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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
This commit is contained in:
psi29a 2023-03-01 17:09:32 +00:00
commit 3d8acf17bd
3 changed files with 39 additions and 56 deletions

View file

@ -226,6 +226,7 @@
Bug #6937: Divided by Nix Hounds quest is broken Bug #6937: Divided by Nix Hounds quest is broken
Bug #7008: Race condition on initializing a vector of reserved node names Bug #7008: Race condition on initializing a vector of reserved node names
Bug #7121: Crash on TimeStamp construction with invalid hour value Bug #7121: Crash on TimeStamp construction with invalid hour value
Bug #7251: Force shaders setting still renders some drawables with FFP
Feature #890: OpenMW-CS: Column filtering Feature #890: OpenMW-CS: Column filtering
Feature #1465: "Reset" argument for AI functions Feature #1465: "Reset" argument for AI functions
Feature #2491: Ability to make OpenMW "portable" Feature #2491: Ability to make OpenMW "portable"

View file

@ -612,9 +612,6 @@ namespace MWRender
mRootNode->getOrCreateStateSet()->setAttributeAndModes(clipcontrol, osg::StateAttribute::ON); mRootNode->getOrCreateStateSet()->setAttributeAndModes(clipcontrol, osg::StateAttribute::ON);
} }
// Assign a default shader on root to handle empty statesets
mResourceSystem->getSceneManager()->recreateShaders(mRootNode, "objects");
SceneUtil::setCameraClearDepth(mViewer->getCamera()); SceneUtil::setCameraClearDepth(mViewer->getCamera());
updateProjectionMatrix(); updateProjectionMatrix();

View file

@ -864,73 +864,58 @@ namespace Shader
} }
void ShaderVisitor::apply(osg::Geometry& geometry) void ShaderVisitor::apply(osg::Geometry& geometry)
{
bool needPop = (geometry.getStateSet() != nullptr);
if (geometry.getStateSet()) // TODO: check if stateset affects shader permutation before pushing it
{ {
pushRequirements(geometry); pushRequirements(geometry);
if (geometry.getStateSet()) // TODO: check if stateset affects shader permutation before pushing it
applyStateSet(geometry.getStateSet(), geometry); applyStateSet(geometry.getStateSet(), geometry);
}
if (!mRequirements.empty())
{
const ShaderRequirements& reqs = mRequirements.back(); const ShaderRequirements& reqs = mRequirements.back();
adjustGeometry(geometry, reqs); adjustGeometry(geometry, reqs);
createProgram(reqs); createProgram(reqs);
}
else
ensureFFP(geometry);
if (needPop)
popRequirements(); popRequirements();
} }
void ShaderVisitor::apply(osg::Drawable& drawable) void ShaderVisitor::apply(osg::Drawable& drawable)
{
bool needPop = drawable.getStateSet();
if (needPop)
{ {
pushRequirements(drawable); pushRequirements(drawable);
if (drawable.getStateSet()) if (drawable.getStateSet())
applyStateSet(drawable.getStateSet(), drawable); applyStateSet(drawable.getStateSet(), drawable);
}
if (!mRequirements.empty())
{
const ShaderRequirements& reqs = mRequirements.back(); const ShaderRequirements& reqs = mRequirements.back();
createProgram(reqs); createProgram(reqs);
if (auto rig = dynamic_cast<SceneUtil::RigGeometry*>(&drawable)) if (auto rig = dynamic_cast<SceneUtil::RigGeometry*>(&drawable))
{ {
osg::ref_ptr<osg::Geometry> sourceGeometry = rig->getSourceGeometry(); osg::ref_ptr<osg::Geometry> sourceGeometry = rig->getSourceGeometry();
if (sourceGeometry && adjustGeometry(*sourceGeometry, reqs)) if (sourceGeometry)
{
sourceGeometry->accept(*this);
rig->setSourceGeometry(sourceGeometry); rig->setSourceGeometry(sourceGeometry);
} }
}
else if (auto morph = dynamic_cast<SceneUtil::MorphGeometry*>(&drawable)) else if (auto morph = dynamic_cast<SceneUtil::MorphGeometry*>(&drawable))
{ {
osg::ref_ptr<osg::Geometry> sourceGeometry = morph->getSourceGeometry(); osg::ref_ptr<osg::Geometry> sourceGeometry = morph->getSourceGeometry();
if (sourceGeometry && adjustGeometry(*sourceGeometry, reqs)) if (sourceGeometry)
{
sourceGeometry->accept(*this);
morph->setSourceGeometry(sourceGeometry); morph->setSourceGeometry(sourceGeometry);
} }
}
else if (auto osgaRig = dynamic_cast<SceneUtil::RigGeometryHolder*>(&drawable)) else if (auto osgaRig = dynamic_cast<SceneUtil::RigGeometryHolder*>(&drawable))
{ {
osg::ref_ptr<SceneUtil::OsgaRigGeometry> sourceOsgaRigGeometry = osgaRig->getSourceRigGeometry(); osg::ref_ptr<SceneUtil::OsgaRigGeometry> sourceOsgaRigGeometry = osgaRig->getSourceRigGeometry();
osg::ref_ptr<osg::Geometry> sourceGeometry = sourceOsgaRigGeometry->getSourceGeometry(); osg::ref_ptr<osg::Geometry> sourceGeometry = sourceOsgaRigGeometry->getSourceGeometry();
if (sourceGeometry && adjustGeometry(*sourceGeometry, reqs)) if (sourceGeometry)
{ {
sourceGeometry->accept(*this);
sourceOsgaRigGeometry->setSourceGeometry(sourceGeometry); sourceOsgaRigGeometry->setSourceGeometry(sourceGeometry);
osgaRig->setSourceRigGeometry(sourceOsgaRigGeometry); osgaRig->setSourceRigGeometry(sourceOsgaRigGeometry);
} }
} }
}
else
ensureFFP(drawable);
if (needPop)
popRequirements(); popRequirements();
} }