Merge branch 'opaque-character-preview-preprocessor' into 'master'

Always write opaque fragments instead of relying on blending being off for translucent RTT II: Daggerfall

Closes #5391

See merge request OpenMW/openmw!552
pull/593/head
psi29a 4 years ago
commit 0ec953380f

@ -44,6 +44,7 @@
Bug #5370: Opening an unlocked but trapped door uses the key
Bug #5384: openmw-cs: deleting an instance requires reload of scene window to show in editor
Bug #5387: Move/MoveWorld don't update the object's cell properly
Bug #5391: Races Redone 1.2 bodies don't show on the inventory
Bug #5397: NPC greeting does not reset if you leave + reenter area
Bug #5400: Editor: Verifier checks race of non-skin bodyparts
Bug #5403: Enchantment effect doesn't show on an enemy during death animation

@ -5,6 +5,7 @@
#include <osg/Material>
#include <osg/Fog>
#include <osg/BlendFunc>
#include <osg/TexEnvCombine>
#include <osg/Texture2D>
#include <osg/Camera>
#include <osg/PositionAttitudeTransform>
@ -15,6 +16,8 @@
#include <components/debug/debuglog.hpp>
#include <components/fallback/fallback.hpp>
#include <components/resource/scenemanager.hpp>
#include <components/resource/resourcesystem.hpp>
#include <components/sceneutil/lightmanager.hpp>
#include <components/sceneutil/shadow.hpp>
@ -85,7 +88,7 @@ namespace MWRender
class SetUpBlendVisitor : public osg::NodeVisitor
{
public:
SetUpBlendVisitor(): osg::NodeVisitor(TRAVERSE_ALL_CHILDREN)
SetUpBlendVisitor(): osg::NodeVisitor(TRAVERSE_ALL_CHILDREN), mNoAlphaUniform(new osg::Uniform("noAlpha", false))
{
}
@ -102,10 +105,17 @@ namespace MWRender
newStateSet->setAttribute(newBlendFunc, osg::StateAttribute::ON);
node.setStateSet(newStateSet);
}
if (stateset->getMode(GL_BLEND) & osg::StateAttribute::ON)
{
// Disable noBlendAlphaEnv
stateset->setTextureMode(7, GL_TEXTURE_2D, osg::StateAttribute::OFF);
stateset->addUniform(mNoAlphaUniform);
}
}
traverse(node);
}
private:
osg::ref_ptr<osg::Uniform> mNoAlphaUniform;
};
CharacterPreview::CharacterPreview(osg::Group* parent, Resource::ResourceSystem* resourceSystem,
@ -164,6 +174,20 @@ namespace MWRender
fog->setEnd(10000000);
stateset->setAttributeAndModes(fog, osg::StateAttribute::OFF|osg::StateAttribute::OVERRIDE);
// Opaque stuff must have 1 as its fragment alpha as the FBO is translucent, so having blending off isn't enough
osg::ref_ptr<osg::TexEnvCombine> noBlendAlphaEnv = new osg::TexEnvCombine();
noBlendAlphaEnv->setCombine_Alpha(osg::TexEnvCombine::REPLACE);
noBlendAlphaEnv->setSource0_Alpha(osg::TexEnvCombine::CONSTANT);
noBlendAlphaEnv->setConstantColor(osg::Vec4(0.0, 0.0, 0.0, 1.0));
noBlendAlphaEnv->setCombine_RGB(osg::TexEnvCombine::REPLACE);
noBlendAlphaEnv->setSource0_RGB(osg::TexEnvCombine::PREVIOUS);
osg::ref_ptr<osg::Texture2D> dummyTexture = new osg::Texture2D();
dummyTexture->setInternalFormat(GL_RED);
dummyTexture->setTextureSize(1, 1);
stateset->setTextureAttributeAndModes(7, dummyTexture, osg::StateAttribute::ON);
stateset->setTextureAttribute(7, noBlendAlphaEnv, osg::StateAttribute::ON);
stateset->addUniform(new osg::Uniform("noAlpha", true));
osg::ref_ptr<osg::LightModel> lightmodel = new osg::LightModel;
lightmodel->setAmbientIntensity(osg::Vec4(0.0, 0.0, 0.0, 1.0));
stateset->setAttributeAndModes(lightmodel, osg::StateAttribute::ON);
@ -227,6 +251,7 @@ namespace MWRender
void CharacterPreview::setBlendMode()
{
mResourceSystem->getSceneManager()->recreateShaders(mNode, "objects", true);
SetUpBlendVisitor visitor;
mNode->accept(visitor);
}

