mirror of
https://github.com/TES3MP/openmw-tes3mp.git
synced 2025-01-19 21:23:52 +00:00
Merge branch 'master' of git://github.com/zinnschlag/openmw into graphics
This commit is contained in:
commit
0f37c24d5f
11 changed files with 58 additions and 96 deletions
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@ -72,15 +72,20 @@ add_openmw_dir (mwbase
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)
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# Main executable
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IF(OGRE_STATIC)
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ADD_DEFINITIONS(-DENABLE_PLUGIN_OctreeSceneManager -DENABLE_PLUGIN_ParticleFX -DENABLE_PLUGIN_GL)
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set(OGRE_STATIC_PLUGINS ${OGRE_Plugin_OctreeSceneManager_LIBRARIES} ${OGRE_Plugin_ParticleFX_LIBRARIES} ${OGRE_RenderSystem_GL_LIBRARIES})
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IF(WIN32)
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ADD_DEFINITIONS(-DENABLE_PLUGIN_CgProgramManager -DENABLE_PLUGIN_OctreeSceneManager -DENABLE_PLUGIN_ParticleFX -DENABLE_PLUGIN_-DENABLE_PLUGIN_Direct3D9 -DENABLE_PLUGIN_GL)
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set(OGRE_STATIC_PLUGINS ${OGRE_Plugin_CgProgramManager_LIBRARIES} ${OGRE_Plugin_OctreeSceneManager_LIBRARIES} ${OGRE_Plugin_ParticleFX_LIBRARIES} ${OGRE_RenderSystem_Direct3D9_LIBRARIES} ${OGRE_RenderSystem_GL_LIBRARIES})
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ELSE(WIN32)
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ADD_DEFINITIONS(-DENABLE_PLUGIN_CgProgramManager -DENABLE_PLUGIN_OctreeSceneManager -DENABLE_PLUGIN_ParticleFX -DENABLE_PLUGIN_GL)
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set(OGRE_STATIC_PLUGINS ${OGRE_Plugin_CgProgramManager_LIBRARIES} ${Cg_LIBRARIES} ${OGRE_Plugin_OctreeSceneManager_LIBRARIES} ${OGRE_Plugin_ParticleFX_LIBRARIES} ${OGRE_RenderSystem_GL_LIBRARIES})
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ADD_DEFINITIONS(-DENABLE_PLUGIN_Direct3D9)
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list (APPEND OGRE_STATIC_PLUGINS ${OGRE_RenderSystem_Direct3D9_LIBRARIES})
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ENDIF(WIN32)
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IF (Cg_FOUND)
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ADD_DEFINITIONS(-DENABLE_PLUGIN_CgProgramManager)
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list (APPEND OGRE_STATIC_PLUGINS ${OGRE_Plugin_CgProgramManager_LIBRARIES} ${Cg_LIBRARIES})
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ENDIF (Cg_FOUND)
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ENDIF(OGRE_STATIC)
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add_executable(openmw
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${OPENMW_LIBS} ${OPENMW_LIBS_HEADER}
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${OPENMW_FILES}
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@ -203,48 +203,6 @@ unsigned int Moon::getPhaseInt() const
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return 0;
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}
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void SkyManager::ModVertexAlpha(Entity* ent, unsigned int meshType)
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{
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// Get the vertex colour buffer of this mesh
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const Ogre::VertexElement* ves_diffuse = ent->getMesh()->getSubMesh(0)->vertexData->vertexDeclaration->findElementBySemantic( Ogre::VES_DIFFUSE );
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HardwareVertexBufferSharedPtr colourBuffer = ent->getMesh()->getSubMesh(0)->vertexData->vertexBufferBinding->getBuffer(ves_diffuse->getSource());
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// Lock
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void* pData = colourBuffer->lock(HardwareBuffer::HBL_NORMAL);
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// Iterate over all vertices
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int vertex_size = colourBuffer->getVertexSize();
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float * currentVertex = NULL;
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for (unsigned int i=0; i<colourBuffer->getNumVertices(); ++i)
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{
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// Get a pointer to the vertex colour
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ves_diffuse->baseVertexPointerToElement( pData, ¤tVertex );
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unsigned char alpha=0;
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if (meshType == 0) alpha = i%2 ? 0 : 255; // this is a cylinder, so every second vertex belongs to the bottom-most row
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else if (meshType == 1)
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{
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if (i>= 49 && i <= 64) alpha = 0; // bottom-most row
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else if (i>= 33 && i <= 48) alpha = 64; // second bottom-most row
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else alpha = 255;
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}
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// NB we would have to swap R and B depending on rendersystem specific VertexElementType, but doesn't matter since they are both 1
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uint8 tmpR = static_cast<uint8>(255);
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uint8 tmpG = static_cast<uint8>(255);
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uint8 tmpB = static_cast<uint8>(255);
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uint8 tmpA = static_cast<uint8>(alpha);
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// Modify
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*((uint32*)currentVertex) = tmpR | (tmpG << 8) | (tmpB << 16) | (tmpA << 24);
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// Move to the next vertex
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pData = static_cast<unsigned char *> (pData) + vertex_size;
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}
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// Unlock
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ent->getMesh()->getSubMesh(0)->vertexData->vertexBufferBinding->getBuffer(ves_diffuse->getSource())->unlock();
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}
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SkyManager::SkyManager (SceneNode* pMwRoot, Camera* pCamera)
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: mHour(0.0f)
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, mDay(0)
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@ -357,7 +315,6 @@ void SkyManager::create()
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atmosphere_ent->setRenderQueueGroup(RQG_SkiesEarly);
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atmosphere_ent->setVisibilityFlags(RV_Sky);
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atmosphere_ent->getSubEntity (0)->setMaterialName ("openmw_atmosphere");
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ModVertexAlpha(atmosphere_ent, 0);
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}
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@ -371,8 +328,6 @@ void SkyManager::create()
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clouds_ent->setRenderQueueGroup(RQG_SkiesEarly+5);
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clouds_ent->getSubEntity(0)->setMaterialName ("openmw_clouds");
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clouds_ent->setCastShadows(false);
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ModVertexAlpha(clouds_ent, 1);
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}
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mCreated = true;
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@ -219,8 +219,6 @@ namespace MWRender
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float mGlare; // target
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float mGlareFade; // actual
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void ModVertexAlpha(Ogre::Entity* ent, unsigned int meshType);
