Fully implement NiStencilProperty (Feature #1057)

c++11
scrawl 10 years ago
parent baa152328a
commit 9141a8d801

@ -102,6 +102,9 @@ int main(int argc, char** argv)
Nif::NIFFilePtr nif(new Nif::NIFFile(resourceMgr.get(argv[1]), std::string(argv[1])));
// For NiStencilProperty
osg::DisplaySettings::instance()->setMinimumNumStencilBits(8);
osgViewer::Viewer viewer;
osg::ref_ptr<osg::Group> root(new osg::Group());

@ -221,7 +221,7 @@ struct S_StencilProperty
4 TEST_GREATER
5 TEST_NOT_EQUAL
6 TEST_GREATER_EQUAL
7 TEST_ALWAYS
7 TEST_NEVER (though nifskope comment says TEST_ALWAYS, but ingame it is TEST_NEVER)
*/
int compareFunc;
unsigned stencilRef;

@ -116,6 +116,40 @@ namespace
}
}
osg::Stencil::Function getStencilFunction(int func)
{
switch (func)
{
case 0: return osg::Stencil::NEVER;
case 1: return osg::Stencil::LESS;
case 2: return osg::Stencil::EQUAL;
case 3: return osg::Stencil::LEQUAL;
case 4: return osg::Stencil::GREATER;
case 5: return osg::Stencil::NOTEQUAL;
case 6: return osg::Stencil::GEQUAL;
case 7: return osg::Stencil::NEVER; // NifSkope says this is GL_ALWAYS, but in MW it's GL_NEVER
default:
std::cerr << "Unexpected stencil function: " << func << std::endl;
return osg::Stencil::NEVER;
}
}
osg::Stencil::Operation getStencilOperation(int op)
{
switch (op)
{
case 0: return osg::Stencil::KEEP;
case 1: return osg::Stencil::ZERO;
case 2: return osg::Stencil::REPLACE;
case 3: return osg::Stencil::INCR;
case 4: return osg::Stencil::DECR;
case 5: return osg::Stencil::INVERT;
default:
std::cerr << "Unexpected stencil operation: " << op << std::endl;
return osg::Stencil::KEEP;
}
}
// Collect all properties affecting the given node that should be applied to an osg::Material.
void collectMaterialProperties(const Nif::Node* nifNode, std::vector<const Nif::Property*>& out)
{
@ -1095,16 +1129,17 @@ namespace NifOsg
stateset->setMode(GL_CULL_FACE, stencilprop->data.drawMode == 3 ? osg::StateAttribute::OFF
: osg::StateAttribute::ON);
// TODO:
// Stencil settings not enabled yet, not sure if the original engine is actually using them,
// since they might conflict with Morrowind's stencil shadows.
/*
osg::Stencil* stencil = new osg::Stencil;
stencil->setFunction(func, stencilprop->data.stencilRef, stencilprop->data.stencilMask);
if (stencilprop->data.enabled != 0)
{
osg::Stencil* stencil = new osg::Stencil;
stencil->setFunction(getStencilFunction(stencilprop->data.compareFunc), stencilprop->data.stencilRef, stencilprop->data.stencilMask);
stencil->setStencilFailOperation(getStencilOperation(stencilprop->data.failAction));
stencil->setStencilPassAndDepthFailOperation(getStencilOperation(stencilprop->data.zFailAction));
stencil->setStencilPassAndDepthPassOperation(getStencilOperation(stencilprop->data.zPassAction));
stateset->setMode(GL_STENCIL_TEST, stencilprop->data.enabled != 0 ? osg::StateAttribute::ON
: osg::StateAttribute::OFF);
*/
stateset->setAttributeAndModes(stencil, osg::StateAttribute::ON);
}
break;
}
case Nif::RC_NiWireframeProperty:
{

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