Move setAlpha from NpcAnimation to Animation (Fixes #2917)

sceneinput
scrawl 9 years ago
parent 126960261f
commit f8d4bc378f

@ -9,6 +9,8 @@
#include <osg/ComputeBoundsVisitor>
#include <osg/MatrixTransform>
#include <osg/Geode>
#include <osg/BlendFunc>
#include <osg/Material>
#include <osgParticle/ParticleSystem>
@ -292,6 +294,7 @@ namespace MWRender
, mTextKeyListener(NULL)
, mHeadYawRadians(0.f)
, mHeadPitchRadians(0.f)
, mAlpha(1.f)
{
for(size_t i = 0;i < sNumBlendMasks;i++)
mAnimationTimePtr[i].reset(new AnimationTime);
@ -1247,6 +1250,37 @@ namespace MWRender
return found->second;
}
void Animation::setAlpha(float alpha)
{
if (alpha == mAlpha)
return;
mAlpha = alpha;
if (alpha != 1.f)
{
osg::StateSet* stateset (new osg::StateSet);
osg::BlendFunc* blendfunc (new osg::BlendFunc);
stateset->setAttributeAndModes(blendfunc, osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE);
// FIXME: overriding diffuse/ambient/emissive colors
osg::Material* material (new osg::Material);
material->setColorMode(osg::Material::OFF);
material->setDiffuse(osg::Material::FRONT_AND_BACK, osg::Vec4f(1,1,1,alpha));
material->setAmbient(osg::Material::FRONT_AND_BACK, osg::Vec4f(1,1,1,1));
stateset->setAttributeAndModes(material, osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE);
stateset->setRenderingHint(osg::StateSet::TRANSPARENT_BIN);
stateset->setRenderBinMode(osg::StateSet::OVERRIDE_RENDERBIN_DETAILS);
stateset->setNestRenderBins(false);
mObjectRoot->setStateSet(stateset);
}
else
{
mObjectRoot->setStateSet(NULL);
}
}
void Animation::setLightEffect(float effect)
{
if (effect == 0)

@ -253,6 +253,8 @@ protected:
osg::ref_ptr<SceneUtil::LightSource> mGlowLight;
float mAlpha;
/* Sets the appropriate animations on the bone groups based on priority.
*/
void resetActiveGroups();
@ -419,7 +421,8 @@ public:
virtual void showCarriedLeft(bool show) {}
virtual void setWeaponGroup(const std::string& group) {}
virtual void setVampire(bool vampire) {}
virtual void setAlpha(float alpha) {}
/// A value < 1 makes the animation translucent, 1.f = fully opaque
void setAlpha(float alpha);
virtual void setPitchFactor(float factor) {}
virtual void attachArrow() {}
virtual void releaseArrow(float attackStrength) {}

@ -2,8 +2,6 @@
#include <osg/UserDataContainer>
#include <osg/MatrixTransform>
#include <osg/BlendFunc>
#include <osg/Material>
#include <components/misc/rng.hpp>
@ -278,7 +276,6 @@ NpcAnimation::NpcAnimation(const MWWorld::Ptr& ptr, osg::ref_ptr<osg::Group> par
mShowWeapons(false),
mShowCarriedLeft(true),
mNpcType(Type_Normal),
mAlpha(1.f),
mSoundsDisabled(disableSounds)
{
mNpc = mPtr.get<ESM::NPC>()->mBase;
@ -422,7 +419,6 @@ void NpcAnimation::updateParts()
if (!mObjectRoot.get())
return;
mAlpha = 1.f;
const MWWorld::Class &cls = mPtr.getClass();
NpcType curType = Type_Normal;
@ -902,7 +898,6 @@ void NpcAnimation::showWeapons(bool showWeapon)
{
removeIndividualPart(ESM::PRT_Weapon);
}
mAlpha = 1.f;
}
void NpcAnimation::showCarriedLeft(bool show)
@ -988,37 +983,6 @@ void NpcAnimation::permanentEffectAdded(const ESM::MagicEffect *magicEffect, boo
}
}
void NpcAnimation::setAlpha(float alpha)
{
if (alpha == mAlpha)
return;
mAlpha = alpha;
if (alpha != 1.f)
{
osg::StateSet* stateset (new osg::StateSet);
osg::BlendFunc* blendfunc (new osg::BlendFunc);
stateset->setAttributeAndModes(blendfunc, osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE);
// FIXME: overriding diffuse/ambient/emissive colors
osg::Material* material (new osg::Material);
material->setColorMode(osg::Material::OFF);
material->setDiffuse(osg::Material::FRONT_AND_BACK, osg::Vec4f(1,1,1,alpha));
material->setAmbient(osg::Material::FRONT_AND_BACK, osg::Vec4f(1,1,1,1));
stateset->setAttributeAndModes(material, osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE);
stateset->setRenderingHint(osg::StateSet::TRANSPARENT_BIN);
stateset->setRenderBinMode(osg::StateSet::OVERRIDE_RENDERBIN_DETAILS);
stateset->setNestRenderBins(false);
mObjectRoot->setStateSet(stateset);
}
else
{
mObjectRoot->setStateSet(NULL);
}
}
void NpcAnimation::enableHeadAnimation(bool enable)
{
mHeadAnimationTime->setEnabled(enable);

@ -65,7 +65,6 @@ private:
boost::shared_ptr<HeadAnimationTime> mHeadAnimationTime;
boost::shared_ptr<WeaponAnimationTime> mWeaponAnimationTime;
float mAlpha;
bool mSoundsDisabled;
void updateNpcBase();
@ -134,9 +133,6 @@ public:
/// Get the inventory slot that the given node path leads into, or -1 if not found.
int getSlot(const osg::NodePath& path) const;
/// Make the NPC only partially visible
virtual void setAlpha(float alpha);
virtual void setVampire(bool vampire);
/// Set a translation offset (in object root space) to apply to meshes when in first person mode.

Loading…
Cancel
Save