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bool mEnabled;
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bool mSunEnabled;
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bool mMasserEnabled;
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7
extern/shiny/CMakeLists.txt
vendored
7
extern/shiny/CMakeLists.txt
vendored
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@ -24,13 +24,6 @@ set(SOURCE_FILES
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Main/ShaderSet.cpp
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)
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# In Debug mode, write the shader sources to the current directory
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if (DEFINED CMAKE_BUILD_TYPE)
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if (CMAKE_BUILD_TYPE STREQUAL "Debug")
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add_definitions(-DSHINY_WRITE_SHADER_DEBUG)
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endif()
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endif()
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if (DEFINED SHINY_USE_WAVE_SYSTEM_INSTALL)
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# use system install
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else()
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43
extern/shiny/Main/Factory.cpp
vendored
43
extern/shiny/Main/Factory.cpp
vendored
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@ -191,14 +191,47 @@ namespace sh
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&mGlobalSettings);
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int lastModified = boost::filesystem::last_write_time (boost::filesystem::path(sourceFile));
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mShadersLastModifiedNew[sourceFile] = lastModified;
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if (mShadersLastModified.find(sourceFile) != mShadersLastModified.end()
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&& mShadersLastModified[sourceFile] != lastModified)
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{
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newSet.markDirty ();
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anyShaderDirty = true;
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// delete any outdated shaders based on this shader set.
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if ( boost::filesystem::exists(mPlatform->getCacheFolder())
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&& boost::filesystem::is_directory(mPlatform->getCacheFolder()))
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{
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boost::filesystem::directory_iterator end_iter;
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for( boost::filesystem::directory_iterator dir_iter(mPlatform->getCacheFolder()) ; dir_iter != end_iter ; ++dir_iter)
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{
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if (boost::filesystem::is_regular_file(dir_iter->status()) )
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{
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boost::filesystem::path file = dir_iter->path();
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std::string pathname = file.filename().string();
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// get first part of filename, e.g. main_fragment_546457654 -> main_fragment
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// there is probably a better method for this...
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std::vector<std::string> tokens;
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boost::split(tokens, pathname, boost::is_any_of("_"));
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tokens.erase(--tokens.end());
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std::string shaderName;
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for (std::vector<std::string>::const_iterator vector_iter = tokens.begin(); vector_iter != tokens.end();)
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{
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shaderName += *(vector_iter++);
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if (vector_iter != tokens.end())
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shaderName += "_";
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}
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mShadersLastModified[sourceFile] = lastModified;
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if (shaderName == it->first)
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{
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boost::filesystem::remove(file);
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std::cout << "Removing outdated file: " << file << std::endl;
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}
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}
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}
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}
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anyShaderDirty = true;
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}
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mShaderSets.insert(std::make_pair(it->first, newSet));
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}
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@ -313,11 +346,11 @@ namespace sh
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if (mReadSourceCache)
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{
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// save the last modified time of shader sources
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// save the last modified time of shader sources (as of when they were loaded)
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std::ofstream file;
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file.open(std::string(mPlatform->getCacheFolder () + "/lastModified.txt").c_str());
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for (LastModifiedMap::const_iterator it = mShadersLastModified.begin(); it != mShadersLastModified.end(); ++it)
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for (LastModifiedMap::const_iterator it = mShadersLastModifiedNew.begin(); it != mShadersLastModifiedNew.end(); ++it)
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{
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file << it->first << "\n" << it->second << std::endl;
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}
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1
extern/shiny/Main/Factory.hpp
vendored
1
extern/shiny/Main/Factory.hpp
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@ -185,6 +185,7 @@ namespace sh
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ConfigurationMap mConfigurations;
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LodConfigurationMap mLodConfigurations;
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LastModifiedMap mShadersLastModified;
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LastModifiedMap mShadersLastModifiedNew;
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PropertySetGet mGlobalSettings;
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15
extern/shiny/Main/ShaderInstance.cpp
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15
extern/shiny/Main/ShaderInstance.cpp
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@ -337,8 +337,7 @@ namespace sh
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size_t pos;
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bool readCache = Factory::getInstance ().getReadSourceCache () && boost::filesystem::exists(
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Factory::getInstance ().getCacheFolder () + "/" + mName)
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&& !mParent->isDirty ();
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Factory::getInstance ().getCacheFolder () + "/" + mName);
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bool writeCache = Factory::getInstance ().getWriteSourceCache ();
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@ -363,12 +362,6 @@ namespace sh
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if (Factory::getInstance ().getShaderDebugOutputEnabled ())
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writeDebugFile(source, name + ".pre");
