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https://github.com/TES3MP/openmw-tes3mp.git
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Fix chameleon shadows
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parent
53b9b41159
commit
a3b032bf2b
2 changed files with 11 additions and 3 deletions
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@ -16,6 +16,7 @@
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#include <components/resource/scenemanager.hpp>
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#include <components/resource/keyframemanager.hpp>
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#include <components/resource/resourcesystem.hpp>
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#include <components/misc/constants.hpp>
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#include <components/misc/resourcehelpers.hpp>
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@ -37,6 +38,8 @@
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#include <components/settings/settings.hpp>
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#include <components/shader/shadermanager.hpp>
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#include "../mwbase/environment.hpp"
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#include "../mwbase/world.hpp"
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#include "../mwworld/esmstore.hpp"
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@ -502,8 +505,9 @@ namespace MWRender
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class TransparencyUpdater : public SceneUtil::StateSetUpdater
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{
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public:
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TransparencyUpdater(const float alpha)
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TransparencyUpdater(const float alpha, osg::ref_ptr<osg::Uniform> shadowUniform)
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: mAlpha(alpha)
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, mShadowUniform(shadowUniform)
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{
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}
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@ -517,6 +521,9 @@ namespace MWRender
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{
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osg::BlendFunc* blendfunc (new osg::BlendFunc);
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stateset->setAttributeAndModes(blendfunc, osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE);
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// TODO: don't do this anymore once custom shadow renderbin is handling it
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if (mShadowUniform)
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stateset->addUniform(mShadowUniform);
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// FIXME: overriding diffuse/ambient/emissive colors
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osg::Material* material = new osg::Material;
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@ -535,6 +542,7 @@ namespace MWRender
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private:
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float mAlpha;
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osg::ref_ptr<osg::Uniform> mShadowUniform;
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};
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struct Animation::AnimSource
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@ -1744,7 +1752,7 @@ namespace MWRender
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{
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if (mTransparencyUpdater == nullptr)
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{
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mTransparencyUpdater = new TransparencyUpdater(alpha);
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mTransparencyUpdater = new TransparencyUpdater(alpha, mResourceSystem->getSceneManager()->getShaderManager().getShadowMapAlphaTestEnableUniform());
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mObjectRoot->addUpdateCallback(mTransparencyUpdater);
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}
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else
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@ -232,7 +232,7 @@ namespace Shader
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{
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if (!writableStateSet)
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writableStateSet = getWritableStateSet(node);
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// We probably shouldn't construct a new version of this each time as StateSets only use pointer comparison by default.
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// We probably shouldn't construct a new version of this each time as Uniforms use pointer comparison for early-out.
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// Also it should probably belong to the shader manager
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writableStateSet->addUniform(new osg::Uniform("useDiffuseMapForShadowAlpha", true));
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}
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