Merge branch 'master' into 'bigpeepeventsenergy'

# Conflicts:
#   components/sdlutil/sdlinputwrapper.cpp
check_span
psi29a 2 years ago
commit 04fcfcc79d

@ -15,6 +15,7 @@
Bug #3905: Great House Dagoth issues
Bug #4203: Resurrecting an actor doesn't close the loot GUI
Bug #4227: Spellcasting restrictions are checked before spellcasting animations are played
Bug #4374: Player rotation reset when nearing area that hasn't been loaded yet
Bug #4376: Moved actors don't respawn in their original cells
Bug #4389: NPC's lips do not move if his head model has the NiBSAnimationNode root node
Bug #4602: Robert's Bodies: crash inside createInstance()
@ -118,6 +119,7 @@
Bug #6519: Effects tooltips for ingredients work incorrectly
Bug #6523: Disintegrate Weapon is resisted by Resist Magicka instead of Sanctuary
Bug #6544: Far from world origin objects jitter when camera is still
Bug #6545: Player character momentum is preserved when going to a different cell
Bug #6559: Weapon condition inconsistency between melee and ranged critical / sneak / KO attacks
Bug #6579: OpenMW compilation error when using OSG doubles for BoundingSphere
Bug #6606: Quests with multiple IDs cannot always be restarted

@ -699,7 +699,10 @@ namespace MWPhysics
void PhysicsSystem::clearQueuedMovement()
{
for (const auto& [_, actor] : mActors)
{
actor->setVelocity(osg::Vec3f());
actor->setInertialForce(osg::Vec3f());
}
}
std::vector<Simulation> PhysicsSystem::prepareSimulation(bool willSimulate)

@ -51,6 +51,22 @@
namespace
{
class MarkDrawablesVisitor : public osg::NodeVisitor
{
public:
MarkDrawablesVisitor(osg::Node::NodeMask mask)
: osg::NodeVisitor(TRAVERSE_ALL_CHILDREN)
, mMask(mask)
{ }
void apply(osg::Drawable& drawable) override
{
drawable.setNodeMask(mMask);
}
private:
osg::Node::NodeMask mMask = 0;
};
/// Removes all particle systems and related nodes in a subgraph.
class RemoveParticlesVisitor : public osg::NodeVisitor
@ -1555,6 +1571,9 @@ namespace MWRender
node->setNodeMask(Mask_Effect);
MarkDrawablesVisitor markVisitor(Mask_Effect);
node->accept(markVisitor);
params.mMaxControllerLength = findMaxLengthVisitor.getMaxLength();
params.mLoop = loop;
params.mEffectId = effectId;

@ -3,6 +3,8 @@
#include <osg/BlendFunc>
#include <osg/Texture2D>
#include <osg/Texture2DArray>
#include <osg/Material>
#include <osg/AlphaFunc>
#include <osgUtil/RenderStage>
@ -10,6 +12,8 @@
#include <components/stereo/multiview.hpp>
#include <components/stereo/stereomanager.hpp>
#include "vismask.hpp"
namespace MWRender
{
TransparentDepthBinCallback::TransparentDepthBinCallback(Shader::ShaderManager& shaderManager, bool postPass)
@ -34,6 +38,7 @@ namespace MWRender
mStateSet->setAttributeAndModes(new osg::BlendFunc, modeOff);
mStateSet->setAttributeAndModes(shaderManager.getProgram(vertex, fragment), modeOn);
mStateSet->setAttributeAndModes(new SceneUtil::AutoDepth, modeOn);
for (unsigned int unit = 1; unit < 8; ++unit)
mStateSet->setTextureMode(unit, GL_TEXTURE_2D, modeOff);
@ -88,11 +93,35 @@ namespace MWRender
opaqueFbo->apply(state, osg::FrameBufferObject::DRAW_FRAMEBUFFER);
osg::ref_ptr<osg::StateSet> restore = bin->getStateSet();
bin->setStateSet(mStateSet);
// draws transparent post-pass to populate a postprocess friendly depth texture with alpha-clipped geometry
bin->drawImplementation(renderInfo, previous);
bin->setStateSet(restore);
// draw transparent post-pass to populate a postprocess friendly depth texture with alpha-clipped geometry
unsigned int numToPop = previous ? osgUtil::StateGraph::numToPop(previous->_parent) : 0;
if (numToPop > 1)
numToPop--;
unsigned int insertStateSetPosition = state.getStateSetStackSize() - numToPop;
state.insertStateSet(insertStateSetPosition, mStateSet);
for(auto rit = bin->getRenderLeafList().begin(); rit != bin->getRenderLeafList().end(); rit++)
{
osgUtil::RenderLeaf* rl = *rit;
const osg::StateSet* ss = rl->_parent->getStateSet();
if (rl->_drawable->getNodeMask() == Mask_ParticleSystem || rl->_drawable->getNodeMask() == Mask_Effect)
continue;
if (ss->getAttribute(osg::StateAttribute::ALPHAFUNC))
continue;
if (ss->getAttribute(osg::StateAttribute::MATERIAL)) {
const osg::Material* mat = static_cast<const osg::Material*>(ss->getAttribute(osg::StateAttribute::MATERIAL));
if (mat->getDiffuse(osg::Material::FRONT).a() < 0.5)
continue;
}
rl->render(renderInfo,previous);
previous = rl;
}
state.removeStateSet(insertStateSetPosition);
msaaFbo ? msaaFbo->apply(state, osg::FrameBufferObject::DRAW_FRAMEBUFFER) : fbo->apply(state, osg::FrameBufferObject::DRAW_FRAMEBUFFER);
state.checkGLErrors("after TransparentDepthBinCallback::drawImplementation");

@ -52,13 +52,15 @@ InputWrapper::InputWrapper(SDL_Window* window, osg::ref_ptr<osgViewer::Viewer> v
if (windowEventsOnly)
{
// During loading, handle window events, discard button presses and keep others for later
// During loading, handle window events, discard button presses and mouse movement and keep others for later
while (SDL_PeepEvents(&evt, 1, SDL_GETEVENT, SDL_WINDOWEVENT, SDL_WINDOWEVENT) > 0)
handleWindowEvent(evt);
SDL_FlushEvent(SDL_KEYDOWN);
SDL_FlushEvent(SDL_CONTROLLERBUTTONDOWN);
SDL_FlushEvent(SDL_MOUSEBUTTONDOWN);
SDL_FlushEvent(SDL_MOUSEMOTION);
SDL_FlushEvent(SDL_MOUSEWHEEL);
return;
}

@ -9,7 +9,7 @@ void main()
{
float alpha = texture2D(diffuseMap, diffuseMapUV).a * alphaPassthrough;
const float alphaRef = 0.5;
const float alphaRef = 0.499;
if (alpha < alphaRef)
discard;

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