@ -247,9 +247,9 @@ namespace Resource
return mForceShaders;
}
void SceneManager::recreateShaders(osg::ref_ptr<osg::Node> node, const std::string& shaderPrefix)
void SceneManager::recreateShaders(osg::ref_ptr<osg::Node> node, const std::string& shaderPrefix, bool translucentFramebuffer)
{
osg::ref_ptr<Shader::ShaderVisitor> shaderVisitor(createShaderVisitor(shaderPrefix));
osg::ref_ptr<Shader::ShaderVisitor> shaderVisitor(createShaderVisitor(shaderPrefix, translucentFramebuffer));
shaderVisitor->setAllowedToModifyStateSets(false);
node->accept(*shaderVisitor);
}
@ -749,7 +749,7 @@ namespace Resource
stats->setAttribute(frameNumber, "Node Instance", mInstanceCache->getCacheSize());
}
Shader::ShaderVisitor *SceneManager::createShaderVisitor(const std::string& shaderPrefix)
Shader::ShaderVisitor *SceneManager::createShaderVisitor(const std::string& shaderPrefix, bool translucentFramebuffer)
{
Shader::ShaderVisitor* shaderVisitor = new Shader::ShaderVisitor(*mShaderManager.get(), *mImageManager, shaderPrefix+"_vertex.glsl", shaderPrefix+"_fragment.glsl");
shaderVisitor->setForceShaders(mForceShaders);
@ -759,6 +759,7 @@ namespace Resource
shaderVisitor->setAutoUseSpecularMaps(mAutoUseSpecularMaps);
shaderVisitor->setSpecularMapPattern(mSpecularMapPattern);
shaderVisitor->setApplyLightingToEnvMaps(mApplyLightingToEnvMaps);
shaderVisitor->setTranslucentFramebuffer(translucentFramebuffer);
return shaderVisitor;
}

@ -76,7 +76,7 @@ namespace Resource
Shader::ShaderManager& getShaderManager();
/// 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, const std::string& shaderPrefix = "objects");
void recreateShaders(osg::ref_ptr<osg::Node> node, const std::string& shaderPrefix = "objects", bool translucentFramebuffer = false);
/// @see ShaderVisitor::setForceShaders
void setForceShaders(bool force);
@ -173,7 +173,7 @@ namespace Resource
private:
Shader::ShaderVisitor* createShaderVisitor(const std::string& shaderPrefix = "objects");
Shader::ShaderVisitor* createShaderVisitor(const std::string& shaderPrefix = "objects", bool translucentFramebuffer = false);
std::unique_ptr<Shader::ShaderManager> mShaderManager;
bool mForceShaders;

@ -40,6 +40,7 @@ namespace Shader
, mAutoUseNormalMaps(false)
, mAutoUseSpecularMaps(false)
, mApplyLightingToEnvMaps(false)
, mTranslucentFramebuffer(false)
, mShaderManager(shaderManager)
, mImageManager(imageManager)
, mDefaultVsTemplate(defaultVsTemplate)
@ -146,7 +147,7 @@ namespace Shader
mRequirements.back().mShaderRequired = true;
}
}
else
else if (!mTranslucentFramebuffer)
Log(Debug::Error) << "ShaderVisitor encountered unknown texture " << texture;
}
}
@ -322,6 +323,8 @@ namespace Shader
writableStateSet->addUniform(new osg::Uniform("colorMode", reqs.mColorMode));
defineMap["translucentFramebuffer"] = mTranslucentFramebuffer ? "1" : "0";
osg::ref_ptr<osg::Shader> vertexShader (mShaderManager.getShader(mDefaultVsTemplate, defineMap, osg::Shader::VERTEX));
osg::ref_ptr<osg::Shader> fragmentShader (mShaderManager.getShader(mDefaultFsTemplate, defineMap, osg::Shader::FRAGMENT));
@ -474,4 +477,9 @@ namespace Shader
mApplyLightingToEnvMaps = apply;
}
void ShaderVisitor::setTranslucentFramebuffer(bool translucent)
{
mTranslucentFramebuffer = translucent;
}
}

@ -40,6 +40,8 @@ namespace Shader
void setApplyLightingToEnvMaps(bool apply);
void setTranslucentFramebuffer(bool translucent);
void apply(osg::Node& node) override;
void apply(osg::Drawable& drawable) override;
@ -63,6 +65,8 @@ namespace Shader
bool mApplyLightingToEnvMaps;
bool mTranslucentFramebuffer;
ShaderManager& mShaderManager;
Resource::ImageManager& mImageManager;

@ -50,6 +50,7 @@ uniform mat2 bumpMapMatrix;
#endif
uniform bool simpleWater;
uniform bool noAlpha;
varying float euclideanDepth;
varying float linearDepth;
@ -208,5 +209,11 @@ void main()
#endif
gl_FragData[0].xyz = mix(gl_FragData[0].xyz, gl_Fog.color.xyz, fogValue);
#if @translucentFramebuffer
// having testing & blending isn't enough - we need to write an opaque pixel to be opaque
if (noAlpha)
gl_FragData[0].a = 1.0;
#endif
applyShadowDebugOverlay();
}

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