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else
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{
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#ifdef SHINY_WRITE_SHADER_DEBUG
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writeDebugFile(source, name + ".pre");
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#endif
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}
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// why do we need our own preprocessor? there are several custom commands available in the shader files
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// (for example for binding uniforms to properties or auto constants) - more below. it is important that these
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@ -648,12 +641,6 @@ namespace sh
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if (Factory::getInstance ().getShaderDebugOutputEnabled ())
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writeDebugFile(source, name);
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else
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{
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#ifdef SHINY_WRITE_SHADER_DEBUG
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writeDebugFile(source, name);
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#endif
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}
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if (!mProgram->getSupported())
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{
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1
extern/shiny/Main/ShaderSet.cpp
vendored
1
extern/shiny/Main/ShaderSet.cpp
vendored
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@ -17,7 +17,6 @@ namespace sh
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, mName(name)
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, mCgProfile(cgProfile)
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, mHlslProfile(hlslProfile)
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, mIsDirty(false)
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{
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if (type == "vertex")
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mType = GPT_Vertex;
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7
extern/shiny/Main/ShaderSet.hpp
vendored
7
extern/shiny/Main/ShaderSet.hpp
vendored
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@ -30,9 +30,6 @@ namespace sh
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/// so it does not matter if you pass any extra properties that the shader does not care about.
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ShaderInstance* getInstance (PropertySetGet* properties);
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void markDirty() { mIsDirty = true; }
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///< Signals that the cache is out of date, and thus should not be used this time
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private:
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PropertySetGet* getCurrentGlobalSettings() const;
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std::string getBasePath() const;
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@ -41,12 +38,8 @@ namespace sh
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std::string getHlslProfile() const;
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int getType() const;
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bool isDirty() { return mIsDirty; }
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friend class ShaderInstance;
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bool mIsDirty;
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private:
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GpuProgramType mType;
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std::string mSource;
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@ -7,19 +7,18 @@
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SH_BEGIN_PROGRAM
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shUniform(float4x4, wvp) @shAutoConstant(wvp, worldviewproj_matrix)
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shColourInput(float4)
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shOutput(float4, colourPassthrough)
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shOutput(float, alphaFade)
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SH_START_PROGRAM
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{
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shOutputPosition = shMatrixMult(wvp, shInputPosition);
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colourPassthrough = colour;
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alphaFade = shInputPosition.z < 150.0 ? 0.0 : 1.0;
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}
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#else
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SH_BEGIN_PROGRAM
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shInput(float4, colourPassthrough)
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shInput(float, alphaFade)
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#if MRT
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shDeclareMrtOutput(1)
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#endif
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@ -27,7 +26,7 @@
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SH_START_PROGRAM
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{
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shOutputColour(0) = colourPassthrough * atmosphereColour;
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shOutputColour(0) = atmosphereColour * float4(1,1,1,alphaFade);
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#if MRT
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shOutputColour(1) = float4(1,1,1,1);
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@ -8,21 +8,20 @@
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shUniform(float4x4, wvp) @shAutoConstant(wvp, worldviewproj_matrix)
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shVertexInput(float2, uv0)
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shOutput(float2, UV)
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shColourInput(float4)
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shOutput(float4, colourPassthrough)
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shOutput(float, alphaFade)
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SH_START_PROGRAM
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{
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colourPassthrough = colour;
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shOutputPosition = shMatrixMult(wvp, shInputPosition);
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UV = uv0;
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alphaFade = (shInputPosition.z <= 200.f) ? ((shInputPosition.z <= 100.f) ? 0.0 : 0.25) : 1.0;
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}
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#else
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SH_BEGIN_PROGRAM
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shInput(float2, UV)
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shInput(float4, colourPassthrough)
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shInput(float, alphaFade)
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#if MRT
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shDeclareMrtOutput(1)
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#endif
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@ -42,7 +41,7 @@
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float4 albedo = shSample(diffuseMap1, scrolledUV) * (1-cloudBlendFactor) + shSample(diffuseMap2, scrolledUV) * cloudBlendFactor;
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shOutputColour(0) = colourPassthrough * float4(cloudColour, 1) * albedo * float4(1,1,1, cloudOpacity);
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shOutputColour(0) = float4(cloudColour, 1) * albedo * float4(1,1,1, cloudOpacity * alphaFade);
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#if MRT
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shOutputColour(1) = float4(1,1,1,1);
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