transparency

actorid
scrawl 13 years ago
parent 19ecc7f890
commit 9bd888d9a1

@ -246,6 +246,33 @@ void NIFLoader::createMaterial(const String &name,
instance->setProperty ("diffuseMap", sh::makeProperty(texName));
// Add transparency if NiAlphaProperty was present
if (alphaFlags != -1)
{
// The 237 alpha flags are by far the most common. Check
// NiAlphaProperty in nif/property.h if you need to decode
// other values. 237 basically means normal transparencly.
if (alphaFlags == 237)
{
NifOverrides::TransparencyResult result = NifOverrides::Overrides::getTransparencyOverride(texName);
if (result.first)
{
instance->setProperty("alpha_rejection_func", sh::makeProperty<sh::StringValue>(new sh::StringValue("greater_equal")));
instance->setProperty("alpha_rejection_value", sh::makeProperty<sh::IntValue>(new sh::IntValue(result.second)));
}
else
{
// Enable transparency
instance->setProperty("scene_blend", sh::makeProperty<sh::StringValue>(new sh::StringValue("alpha_blend")));
instance->setProperty("depth_write", sh::makeProperty<sh::BooleanValue>(new sh::BooleanValue(false)));
}
}
else
warn("Unhandled alpha setting for texture " + texName);
}
/*
if (!texName.empty())
{

2
extern/shiny vendored

@ -1 +1 @@
Subproject commit 6080431c8ce37c6044dd7d1e319de3c7b8adfd69
Subproject commit 3a1b8e2aefa746ef0922e78f4be3ff736ce92fc3

@ -7,7 +7,11 @@ material openmw_objects_base
has_vertex_colour false
diffuseMap black.png
fog true
is_transparent false // real transparency, alpha rejection doesn't count here
scene_blend default
alpha_rejection_value default
alpha_rejection_func default
pass
{
@ -24,6 +28,9 @@ material openmw_objects_base
has_vertex_colour $has_vertex_colour
is_transparent $is_transparent
scene_blend $scene_blend
alpha_rejection_value $alpha_rejection_value
alpha_rejection_func $alpha_rejection_func
texture_unit diffuseMap
{

@ -20,17 +20,17 @@
shOutput(float2, UV)
shNormalInput(float4)
shOutput(float4, normalPassthrough)
#ifdef NEED_DEPTH
#ifdef NEED_DEPTH
shOutput(float, depthPassthrough)
#endif
#endif
SH_START_PROGRAM
{
shOutputPosition = shMatrixMult(wvp, shInputPosition);
UV = uv0;
normalPassthrough = normal;
#ifdef NEED_DEPTH
#ifdef NEED_DEPTH
depthPassthrough = shOutputPosition.z;
#endif
#endif
}
#else
@ -41,9 +41,9 @@
shDeclareMrtOutput(1)
shInput(float4, normalPassthrough)
#ifdef NEED_DEPTH
#ifdef NEED_DEPTH
shInput(float, depthPassthrough)
#endif
#endif
shUniform(float far) @shAutoConstant(far, far_clip_distance)

@ -0,0 +1,73 @@
material openmw_moon
{
pass
{
vertex_program moon_vertex
fragment_program moon_fragment
texture_unit diffuseMap
{
texture $diffuseMap
create_in_ffp true
}
}
}
material openmw_clouds
{
pass
{
vertex_program clouds_vertex
fragment_program clouds_fragment
// second diffuse map is used for weather transitions
texture_unit diffuseMap1
{
texture $diffuseMap1
create_in_ffp true
}
texture_unit diffuseMap2
{
texture $diffuseMap2
}
}
}
material openmw_atmosphere
{
pass
{
vertex_program atmosphere_vertex
fragment_program atmosphere_fragment
}
}
material openmw_stars
{
pass
{
vertex_program stars_vertex
fragment_program stars_fragment
texture_unit diffuseMap
{
diffuseMap $diffuseMap
}
}
}
// used for both sun and sun glare
material openmw_sun
{
pass
{
vertex_program sun_vertex
fragment_program sun_fragment
texture unit diffuseMap
{
diffuseMap $diffuseMap
}
}
}

@ -0,0 +1,30 @@
// note: the fixed function water is created manually, not here
material openmw_water
{
pass
{
vertex_program water_vertex
fragment_program water_fragment
texture_unit reflectionMap
{
texture_alias WaterReflection
}
texture_unit refractionMap
{
texture_alias WaterRefraction
}
texture_unit depthMap
{
}
texture_unit normalMap
{
texture
}
}
}
Loading…
Cancel
Save