Add special handling of RigGeometry tangents in ShaderVisitor

move
scrawl 8 years ago
parent 95e80e7eff
commit d1f6169889

@ -99,6 +99,13 @@ void RigGeometry::setSourceGeometry(osg::ref_ptr<osg::Geometry> sourceGeometry)
setColorArray(from.getColorArray());
setSecondaryColorArray(from.getSecondaryColorArray());
setFogCoordArray(from.getFogCoordArray());
// need to copy over texcoord list manually due to a missing null pointer check in setTexCoordArrayList(), this has been fixed in OSG 3.5
osg::Geometry::ArrayList& texCoordList = from.getTexCoordArrayList();
for (unsigned int i=0; i<texCoordList.size(); ++i)
if (texCoordList[i])
setTexCoordArray(i, texCoordList[i], osg::Array::BIND_PER_VERTEX);
setTexCoordArrayList(from.getTexCoordArrayList());
setVertexAttribArrayList(from.getVertexAttribArrayList());
@ -120,6 +127,19 @@ void RigGeometry::setSourceGeometry(osg::ref_ptr<osg::Geometry> sourceGeometry)
normalArray->setVertexBufferObject(vbo);
setNormalArray(normalArray, osg::Array::BIND_PER_VERTEX);
}
if (from.getTexCoordArray(7) && dynamic_cast<osg::Vec4Array*>(from.getTexCoordArray(7)))
{
// tangents
osg::ref_ptr<osg::Array> tangentArray = osg::clone(from.getTexCoordArray(7), osg::CopyOp::DEEP_COPY_ALL);
tangentArray->setVertexBufferObject(vbo);
setTexCoordArray(7, tangentArray, osg::Array::BIND_PER_VERTEX);
}
}
osg::ref_ptr<osg::Geometry> RigGeometry::getSourceGeometry()
{
return mSourceGeometry;
}
bool RigGeometry::initFromParentSkeleton(osg::NodeVisitor* nv)
@ -225,9 +245,11 @@ void RigGeometry::update(osg::NodeVisitor* nv)
// skinning
osg::Vec3Array* positionSrc = static_cast<osg::Vec3Array*>(mSourceGeometry->getVertexArray());
osg::Vec3Array* normalSrc = static_cast<osg::Vec3Array*>(mSourceGeometry->getNormalArray());
osg::Vec4Array* tangentSrc = static_cast<osg::Vec4Array*>(mSourceGeometry->getTexCoordArray(7));
osg::Vec3Array* positionDst = static_cast<osg::Vec3Array*>(getVertexArray());
osg::Vec3Array* normalDst = static_cast<osg::Vec3Array*>(getNormalArray());
osg::Vec4Array* tangentDst = static_cast<osg::Vec4Array*>(getTexCoordArray(7));
for (Bone2VertexMap::const_iterator it = mBone2VertexMap.begin(); it != mBone2VertexMap.end(); ++it)
{
@ -251,11 +273,19 @@ void RigGeometry::update(osg::NodeVisitor* nv)
unsigned short vertex = *vertexIt;
(*positionDst)[vertex] = resultMat.preMult((*positionSrc)[vertex]);
(*normalDst)[vertex] = osg::Matrix::transform3x3((*normalSrc)[vertex], resultMat);
if (tangentDst)
{
osg::Vec4f srcTangent = (*tangentSrc)[vertex];
osg::Vec3f transformedTangent = osg::Matrix::transform3x3(osg::Vec3f(srcTangent.x(), srcTangent.y(), srcTangent.z()), resultMat);
(*tangentDst)[vertex] = osg::Vec4f(transformedTangent, srcTangent.w());
}
}
}
positionDst->dirty();
normalDst->dirty();
if (tangentDst)
tangentDst->dirty();
}
void RigGeometry::updateBounds(osg::NodeVisitor *nv)

@ -43,6 +43,8 @@ namespace SceneUtil
/// @note The source geometry will not be modified.
void setSourceGeometry(osg::ref_ptr<osg::Geometry> sourceGeom);
osg::ref_ptr<osg::Geometry> getSourceGeometry();
// Called automatically by our CullCallback
void update(osg::NodeVisitor* nv);

@ -14,6 +14,7 @@
#include <components/resource/imagemanager.hpp>
#include <components/vfs/manager.hpp>
#include <components/sceneutil/riggeometry.hpp>
#include "shadermanager.hpp"
@ -313,24 +314,32 @@ namespace Shader
{
const ShaderRequirements& reqs = mRequirements.back();
osg::ref_ptr<osg::Geometry> sourceGeometry = &geometry;
SceneUtil::RigGeometry* rig = dynamic_cast<SceneUtil::RigGeometry*>(&geometry);
if (rig)
sourceGeometry = rig->getSourceGeometry();
if (mAllowedToModifyStateSets)
{
// make sure that all UV sets are there
for (std::map<int, std::string>::const_iterator it = reqs.mTextures.begin(); it != reqs.mTextures.end(); ++it)
{
if (geometry.getTexCoordArray(it->first) == NULL)
geometry.setTexCoordArray(it->first, geometry.getTexCoordArray(0));
if (sourceGeometry->getTexCoordArray(it->first) == NULL)
sourceGeometry->setTexCoordArray(it->first, sourceGeometry->getTexCoordArray(0));
}
}
if (reqs.mTexStageRequiringTangents != -1 && mAllowedToModifyStateSets)
{
osg::ref_ptr<osgUtil::TangentSpaceGenerator> generator (new osgUtil::TangentSpaceGenerator);
generator->generate(&geometry, reqs.mTexStageRequiringTangents);
generator->generate(sourceGeometry, reqs.mTexStageRequiringTangents);
geometry.setTexCoordArray(7, generator->getTangentArray(), osg::Array::BIND_PER_VERTEX);
sourceGeometry->setTexCoordArray(7, generator->getTangentArray(), osg::Array::BIND_PER_VERTEX);
}
if (rig)
rig->setSourceGeometry(sourceGeometry);
// TODO: find a better place for the stateset
if (reqs.mShaderRequired || mForceShaders)
createProgram(reqs, geometry);

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