forked from teamnwah/openmw-tes3coop
Don't show VFX on the map (Fixes #2324)
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7e3843de42
commit
5a9b30a8ca
6 changed files with 23 additions and 19 deletions
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@ -1272,8 +1272,7 @@ void Animation::addEffect(const std::string &model, int effectId, bool loop, con
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else
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params.mObjects = NifOgre::Loader::createObjects(mSkelBase, bonename, "", mInsert, model);
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// TODO: turn off shadow casting
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setRenderProperties(params.mObjects, RV_Misc,
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setRenderProperties(params.mObjects, RV_Effects,
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RQG_Main, RQG_Alpha, 0.f, false, NULL);
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params.mLoop = loop;
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@ -25,8 +25,7 @@ void EffectManager::addEffect(const std::string &model, std::string textureOverr
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NifOgre::ObjectScenePtr scene = NifOgre::Loader::createObjects(sceneNode, model);
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// TODO: turn off shadow casting
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MWRender::Animation::setRenderProperties(scene, RV_Misc,
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MWRender::Animation::setRenderProperties(scene, RV_Effects,
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RQG_Main, RQG_Alpha, 0.f, false, NULL);
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for(size_t i = 0;i < scene->mControllers.size();i++)
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@ -33,7 +33,7 @@ namespace MWRender
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Ogre::Viewport* vp = mRenderTarget->addViewport(mCamera);
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vp->setOverlaysEnabled(false);
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vp->setShadowsEnabled(false);
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vp->setVisibilityMask(RV_Actors + RV_Misc + RV_Statics + RV_StaticsSmall + RV_Terrain + RV_Sky + RV_FirstPerson);
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vp->setVisibilityMask(RV_Refraction);
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vp->setMaterialScheme("water_refraction");
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vp->setBackgroundColour (Ogre::ColourValue(0.090195, 0.115685, 0.12745));
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mRenderTarget->setAutoUpdated(true);
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@ -30,39 +30,44 @@ enum RenderQueueGroups
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enum VisibilityFlags
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{
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// Terrain
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RV_Terrain = 1,
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RV_Terrain = (1<<0),
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// Statics (e.g. trees, houses)
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RV_Statics = 2,
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RV_Statics = (1<<1),
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// Small statics
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RV_StaticsSmall = 4,
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RV_StaticsSmall = (1<<2),
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// Water
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RV_Water = 8,
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RV_Water = (1<<3),
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// Actors (npcs, creatures)
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RV_Actors = 16,
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RV_Actors = (1<<4),
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// Misc objects (containers, dynamic objects)
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RV_Misc = 32,
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RV_Misc = (1<<5),
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RV_Sky = 64,
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// VFX, don't appear on map and don't cast shadows
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RV_Effects = (1<<6),
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RV_Sky = (1<<7),
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// not visible in reflection
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RV_NoReflection = 128,
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RV_NoReflection = (1<<8),
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RV_OcclusionQuery = 256,
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RV_OcclusionQuery = (1<<9),
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RV_Debug = 512,
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RV_Debug = (1<<10),
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// overlays, we only want these on the main render target
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RV_Overlay = 1024,
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RV_Overlay = (1<<11),
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// First person meshes do not cast shadows
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RV_FirstPerson = 2048,
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RV_FirstPerson = (1<<12),
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RV_Map = RV_Terrain + RV_Statics + RV_StaticsSmall + RV_Misc + RV_Water
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RV_Map = RV_Terrain + RV_Statics + RV_StaticsSmall + RV_Misc + RV_Water,
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RV_Refraction = RV_Actors + RV_Misc + RV_Statics + RV_StaticsSmall + RV_Terrain + RV_Effects + RV_Sky + RV_FirstPerson
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};
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}
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@ -420,6 +420,7 @@ void Water::applyVisibilityMask()
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mVisibilityFlags = RV_Terrain * Settings::Manager::getBool("reflect terrain", "Water")
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+ (RV_Statics + RV_StaticsSmall + RV_Misc) * Settings::Manager::getBool("reflect statics", "Water")
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+ RV_Actors * Settings::Manager::getBool("reflect actors", "Water")
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+ RV_Effects
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+ RV_Sky;
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if (mReflection)
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@ -44,7 +44,7 @@ namespace MWWorld
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state.mObject->mControllers[i].setSource(Ogre::SharedPtr<MWRender::EffectAnimationTime> (new MWRender::EffectAnimationTime()));
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}
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MWRender::Animation::setRenderProperties(state.mObject, MWRender::RV_Misc,
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MWRender::Animation::setRenderProperties(state.mObject, MWRender::RV_Effects,
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MWRender::RQG_Main, MWRender::RQG_Alpha, 0.f, false, NULL);
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}
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