Glowupdater fix when using shaders

pull/35/head
Allofich 9 years ago
parent 9b2cb2fb8c
commit 4b9aff7a03

@ -1182,8 +1182,8 @@ namespace MWRender
int mLowestUnusedTexUnit;
};
void Animation::addSpellCastGlow(const ESM::MagicEffect *effect){
void Animation::addSpellCastGlow(const ESM::MagicEffect *effect)
{
osg::Vec4f glowColor(1,1,1,1);
glowColor.x() = effect->mData.mRed / 255.f;
glowColor.y() = effect->mData.mGreen / 255.f;
@ -1197,6 +1197,20 @@ namespace MWRender
}
void Animation::addGlow(osg::ref_ptr<osg::Node> node, osg::Vec4f glowColor, float glowDuration)
{
if (mGlowUpdater && mGlowUpdater->isDone())
node->removeUpdateCallback(mGlowUpdater);
FindLowestUnusedTexUnitVisitor findLowestUnusedTexUnitVisitor;
node->accept(findLowestUnusedTexUnitVisitor);
int texUnit = findLowestUnusedTexUnitVisitor.mLowestUnusedTexUnit;
if (mGlowUpdater && mGlowUpdater->isPermanentGlowUpdater())
{
mGlowUpdater->setColor(glowColor);
mGlowUpdater->setDuration(glowDuration);
}
else
{
std::vector<osg::ref_ptr<osg::Texture2D> > textures;
for (int i=0; i<32; ++i)
@ -1217,24 +1231,10 @@ namespace MWRender
textures.push_back(tex);
}
if (mGlowUpdater && mGlowUpdater->isDone())
node->removeUpdateCallback(mGlowUpdater);
FindLowestUnusedTexUnitVisitor findLowestUnusedTexUnitVisitor;
node->accept(findLowestUnusedTexUnitVisitor);
int texUnit = findLowestUnusedTexUnitVisitor.mLowestUnusedTexUnit;
if (mGlowUpdater && mGlowUpdater->isPermanentGlowUpdater())
{
mGlowUpdater->setColor(glowColor);
mGlowUpdater->setDuration(glowDuration);
}
else
{
osg::ref_ptr<GlowUpdater> glowUpdater = new GlowUpdater(texUnit, glowColor, textures, node, glowDuration, mResourceSystem);
mGlowUpdater = glowUpdater;
node->addUpdateCallback(glowUpdater);
}
// set a texture now so that the ShaderVisitor can find it
osg::ref_ptr<osg::StateSet> writableStateSet = NULL;
@ -1247,9 +1247,9 @@ namespace MWRender
}
writableStateSet->setTextureAttributeAndModes(texUnit, textures.front(), osg::StateAttribute::ON);
writableStateSet->addUniform(new osg::Uniform("envMapColor", glowColor));
mResourceSystem->getSceneManager()->recreateShaders(node);
}
}
// TODO: Should not be here
osg::Vec4f Animation::getEnchantmentColor(const MWWorld::ConstPtr& item) const

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