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Merge branch 'shadervisitor' into 'master'
Attach shaders to geometry that lacks a stateset if necessary (bug #7251) See merge request OpenMW/openmw!2782
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commit
3d8acf17bd
3 changed files with 39 additions and 56 deletions
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@ -226,6 +226,7 @@
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Bug #6937: Divided by Nix Hounds quest is broken
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Bug #7008: Race condition on initializing a vector of reserved node names
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Bug #7121: Crash on TimeStamp construction with invalid hour value
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Bug #7251: Force shaders setting still renders some drawables with FFP
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Feature #890: OpenMW-CS: Column filtering
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Feature #1465: "Reset" argument for AI functions
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Feature #2491: Ability to make OpenMW "portable"
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@ -612,9 +612,6 @@ namespace MWRender
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mRootNode->getOrCreateStateSet()->setAttributeAndModes(clipcontrol, osg::StateAttribute::ON);
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}
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// Assign a default shader on root to handle empty statesets
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mResourceSystem->getSceneManager()->recreateShaders(mRootNode, "objects");
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SceneUtil::setCameraClearDepth(mViewer->getCamera());
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updateProjectionMatrix();
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@ -865,73 +865,58 @@ namespace Shader
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void ShaderVisitor::apply(osg::Geometry& geometry)
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{
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bool needPop = (geometry.getStateSet() != nullptr);
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pushRequirements(geometry);
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if (geometry.getStateSet()) // TODO: check if stateset affects shader permutation before pushing it
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{
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pushRequirements(geometry);
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applyStateSet(geometry.getStateSet(), geometry);
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}
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if (!mRequirements.empty())
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{
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const ShaderRequirements& reqs = mRequirements.back();
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const ShaderRequirements& reqs = mRequirements.back();
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adjustGeometry(geometry, reqs);
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createProgram(reqs);
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adjustGeometry(geometry, reqs);
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createProgram(reqs);
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}
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else
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ensureFFP(geometry);
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if (needPop)
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popRequirements();
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popRequirements();
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}
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void ShaderVisitor::apply(osg::Drawable& drawable)
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{
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bool needPop = drawable.getStateSet();
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pushRequirements(drawable);
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if (needPop)
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if (drawable.getStateSet())
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applyStateSet(drawable.getStateSet(), drawable);
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const ShaderRequirements& reqs = mRequirements.back();
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createProgram(reqs);
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if (auto rig = dynamic_cast<SceneUtil::RigGeometry*>(&drawable))
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{
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pushRequirements(drawable);
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if (drawable.getStateSet())
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applyStateSet(drawable.getStateSet(), drawable);
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}
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if (!mRequirements.empty())
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{
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const ShaderRequirements& reqs = mRequirements.back();
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createProgram(reqs);
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if (auto rig = dynamic_cast<SceneUtil::RigGeometry*>(&drawable))
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osg::ref_ptr<osg::Geometry> sourceGeometry = rig->getSourceGeometry();
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if (sourceGeometry)
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{
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osg::ref_ptr<osg::Geometry> sourceGeometry = rig->getSourceGeometry();
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if (sourceGeometry && adjustGeometry(*sourceGeometry, reqs))
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rig->setSourceGeometry(sourceGeometry);
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}
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else if (auto morph = dynamic_cast<SceneUtil::MorphGeometry*>(&drawable))
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{
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osg::ref_ptr<osg::Geometry> sourceGeometry = morph->getSourceGeometry();
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if (sourceGeometry && adjustGeometry(*sourceGeometry, reqs))
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morph->setSourceGeometry(sourceGeometry);
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}
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else if (auto osgaRig = dynamic_cast<SceneUtil::RigGeometryHolder*>(&drawable))
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{
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osg::ref_ptr<SceneUtil::OsgaRigGeometry> sourceOsgaRigGeometry = osgaRig->getSourceRigGeometry();
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osg::ref_ptr<osg::Geometry> sourceGeometry = sourceOsgaRigGeometry->getSourceGeometry();
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if (sourceGeometry && adjustGeometry(*sourceGeometry, reqs))
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{
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sourceOsgaRigGeometry->setSourceGeometry(sourceGeometry);
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osgaRig->setSourceRigGeometry(sourceOsgaRigGeometry);
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}
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sourceGeometry->accept(*this);
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rig->setSourceGeometry(sourceGeometry);
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}
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}
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else if (auto morph = dynamic_cast<SceneUtil::MorphGeometry*>(&drawable))
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{
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osg::ref_ptr<osg::Geometry> sourceGeometry = morph->getSourceGeometry();
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if (sourceGeometry)
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{
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sourceGeometry->accept(*this);
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morph->setSourceGeometry(sourceGeometry);
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}
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}
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else if (auto osgaRig = dynamic_cast<SceneUtil::RigGeometryHolder*>(&drawable))
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{
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osg::ref_ptr<SceneUtil::OsgaRigGeometry> sourceOsgaRigGeometry = osgaRig->getSourceRigGeometry();
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osg::ref_ptr<osg::Geometry> sourceGeometry = sourceOsgaRigGeometry->getSourceGeometry();
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if (sourceGeometry)
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{
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sourceGeometry->accept(*this);
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sourceOsgaRigGeometry->setSourceGeometry(sourceGeometry);
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osgaRig->setSourceRigGeometry(sourceOsgaRigGeometry);
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}
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}
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else
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ensureFFP(drawable);
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if (needPop)
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popRequirements();
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popRequirements();
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}
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void ShaderVisitor::setAllowedToModifyStateSets(bool allowed)
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