vertexShader && fragmentShader)
{ {
stateset->setAttributeAndModes(mShaderManager.getProgram(vertexShader, fragmentShader), osg::StateAttribute::ON); writableStateSet->setAttributeAndModes(mShaderManager.getProgram(vertexShader, fragmentShader), osg::StateAttribute::ON);
for (std::map<int, std::string>::const_iterator texIt = reqs.mTextures.begin(); texIt != reqs.mTextures.end(); ++texIt) for (std::map<int, std::string>::const_iterator texIt = reqs.mTextures.begin(); texIt != reqs.mTextures.end(); ++texIt)
{ {
stateset->addUniform(new osg::Uniform(texIt->second.c_str(), texIt->first), osg::StateAttribute::ON); writableStateSet->addUniform(new osg::Uniform(texIt->second.c_str(), texIt->first), osg::StateAttribute::ON);
} }
} }
} }
@ -169,7 +203,7 @@ namespace Shader
if (geometry.getStateSet()) if (geometry.getStateSet())
{ {
pushRequirements(); pushRequirements();
applyStateSet(geometry.getStateSet()); applyStateSet(geometry.getStateSet(), geometry);
} }
if (!mRequirements.empty()) if (!mRequirements.empty())
@ -185,7 +219,7 @@ namespace Shader
// TODO: find a better place for the stateset // TODO: find a better place for the stateset
if (reqs.mHasNormalMap || mForceShaders) if (reqs.mHasNormalMap || mForceShaders)
createProgram(reqs, geometry.getOrCreateStateSet()); createProgram(reqs, geometry);
} }
if (needPop) if (needPop)
@ -200,7 +234,7 @@ namespace Shader
if (drawable.getStateSet()) if (drawable.getStateSet())
{ {
pushRequirements(); pushRequirements();
applyStateSet(drawable.getStateSet()); applyStateSet(drawable.getStateSet(), drawable);
} }
if (!mRequirements.empty()) if (!mRequirements.empty())
@ -208,11 +242,16 @@ namespace Shader
const ShaderRequirements& reqs = mRequirements.back(); const ShaderRequirements& reqs = mRequirements.back();
// TODO: find a better place for the stateset // TODO: find a better place for the stateset
if (reqs.mHasNormalMap || mForceShaders) if (reqs.mHasNormalMap || mForceShaders)
createProgram(reqs, drawable.getOrCreateStateSet()); createProgram(reqs, drawable);
} }
if (needPop) if (needPop)
popRequirements(); popRequirements();
} }
void ShaderVisitor::setAllowedToModifyStateSets(bool allowed)
{
mAllowedToModifyStateSets = allowed;
}
} }

@ -25,12 +25,17 @@ namespace Shader
/// Setting force = true will cause all shaders to use per-pixel lighting, regardless of having a bump map. /// Setting force = true will cause all shaders to use per-pixel lighting, regardless of having a bump map.
void setForcePerPixelLighting(bool force); void setForcePerPixelLighting(bool force);
/// Set if we are allowed to modify StateSets encountered in the graph (default true).
/// @par If set to false, then instead of modifying, the StateSet will be cloned and this new StateSet will be assigned to the node.
/// @par This option is useful when the ShaderVisitor is run on a "live" subgraph that may have already been submitted for rendering.
void setAllowedToModifyStateSets(bool allowed);
virtual void apply(osg::Node& node); virtual void apply(osg::Node& node);
virtual void apply(osg::Drawable& drawable); virtual void apply(osg::Drawable& drawable);
virtual void apply(osg::Geometry& geometry); virtual void apply(osg::Geometry& geometry);
void applyStateSet(osg::StateSet* stateset); void applyStateSet(osg::ref_ptr<osg::StateSet> stateset, osg::Node& node);
void pushRequirements(); void pushRequirements();
void popRequirements(); void popRequirements();
@ -39,6 +44,7 @@ namespace Shader
bool mForceShaders; bool mForceShaders;
bool mClampLighting; bool mClampLighting;
bool mForcePerPixelLighting; bool mForcePerPixelLighting;
bool mAllowedToModifyStateSets;
ShaderManager& mShaderManager; ShaderManager& mShaderManager;
@ -54,6 +60,7 @@ namespace Shader
bool mColorMaterial; bool mColorMaterial;
// osg::Material::ColorMode // osg::Material::ColorMode
int mVertexColorMode; int mVertexColorMode;
bool mMaterialOverridden;
// -1 == no tangents required // -1 == no tangents required
int mTexStageRequiringTangents; int mTexStageRequiringTangents;
@ -63,7 +70,7 @@ namespace Shader
std::string mDefaultVsTemplate; std::string mDefaultVsTemplate;
std::string mDefaultFsTemplate; std::string mDefaultFsTemplate;
void createProgram(const ShaderRequirements& reqs, osg::StateSet* stateset); void createProgram(const ShaderRequirements& reqs, osg::Node& node);
}; };
} }

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