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NifLoader: move texture property handling to a separate function
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1 changed files with 113 additions and 109 deletions
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@ -1210,80 +1210,8 @@ namespace NifOsg
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}
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}
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void handleProperty(const Nif::Property *property,
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osg::Node *node, SceneUtil::CompositeStateSetUpdater* composite, Resource::ImageManager* imageManager, std::vector<int>& boundTextures, int animflags)
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void handleTextureProperty(const Nif::NiTexturingProperty* texprop, osg::StateSet* stateset, SceneUtil::CompositeStateSetUpdater* composite, Resource::ImageManager* imageManager, std::vector<int>& boundTextures, int animflags)
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{
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switch (property->recType)
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{
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case Nif::RC_NiStencilProperty:
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{
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const Nif::NiStencilProperty* stencilprop = static_cast<const Nif::NiStencilProperty*>(property);
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osg::FrontFace* frontFace = new osg::FrontFace;
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switch (stencilprop->data.drawMode)
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{
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case 2:
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frontFace->setMode(osg::FrontFace::CLOCKWISE);
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break;
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case 0:
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case 1:
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default:
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frontFace->setMode(osg::FrontFace::COUNTER_CLOCKWISE);
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break;
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}
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osg::StateSet* stateset = node->getOrCreateStateSet();
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stateset->setAttribute(frontFace, osg::StateAttribute::ON);
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stateset->setMode(GL_CULL_FACE, stencilprop->data.drawMode == 3 ? osg::StateAttribute::OFF
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: osg::StateAttribute::ON);
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if (stencilprop->data.enabled != 0)
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{
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osg::Stencil* stencil = new osg::Stencil;
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stencil->setFunction(getStencilFunction(stencilprop->data.compareFunc), stencilprop->data.stencilRef, stencilprop->data.stencilMask);
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stencil->setStencilFailOperation(getStencilOperation(stencilprop->data.failAction));
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stencil->setStencilPassAndDepthFailOperation(getStencilOperation(stencilprop->data.zFailAction));
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stencil->setStencilPassAndDepthPassOperation(getStencilOperation(stencilprop->data.zPassAction));
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stateset->setAttributeAndModes(stencil, osg::StateAttribute::ON);
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}
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break;
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}
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case Nif::RC_NiWireframeProperty:
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{
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const Nif::NiWireframeProperty* wireprop = static_cast<const Nif::NiWireframeProperty*>(property);
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osg::PolygonMode* mode = new osg::PolygonMode;
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mode->setMode(osg::PolygonMode::FRONT_AND_BACK, wireprop->flags == 0 ? osg::PolygonMode::FILL
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: osg::PolygonMode::LINE);
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node->getOrCreateStateSet()->setAttributeAndModes(mode, osg::StateAttribute::ON);
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break;
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}
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case Nif::RC_NiZBufferProperty:
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{
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const Nif::NiZBufferProperty* zprop = static_cast<const Nif::NiZBufferProperty*>(property);
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// VER_MW doesn't support a DepthFunction according to NifSkope
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osg::Depth* depth = new osg::Depth;
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depth->setWriteMask((zprop->flags>>1)&1);
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node->getOrCreateStateSet()->setAttributeAndModes(depth, osg::StateAttribute::ON);
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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 one changed
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case Nif::RC_NiMaterialProperty:
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case Nif::RC_NiVertexColorProperty:
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case Nif::RC_NiSpecularProperty:
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{
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// Handled on drawable level so we know whether vertex colors are available
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break;
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}
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case Nif::RC_NiAlphaProperty:
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{
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// Handled on drawable level to prevent RenderBin nesting issues
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break;
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}
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case Nif::RC_NiTexturingProperty:
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{
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const Nif::NiTexturingProperty* texprop = static_cast<const Nif::NiTexturingProperty*>(property);
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osg::StateSet* stateset = node->getOrCreateStateSet();
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if (boundTextures.size())
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{
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// overriding a parent NiTexturingProperty, so remove what was previously bound
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@ -1392,6 +1320,82 @@ namespace NifOsg
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}
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}
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handleTextureControllers(texprop, composite, imageManager, stateset, animflags);
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}
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void handleProperty(const Nif::Property *property,
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osg::Node *node, SceneUtil::CompositeStateSetUpdater* composite, Resource::ImageManager* imageManager, std::vector<int>& boundTextures, int animflags)
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{
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switch (property->recType)
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{
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case Nif::RC_NiStencilProperty:
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{
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const Nif::NiStencilProperty* stencilprop = static_cast<const Nif::NiStencilProperty*>(property);
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osg::FrontFace* frontFace = new osg::FrontFace;
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switch (stencilprop->data.drawMode)
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{
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case 2:
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frontFace->setMode(osg::FrontFace::CLOCKWISE);
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break;
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case 0:
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case 1:
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default:
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frontFace->setMode(osg::FrontFace::COUNTER_CLOCKWISE);
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break;
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}
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osg::StateSet* stateset = node->getOrCreateStateSet();
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stateset->setAttribute(frontFace, osg::StateAttribute::ON);
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stateset->setMode(GL_CULL_FACE, stencilprop->data.drawMode == 3 ? osg::StateAttribute::OFF
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: osg::StateAttribute::ON);
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if (stencilprop->data.enabled != 0)
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{
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osg::Stencil* stencil = new osg::Stencil;
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stencil->setFunction(getStencilFunction(stencilprop->data.compareFunc), stencilprop->data.stencilRef, stencilprop->data.stencilMask);
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stencil->setStencilFailOperation(getStencilOperation(stencilprop->data.failAction));
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stencil->setStencilPassAndDepthFailOperation(getStencilOperation(stencilprop->data.zFailAction));
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stencil->setStencilPassAndDepthPassOperation(getStencilOperation(stencilprop->data.zPassAction));
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stateset->setAttributeAndModes(stencil, osg::StateAttribute::ON);
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}
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break;
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}
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case Nif::RC_NiWireframeProperty:
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{
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const Nif::NiWireframeProperty* wireprop = static_cast<const Nif::NiWireframeProperty*>(property);
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osg::PolygonMode* mode = new osg::PolygonMode;
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mode->setMode(osg::PolygonMode::FRONT_AND_BACK, wireprop->flags == 0 ? osg::PolygonMode::FILL
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: osg::PolygonMode::LINE);
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node->getOrCreateStateSet()->setAttributeAndModes(mode, osg::StateAttribute::ON);
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break;
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}
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case Nif::RC_NiZBufferProperty:
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{
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const Nif::NiZBufferProperty* zprop = static_cast<const Nif::NiZBufferProperty*>(property);
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// VER_MW doesn't support a DepthFunction according to NifSkope
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osg::Depth* depth = new osg::Depth;
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depth->setWriteMask((zprop->flags>>1)&1);
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node->getOrCreateStateSet()->setAttributeAndModes(depth, osg::StateAttribute::ON);
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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 one changed
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case Nif::RC_NiMaterialProperty:
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case Nif::RC_NiVertexColorProperty:
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case Nif::RC_NiSpecularProperty:
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{
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// Handled on drawable level so we know whether vertex colors are available
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break;
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}
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case Nif::RC_NiAlphaProperty:
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{
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// Handled on drawable level to prevent RenderBin nesting issues
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break;
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}
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case Nif::RC_NiTexturingProperty:
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{
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const Nif::NiTexturingProperty* texprop = static_cast<const Nif::NiTexturingProperty*>(property);
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osg::StateSet* stateset = node->getOrCreateStateSet();
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handleTextureProperty(texprop, stateset, composite, imageManager, boundTextures, animflags);
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break;
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}
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// unused by mw
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