Merge remote-tracking branch 'origin/master'

move
Marc Zinnschlag 9 years ago
commit 563f44b823

@ -1363,6 +1363,7 @@ namespace MWRender
foundKeyframeCtrl = true;
break;
}
cb = cb->getNestedCallback();
}
if (foundKeyframeCtrl)

@ -182,23 +182,30 @@ void WeaponAnimation::deleteControllers()
void WeaponAnimation::configureControllers(float characterPitchRadians)
{
if (!mSpineControllers[0])
return;
if (mPitchFactor == 0.f || characterPitchRadians == 0.f)
{
for (int i=0; i<2; ++i)
mSpineControllers[i]->setEnabled(false);
setControllerEnabled(false);
return;
}
float pitch = characterPitchRadians * mPitchFactor;
osg::Quat rotate (pitch/2, osg::Vec3f(-1,0,0));
setControllerRotate(rotate);
setControllerEnabled(true);
}
void WeaponAnimation::setControllerRotate(const osg::Quat& rotate)
{
for (int i=0; i<2; ++i)
{
mSpineControllers[i]->setRotate(rotate);
mSpineControllers[i]->setEnabled(true);
}
if (mSpineControllers[i])
mSpineControllers[i]->setRotate(rotate);
}
void WeaponAnimation::setControllerEnabled(bool enabled)
{
for (int i=0; i<2; ++i)
if (mSpineControllers[i])
mSpineControllers[i]->setEnabled(enabled);
}
}

@ -52,6 +52,9 @@ namespace MWRender
osg::ref_ptr<RotateController> mSpineControllers[2];
void setControllerRotate(const osg::Quat& rotate);
void setControllerEnabled(bool enabled);
virtual osg::Group* getArrowBone() = 0;
virtual osg::Node* getWeaponNode() = 0;
virtual Resource::ResourceSystem* getResourceSystem() = 0;

@ -2039,7 +2039,7 @@ namespace MWWorld
bool World::isUnderwater(const MWWorld::CellStore* cell, const osg::Vec3f &pos) const
{
if (!(cell->getCell()->mData.mFlags & ESM::Cell::HasWater)) {
if (!(cell->getCell()->hasWater())) {
return false;
}
return pos.z() < cell->getWaterLevel();

@ -141,7 +141,7 @@ struct Cell
bool hasWater() const
{
return (mData.mFlags&HasWater) != 0;
return ((mData.mFlags&HasWater) != 0) || isExterior();
}
// Restore the given reader to the stored position. Will try to open

