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Enable multisampling in RTTs to support A2C

This commit is contained in:
AnyOldName3 2020-12-28 22:39:09 +00:00
parent 54d465e3dc
commit 54853380cd
3 changed files with 35 additions and 4 deletions

View file

@ -17,6 +17,7 @@
#include <components/fallback/fallback.hpp>
#include <components/sceneutil/lightmanager.hpp>
#include <components/sceneutil/shadow.hpp>
#include <components/settings/settings.hpp>
#include "../mwbase/environment.hpp"
#include "../mwbase/world.hpp"
@ -135,7 +136,7 @@ namespace MWRender
mCamera->setProjectionMatrixAsPerspective(fovYDegrees, sizeX/static_cast<float>(sizeY), 0.1f, 10000.f); // zNear and zFar are autocomputed
mCamera->setViewport(0, 0, sizeX, sizeY);
mCamera->setRenderOrder(osg::Camera::PRE_RENDER);
mCamera->attach(osg::Camera::COLOR_BUFFER, mTexture);
mCamera->attach(osg::Camera::COLOR_BUFFER, mTexture, 0, 0, false, Settings::Manager::getInt("antialiasing", "Video"));
mCamera->setName("CharacterPreview");
mCamera->setComputeNearFarMode(osg::Camera::COMPUTE_NEAR_FAR_USING_BOUNDING_VOLUMES);
mCamera->setCullMask(~(Mask_UpdateVisitor));

View file

@ -233,7 +233,17 @@ void LocalMap::setupRenderToTexture(osg::ref_ptr<osg::Camera> camera, int x, int
texture->setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP_TO_EDGE);
texture->setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP_TO_EDGE);
camera->attach(osg::Camera::COLOR_BUFFER, texture);
unsigned int samples = 0;
unsigned int colourSamples = 0;
if (Settings::Manager::getBool("convert alpha test to alpha-to-coverage", "Shaders"))
{
// Alpha-to-coverage requires a multisampled framebuffer.
// OSG will set that up automatically and resolve it to the specified single-sample texture for us.
// For some reason, two samples are needed, at least with some drivers.
samples = 2;
colourSamples = 1;
}
camera->attach(osg::Camera::COLOR_BUFFER, texture, 0, 0, false, samples, colourSamples);
camera->addChild(mSceneRoot);
mRoot->addChild(camera);

View file

@ -271,7 +271,17 @@ public:
mRefractionTexture->setFilter(osg::Texture::MIN_FILTER, osg::Texture::LINEAR);
mRefractionTexture->setFilter(osg::Texture::MAG_FILTER, osg::Texture::LINEAR);
attach(osg::Camera::COLOR_BUFFER, mRefractionTexture);
unsigned int samples = 0;
unsigned int colourSamples = 0;
if (Settings::Manager::getBool("convert alpha test to alpha-to-coverage", "Shaders"))
{
// Alpha-to-coverage requires a multisampled framebuffer.
// OSG will set that up automatically and resolve it to the specified single-sample texture for us.
// For some reason, two samples are needed, at least with some drivers.
samples = 2;
colourSamples = 1;
}
attach(osg::Camera::COLOR_BUFFER, mRefractionTexture, 0, 0, false, samples, colourSamples);
mRefractionDepthTexture = new osg::Texture2D;
mRefractionDepthTexture->setTextureSize(rttSize, rttSize);
@ -356,7 +366,17 @@ public:
mReflectionTexture->setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP_TO_EDGE);
mReflectionTexture->setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP_TO_EDGE);
attach(osg::Camera::COLOR_BUFFER, mReflectionTexture);
unsigned int samples = 0;
unsigned int colourSamples = 0;
if (Settings::Manager::getBool("convert alpha test to alpha-to-coverage", "Shaders"))
{
// Alpha-to-coverage requires a multisampled framebuffer.
// OSG will set that up automatically and resolve it to the specified single-sample texture for us.
// For some reason, two samples are needed, at least with some drivers.
samples = 2;
colourSamples = 1;
}
attach(osg::Camera::COLOR_BUFFER, mReflectionTexture, 0, 0, false, samples, colourSamples);
// XXX: should really flip the FrontFace on each renderable instead of forcing clockwise.
osg::ref_ptr<osg::FrontFace> frontFace (new osg::FrontFace);