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@ -2176,8 +2176,8 @@ namespace NifOsg
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Bgsm::MaterialFilePtr material, osg::StateSet* stateset, std::vector<unsigned int>& boundTextures)
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{
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const unsigned int uvSet = 0;
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const bool wrapS = (material->mClamp >> 1) & 0x1;
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const bool wrapT = material->mClamp & 0x1;
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const bool wrapS = material->wrapS();
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const bool wrapT = material->wrapT();
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if (material->mShaderType == Bgsm::ShaderType::Lighting)
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{
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const Bgsm::BGSMFile* bgsm = static_cast<const Bgsm::BGSMFile*>(material.get());
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@ -2486,11 +2486,9 @@ namespace NifOsg
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node->setUserValue("shaderRequired", shaderRequired);
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osg::StateSet* stateset = node->getOrCreateStateSet();
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clearBoundTextures(stateset, boundTextures);
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const bool wrapS = (texprop->mClamp >> 1) & 0x1;
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const bool wrapT = texprop->mClamp & 0x1;
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if (!texprop->mTextureSet.empty())
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handleTextureSet(
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texprop->mTextureSet.getPtr(), wrapS, wrapT, node->getName(), stateset, boundTextures);
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handleTextureSet(texprop->mTextureSet.getPtr(), texprop->wrapS(), texprop->wrapT(),
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node->getName(), stateset, boundTextures);
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handleTextureControllers(texprop, composite, stateset, animflags);
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if (texprop->refraction())
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SceneUtil::setupDistortion(*node, texprop->mRefraction.mStrength);
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@ -2534,11 +2532,9 @@ namespace NifOsg
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handleShaderMaterialNodeProperties(material, stateset, boundTextures);
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break;
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}
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const bool wrapS = (texprop->mClamp >> 1) & 0x1;
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const bool wrapT = texprop->mClamp & 0x1;
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if (!texprop->mTextureSet.empty())
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handleTextureSet(
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texprop->mTextureSet.getPtr(), wrapS, wrapT, node->getName(), stateset, boundTextures);
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handleTextureSet(texprop->mTextureSet.getPtr(), texprop->wrapS(), texprop->wrapT(),
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node->getName(), stateset, boundTextures);
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handleTextureControllers(texprop, composite, stateset, animflags);
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if (texprop->doubleSided())
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stateset->setMode(GL_CULL_FACE, osg::StateAttribute::OFF);
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@ -2566,11 +2562,9 @@ namespace NifOsg
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if (!texprop->mSourceTexture.empty())
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{
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const unsigned int uvSet = 0;
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const bool wrapS = (texprop->mClamp >> 1) & 0x1;
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const bool wrapT = texprop->mClamp & 0x1;
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unsigned int texUnit = boundTextures.size();
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attachExternalTexture(
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"diffuseMap", texprop->mSourceTexture, wrapS, wrapT, uvSet, stateset, boundTextures);
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attachExternalTexture("diffuseMap", texprop->mSourceTexture, texprop->wrapS(), texprop->wrapT(),
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uvSet, stateset, boundTextures);
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{
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osg::ref_ptr<osg::TexMat> texMat(new osg::TexMat);
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// This handles 20.2.0.7 UV settings like 4.0.0.2 UV settings (see NifOsg::UVController)
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@ -2609,6 +2603,7 @@ namespace NifOsg
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fog->setMode(osg::Fog::LINEAR);
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fog->setColor(osg::Vec4f(fogprop->mColour, 1.f));
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fog->setDepth(fogprop->mFogDepth);
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fog = shareAttribute(fog);
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stateset->setAttributeAndModes(fog, osg::StateAttribute::ON);
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// Intentionally ignoring radial fog flag
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// We don't really want to override the global setting
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@ -2620,6 +2615,7 @@ namespace NifOsg
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fog->setMode(osg::Fog::LINEAR);
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fog->setStart(10000000);
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fog->setEnd(10000000);
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fog = shareAttribute(fog);
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stateset->setAttributeAndModes(fog, osg::StateAttribute::OFF | osg::StateAttribute::OVERRIDE);
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}
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break;
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@ -2821,7 +2817,11 @@ namespace NifOsg
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// While NetImmerse and Gamebryo support specular lighting, Morrowind has its support disabled.
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if (mVersion <= Nif::NIFFile::VER_MW || !specEnabled)
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{
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mat->setSpecular(osg::Material::FRONT_AND_BACK, osg::Vec4f(0.f, 0.f, 0.f, 0.f));
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mat->setShininess(osg::Material::FRONT_AND_BACK, 0.f);
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specStrength = 1.f;
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}
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if (lightmode == Nif::NiVertexColorProperty::LightMode::LightMode_Emissive)
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{
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@ -2852,32 +2852,31 @@ namespace NifOsg
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mat->setColorMode(osg::Material::OFF);
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}
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if (!mPushedSorter && !hasSortAlpha && mHasStencilProperty)
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setBin_Traversal(node->getOrCreateStateSet());
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if (!mPushedSorter && !hasMatCtrl && mat->getColorMode() == osg::Material::OFF
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&& mat->getEmission(osg::Material::FRONT_AND_BACK) == osg::Vec4f(0, 0, 0, 1)
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&& mat->getDiffuse(osg::Material::FRONT_AND_BACK) == osg::Vec4f(1, 1, 1, 1)
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&& mat->getAmbient(osg::Material::FRONT_AND_BACK) == osg::Vec4f(1, 1, 1, 1)
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&& mat->getShininess(osg::Material::FRONT_AND_BACK) == 0
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&& mat->getSpecular(osg::Material::FRONT_AND_BACK) == osg::Vec4f(0.f, 0.f, 0.f, 0.f))
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if (hasMatCtrl || mat->getColorMode() != osg::Material::OFF
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|| mat->getEmission(osg::Material::FRONT_AND_BACK) != osg::Vec4f(0, 0, 0, 1)
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|| mat->getDiffuse(osg::Material::FRONT_AND_BACK) != osg::Vec4f(1, 1, 1, 1)
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|| mat->getAmbient(osg::Material::FRONT_AND_BACK) != osg::Vec4f(1, 1, 1, 1)
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|| mat->getShininess(osg::Material::FRONT_AND_BACK) != 0
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|| mat->getSpecular(osg::Material::FRONT_AND_BACK) != osg::Vec4f(0.f, 0.f, 0.f, 0.f))
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{
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// default state, skip
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return;
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mat = shareAttribute(mat);
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node->getOrCreateStateSet()->setAttributeAndModes(mat, osg::StateAttribute::ON);
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}
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mat = shareAttribute(mat);
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osg::StateSet* stateset = node->getOrCreateStateSet();
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stateset->setAttributeAndModes(mat, osg::StateAttribute::ON);
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if (emissiveMult != 1.f)
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stateset->addUniform(new osg::Uniform("emissiveMult", emissiveMult));
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node->getOrCreateStateSet()->addUniform(new osg::Uniform("emissiveMult", emissiveMult));
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if (specStrength != 1.f)
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stateset->addUniform(new osg::Uniform("specStrength", specStrength));
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node->getOrCreateStateSet()->addUniform(new osg::Uniform("specStrength", specStrength));
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if (!mPushedSorter)
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{
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if (!hasSortAlpha && mHasStencilProperty)
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setBin_Traversal(node->getOrCreateStateSet());
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return;
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}
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osg::StateSet* stateset = node->getOrCreateStateSet();
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auto assignBin = [&](Nif::NiSortAdjustNode::SortingMode mode, int type) {
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if (mode == Nif::NiSortAdjustNode::SortingMode::Off)
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{
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