@ -470,7 +470,7 @@ namespace NifOsg
const Nif::NiTextureEffect* textureEffect = static_cast<const Nif::NiTextureEffect*>(nifNode);
if (textureEffect->textureType != Nif::NiTextureEffect::Environment_Map)
{
std::cerr << "Unhandled NiTextureEffect type " << textureEffect->textureType << std::endl;
std::cerr << "Unhandled NiTextureEffect type " << textureEffect->textureType << " in " << mFilename << std::endl;
return;
}
@ -487,7 +487,7 @@ namespace NifOsg
texGen->setMode(osg::TexGen::SPHERE_MAP);
break;
default:
std::cerr << "Unhandled NiTextureEffect coordGenType " << textureEffect->coordGenType << std::endl;
std::cerr << "Unhandled NiTextureEffect coordGenType " << textureEffect->coordGenType << " in " << mFilename << std::endl;
return;
}
@ -1374,17 +1374,15 @@ namespace NifOsg
case Nif::NiTexturingProperty::DarkTexture:
case Nif::NiTexturingProperty::BumpTexture:
case Nif::NiTexturingProperty::DetailTexture:
case Nif::NiTexturingProperty::DecalTexture:
break;
case Nif::NiTexturingProperty::GlossTexture:
{
// Not used by the vanilla engine. MCP (Morrowind Code Patch) adds an option to use Gloss maps:
// "- Gloss map fix. Morrowind removed gloss map entries from model files after loading them. This stops Morrowind from removing them."
std::cerr << "NiTexturingProperty::GlossTexture in " << mFilename << " not currently used." << std::endl;
continue;
}
case Nif::NiTexturingProperty::DecalTexture:
{
std::cerr << "NiTexturingProperty::DecalTexture in " << mFilename << " not currently used." << std::endl;
continue;
}
default:
{
std::cerr << "Warning: unhandled texture stage " << i << " in " << mFilename << std::endl;
@ -1435,16 +1433,16 @@ namespace NifOsg
{
osg::TexEnvCombine* texEnv = new osg::TexEnvCombine;
texEnv->setScale_RGB(2.f);
texEnv->setCombine_Alpha(GL_MODULATE);
texEnv->setOperand0_Alpha(GL_SRC_ALPHA);
texEnv->setOperand1_Alpha(GL_SRC_ALPHA);
texEnv->setSource0_Alpha(GL_PREVIOUS_ARB);
texEnv->setSource1_Alpha(GL_TEXTURE);
texEnv->setCombine_RGB(GL_MODULATE);
texEnv->setOperand0_RGB(GL_SRC_COLOR);
texEnv->setOperand1_RGB(GL_SRC_COLOR);
texEnv->setSource0_RGB(GL_PREVIOUS_ARB);
texEnv->setSource1_RGB(GL_TEXTURE);
texEnv->setCombine_Alpha(osg::TexEnvCombine::MODULATE);
texEnv->setOperand0_Alpha(osg::TexEnvCombine::SRC_ALPHA);
texEnv->setOperand1_Alpha(osg::TexEnvCombine::SRC_ALPHA);
texEnv->setSource0_Alpha(osg::TexEnvCombine::PREVIOUS);
texEnv->setSource1_Alpha(osg::TexEnvCombine::TEXTURE);
texEnv->setCombine_RGB(osg::TexEnvCombine::MODULATE);
texEnv->setOperand0_RGB(osg::TexEnvCombine::SRC_COLOR);
texEnv->setOperand1_RGB(osg::TexEnvCombine::SRC_COLOR);
texEnv->setSource0_RGB(osg::TexEnvCombine::PREVIOUS);
texEnv->setSource1_RGB(osg::TexEnvCombine::TEXTURE);
stateset->setTextureAttributeAndModes(texUnit, texEnv, osg::StateAttribute::ON);
}
else if (i == Nif::NiTexturingProperty::BumpTexture)
@ -1452,6 +1450,21 @@ namespace NifOsg
// Set this texture to Off by default since we can't render it with the fixed-function pipeline
stateset->setTextureMode(texUnit, GL_TEXTURE_2D, osg::StateAttribute::OFF);
}
else if (i == Nif::NiTexturingProperty::DecalTexture)
{
osg::TexEnvCombine* texEnv = new osg::TexEnvCombine;
texEnv->setCombine_RGB(osg::TexEnvCombine::INTERPOLATE);
texEnv->setSource0_RGB(osg::TexEnvCombine::TEXTURE);
texEnv->setOperand0_RGB(osg::TexEnvCombine::SRC_COLOR);
texEnv->setSource1_RGB(osg::TexEnvCombine::PREVIOUS);
texEnv->setOperand1_RGB(osg::TexEnvCombine::SRC_COLOR);
texEnv->setSource2_RGB(osg::TexEnvCombine::TEXTURE);
texEnv->setOperand2_RGB(osg::TexEnvCombine::SRC_ALPHA);
texEnv->setCombine_Alpha(osg::TexEnvCombine::REPLACE);
texEnv->setSource0_Alpha(osg::TexEnvCombine::PREVIOUS);
texEnv->setOperand0_Alpha(osg::TexEnvCombine::SRC_ALPHA);
stateset->setTextureAttributeAndModes(texUnit, texEnv, osg::StateAttribute::ON);
}
switch (i)
{
@ -1470,6 +1483,9 @@ namespace NifOsg
case Nif::NiTexturingProperty::DetailTexture:
texture2d->setName("detailMap");
break;
case Nif::NiTexturingProperty::DecalTexture:
texture2d->setName("decalMap");
break;
default:
break;
}

