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temp commit
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parent
e517e75d09
commit
81d30ff63a
8 changed files with 19 additions and 13 deletions
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@ -229,9 +229,9 @@ void LocalMap::render(const float x, const float y,
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vp->setVisibilityMask(RV_Map);
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// use fallback techniques without shadows and without mrt
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vp->setMaterialScheme("simple");
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//vp->setMaterialScheme("local_map");
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rtt->update();
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//rtt->update();
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// create "fog of war" texture
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TexturePtr tex2 = TextureManager::getSingleton().createManual(
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@ -76,9 +76,8 @@ RenderingManager::RenderingManager (OEngine::Render::OgreRenderer& _rend, const
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// Load resources
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ResourceGroupManager::getSingleton().initialiseAllResourceGroups();
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// Due to the huge world size of MW, we'll want camera-relative rendering.
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// This prevents precision artifacts when moving very far from the origin.
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mRendering.getScene()->setCameraRelativeRendering(true);
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// causes light flicker in opengl when moving..
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//mRendering.getScene()->setCameraRelativeRendering(true);
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// disable unsupported effects
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const RenderSystemCapabilities* caps = Root::getSingleton().getRenderSystem()->getCapabilities();
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@ -525,12 +524,14 @@ Shadows* RenderingManager::getShadows()
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void RenderingManager::switchToInterior()
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{
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mRendering.getScene()->setCameraRelativeRendering(false);
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// causes light flicker in opengl when moving..
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//mRendering.getScene()->setCameraRelativeRendering(false);
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}
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void RenderingManager::switchToExterior()
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{
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mRendering.getScene()->setCameraRelativeRendering(true);
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// causes light flicker in opengl when moving..
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//mRendering.getScene()->setCameraRelativeRendering(true);
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}
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Ogre::Vector4 RenderingManager::boundingBoxToScreen(Ogre::AxisAlignedBox bounds)
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@ -53,7 +53,7 @@ void Shadows::recreate()
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mSceneMgr->setShadowTextureSelfShadow(true);
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mSceneMgr->setShadowCasterRenderBackFaces(true);
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mSceneMgr->setShadowTextureCasterMaterial("depth_shadow_caster");
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// mSceneMgr->setShadowTextureCasterMaterial("openmw_shadowcaster_default");
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mSceneMgr->setShadowTexturePixelFormat(PF_FLOAT32_R);
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mSceneMgr->setShadowDirectionalLightExtrusionDistance(1000000);
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@ -111,7 +111,7 @@ void Shadows::recreate()
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// --------------------------------------------------------------------------------------------------------------------
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// --------------------------- Debug overlays to display the content of shadow maps -----------------------------------
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// --------------------------------------------------------------------------------------------------------------------
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/*
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OverlayManager& mgr = OverlayManager::getSingleton();
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Overlay* overlay;
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@ -157,7 +157,7 @@ void Shadows::recreate()
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overlay->add2D(debugPanel);
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overlay->show();
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}
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*/
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}
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PSSMShadowCameraSetup* Shadows::getPSSMSetup()
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@ -336,7 +336,7 @@ void Water::applyRTT()
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vp->setBackgroundColour(ColourValue(0.8f, 0.9f, 1.0f));
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vp->setShadowsEnabled(false);
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// use fallback techniques without shadows and without mrt (currently not implemented for sky and terrain)
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vp->setMaterialScheme("simple");
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//vp->setMaterialScheme("water_reflection");
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rtt->addListener(this);
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rtt->setActive(true);
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@ -276,6 +276,8 @@ void NIFLoader::createMaterial(const String &name,
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else
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warn("Unhandled alpha setting for texture " + texName);
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}
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//else
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//instance->getMaterial ()->setShadowCasterMaterial ("openmw_shadowcaster_noalpha");
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// As of yet UNTESTED code from Chris:
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/*pass->setTextureFiltering(Ogre::TFO_ANISOTROPIC);
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2
extern/shiny
vendored
2
extern/shiny
vendored
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@ -1 +1 @@
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Subproject commit 88a192a67d7dff636be4540be4a8654ad33f106a
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Subproject commit d25605ee3a2d67dc0b6367cd150cc6d0c6a3b661
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@ -14,6 +14,9 @@ material openmw_objects_base
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scene_blend default
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depth_write default
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alpha_rejection default
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shadow_transparency true // use diffuse alpha as mask for shadow
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shadow_caster_material openmw_shadowcaster
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pass
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{
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@ -72,7 +72,7 @@
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shInput(float3, normalPassthrough)
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shInput(float3, objSpacePositionPassthrough)
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shUniform(float4 lightAmbient) @shAutoConstant(lightAmbient, ambient_light_colour)
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shUniform(float passIteration) @shAutoConstant(passIteration, pass_iteration_number)
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//shUniform(float passIteration) @shAutoConstant(passIteration, pass_iteration_number)
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shUniform(float4 materialAmbient) @shAutoConstant(materialAmbient, surface_ambient_colour)
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shUniform(float4 materialDiffuse) @shAutoConstant(materialDiffuse, surface_diffuse_colour)
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shUniform(float4 materialEmissive) @shAutoConstant(materialEmissive, surface_emissive_colour)
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