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Depth flag handling fixes (bug #7380)
Properly disable depth test while allowing depth writes to happen Remove NiStencilProperty interaction Don't set up depth flags for BSShaderPPLightingProperty
This commit is contained in:
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231803c6ea
commit
116ef1c62b
3 changed files with 75 additions and 13 deletions
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@ -69,6 +69,7 @@
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Bug #7298: Water ripples from projectiles sometimes are not spawned
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Bug #7307: Alchemy "Magic Effect" search string does not match on tool tip for effects related to attributes
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Bug #7322: Shadows don't cover groundcover depending on the view angle and perspective with compute scene bounds = primitives
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Bug #7380: NiZBufferProperty issue
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Bug #7413: Generated wilderness cells don't spawn fish
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Bug #7415: Unbreakable lock discrepancies
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Bug #7428: AutoCalc flag is not used to calculate enchantment costs
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@ -108,7 +108,64 @@ osg::Group {
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)");
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}
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std::string formatOsgNodeForShaderProperty(std::string_view shaderPrefix)
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std::string formatOsgNodeForBSShaderProperty(std::string_view shaderPrefix)
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{
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std::ostringstream oss;
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oss << R"(
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osg::Group {
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UniqueID 1
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DataVariance STATIC
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UserDataContainer TRUE {
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osg::DefaultUserDataContainer {
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UniqueID 2
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UDC_UserObjects 1 {
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osg::StringValueObject {
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UniqueID 3
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Name "fileHash"
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}
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}
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}
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}
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Children 1 {
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osg::Group {
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UniqueID 4
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DataVariance STATIC
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UserDataContainer TRUE {
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osg::DefaultUserDataContainer {
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UniqueID 5
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UDC_UserObjects 3 {
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osg::UIntValueObject {
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UniqueID 6
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Name "recIndex"
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Value 4294967295
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}
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osg::StringValueObject {
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UniqueID 7
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Name "shaderPrefix"
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Value ")"
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<< shaderPrefix << R"("
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}
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osg::BoolValueObject {
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UniqueID 8
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Name "shaderRequired"
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Value TRUE
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}
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}
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}
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}
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StateSet TRUE {
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osg::StateSet {
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UniqueID 9
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}
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}
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}
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}
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}
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)";
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return oss.str();
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}
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std::string formatOsgNodeForBSLightingShaderProperty(std::string_view shaderPrefix)
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{
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std::ostringstream oss;
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oss << R"(
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@ -162,7 +219,6 @@ osg::Group {
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AttributeList 1 {
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osg::Depth {
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UniqueID 10
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WriteMask FALSE
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}
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Value OFF
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}
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@ -204,7 +260,7 @@ osg::Group {
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Nif::NIFFile file("test.nif");
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file.mRoots.push_back(&node);
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auto result = Loader::load(file, &mImageManager);
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EXPECT_EQ(serialize(*result), formatOsgNodeForShaderProperty(GetParam().mExpectedShaderPrefix));
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EXPECT_EQ(serialize(*result), formatOsgNodeForBSShaderProperty(GetParam().mExpectedShaderPrefix));
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}
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INSTANTIATE_TEST_SUITE_P(Params, NifOsgLoaderBSShaderPrefixTest, ValuesIn(NifOsgLoaderBSShaderPrefixTest::sParams));
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@ -228,11 +284,13 @@ osg::Group {
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property.mTextureSet = nullptr;
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property.mController = nullptr;
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property.mType = GetParam().mShaderType;
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property.mShaderFlags1 |= Nif::BSShaderFlags1::BSSFlag1_DepthTest;
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property.mShaderFlags2 |= Nif::BSShaderFlags2::BSSFlag2_DepthWrite;
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node.mProperties.push_back(Nif::RecordPtrT<Nif::NiProperty>(&property));
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Nif::NIFFile file("test.nif");
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file.mRoots.push_back(&node);
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auto result = Loader::load(file, &mImageManager);
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EXPECT_EQ(serialize(*result), formatOsgNodeForShaderProperty(GetParam().mExpectedShaderPrefix));
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EXPECT_EQ(serialize(*result), formatOsgNodeForBSLightingShaderProperty(GetParam().mExpectedShaderPrefix));
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}
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INSTANTIATE_TEST_SUITE_P(
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@ -1964,11 +1964,17 @@ namespace NifOsg
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return texEnv;
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}
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void handleDepthFlags(osg::StateSet* stateset, bool depthTest, bool depthWrite,
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osg::Depth::Function depthFunction = osg::Depth::LESS)
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void handleDepthFlags(osg::StateSet* stateset, bool depthTest, bool depthWrite)
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{
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stateset->setMode(GL_DEPTH_TEST, depthTest ? osg::StateAttribute::ON : osg::StateAttribute::OFF);
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osg::ref_ptr<osg::Depth> depth = new osg::Depth(depthFunction, 0.0, 1.0, depthWrite);
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if (!depthWrite && !depthTest)
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{
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stateset->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);
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return;
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}
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osg::ref_ptr<osg::Depth> depth = new osg::Depth;
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depth->setWriteMask(depthWrite);
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if (!depthTest)
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depth->setFunction(osg::Depth::ALWAYS);
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depth = shareAttribute(depth);
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stateset->setAttributeAndModes(depth, osg::StateAttribute::ON);
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}
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@ -2328,10 +2334,8 @@ namespace NifOsg
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{
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const Nif::NiZBufferProperty* zprop = static_cast<const Nif::NiZBufferProperty*>(property);
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osg::StateSet* stateset = node->getOrCreateStateSet();
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// Morrowind ignores depth test function, unless a NiStencilProperty is present, in which case it
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// uses a fixed depth function of GL_ALWAYS.
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osg::Depth::Function depthFunction = hasStencilProperty ? osg::Depth::ALWAYS : osg::Depth::LESS;
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handleDepthFlags(stateset, zprop->depthTest(), zprop->depthWrite(), depthFunction);
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// The test function from this property seems to be ignored.
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handleDepthFlags(stateset, zprop->depthTest(), zprop->depthWrite());
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break;
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}
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// OSG groups the material properties that NIFs have separate, so we have to parse them all again when
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@ -2370,7 +2374,6 @@ namespace NifOsg
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textureSet, texprop->mClamp, node->getName(), stateset, imageManager, boundTextures);
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}
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handleTextureControllers(texprop, composite, imageManager, stateset, animflags);
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handleDepthFlags(stateset, texprop->depthTest(), texprop->depthWrite());
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break;
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}
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case Nif::RC_BSShaderNoLightingProperty:
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