forked from teamnwah/openmw-tes3coop
restored render queue of transparent objects, they are now part of the mrt textures
this fixes some issues with transparent objects not visible in the refraction
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parent
044d649edd
commit
96911ada95
3 changed files with 9 additions and 6 deletions
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@ -14,9 +14,9 @@ enum RenderQueueGroups
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RQG_Main = Ogre::RENDER_QUEUE_MAIN,
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RQG_Water = Ogre::RENDER_QUEUE_6,
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RQG_Water = Ogre::RENDER_QUEUE_7+1,
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RQG_Alpha = Ogre::RENDER_QUEUE_7,
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RQG_Alpha = Ogre::RENDER_QUEUE_MAIN,
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RQG_UnderWater = Ogre::RENDER_QUEUE_7+1,
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@ -420,7 +420,7 @@ void NIFLoader::createMaterial(const String &name,
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" oColor.a = tex.a * diffuse.a * vertexColour.a; \n";
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if (mrt) outStream <<
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" oColor1 = float4(iDepth / far, 0, 0, 1); \n";
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" oColor1 = float4(iDepth / far, 0, 0, (oColor.a == 1)); \n"; // only write to MRT if alpha is 1
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outStream <<
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"}";
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@ -16,8 +16,9 @@ compositor gbuffer
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}
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pass render_scene
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{
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// Renders everything except water
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first_render_queue 0
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last_render_queue 59
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last_render_queue 70
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}
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}
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@ -35,7 +36,9 @@ compositor gbuffer
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}
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}
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// Finalizer compositor to render objects that we don't want in the MRT textures (this is the case for most transparent stuff)
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// Finalizer compositor to render objects that we don't want in the MRT textures (ex. water)
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// NB the water has to be rendered in a seperate compositor anyway, because it
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// accesses the MRT textures which can't be done while they are still being rendered to.
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compositor gbufferFinalizer
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{
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technique
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@ -63,7 +66,7 @@ compositor gbufferFinalizer
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}
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pass render_scene
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{
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first_render_queue 60
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first_render_queue 71
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last_render_queue 100
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}
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}
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