@ -13,6 +13,10 @@ namespace Resource
}
ResourceManager::~ResourceManager()
{
}
void ResourceManager::updateCache(double referenceTime)
{
mCache->updateTimeStampOfObjectsInCacheWithExternalReferences(referenceTime);

@ -18,6 +18,7 @@ namespace Resource
{
public:
ResourceManager(const VFS::Manager* vfs);
virtual ~ResourceManager();
/// Clear cache entries that have not been referenced for longer than expiryDelay.
virtual void updateCache(double referenceTime);

@ -102,9 +102,15 @@ namespace SceneUtil
// Need to invert culling because of the negative scale
// Note: for absolute correctness we would need to check the current front face for every mesh then invert it
// However MW isn't doing this either, so don't. Assuming all meshes are using backface culling is more efficient.
osg::FrontFace* frontFace = new osg::FrontFace;
frontFace->setMode(osg::FrontFace::CLOCKWISE);
trans->getOrCreateStateSet()->setAttributeAndModes(frontFace, osg::StateAttribute::ON);
static osg::ref_ptr<osg::StateSet> frontFaceStateSet;
if (!frontFaceStateSet)
{
frontFaceStateSet = new osg::StateSet;
osg::FrontFace* frontFace = new osg::FrontFace;
frontFace->setMode(osg::FrontFace::CLOCKWISE);
frontFaceStateSet->setAttributeAndModes(frontFace, osg::StateAttribute::ON);
}
trans->setStateSet(frontFaceStateSet);
}
if (trans)

@ -88,11 +88,11 @@ namespace Shader
return newStateSet.get();
}
const char* defaultTextures[] = { "diffuseMap", "normalMap", "emissiveMap", "darkMap", "detailMap", "envMap", "specularMap" };
const char* defaultTextures[] = { "diffuseMap", "normalMap", "emissiveMap", "darkMap", "detailMap", "envMap", "specularMap", "decalMap" };
bool isTextureNameRecognized(const std::string& name)
{
for (unsigned int i=0; i<sizeof(defaultTextures)/sizeof(defaultTextures[0]); ++i)
if (name.c_str() == defaultTextures[i])
if (name == defaultTextures[i])
return true;
return false;
}

@ -15,6 +15,11 @@ uniform sampler2D detailMap;
varying vec2 detailMapUV;
#endif
#if @decalMap
uniform sampler2D decalMap;
varying vec2 decalMapUV;
#endif
#if @emissiveMap
uniform sampler2D emissiveMap;
varying vec2 emissiveMapUV;
@ -67,6 +72,11 @@ void main()
gl_FragData[0].xyz *= texture2D(darkMap, darkMapUV).xyz;
#endif
#if @decalMap
vec4 decalTex = texture2D(decalMap, decalMapUV);
gl_FragData[0].xyz = mix(gl_FragData[0].xyz, decalTex.xyz, decalTex.a);
#endif
vec3 viewNormal = passViewNormal;
#if @normalMap

@ -12,6 +12,10 @@ varying vec2 darkMapUV;
varying vec2 detailMapUV;
#endif
#if @decalMap
varying vec2 decalMapUV;
#endif
#if @emissiveMap
varying vec2 emissiveMapUV;
#endif
@ -68,7 +72,11 @@ void main(void)
#endif
#if @detailMap
detailMapUV = (gl_TextureMatrix[@detailMap] * gl_MultiTexCoord@detailMap).xy;
detailMapUV = (gl_TextureMatrix[@detailMapUV] * gl_MultiTexCoord@detailMapUV).xy;
#endif
#if @decalMap
decalMapUV = (gl_TextureMatrix[@decalMapUV] * gl_MultiTexCoord@decalMapUV).xy;
#endif
#if @emissiveMap

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