Move wrapping flag handling to relevant properties

master
Alexei Kotov 2 weeks ago
parent 6d0df9f686
commit d7bd5e76ca

@ -51,6 +51,9 @@ namespace Bgsm
MaterialFile() = default;
virtual void read(BGSMStream& stream);
virtual ~MaterialFile() = default;
bool wrapT() const { return mClamp & 1; }
bool wrapS() const { return mClamp & 2; }
};
struct BGSMFile : MaterialFile

@ -338,6 +338,9 @@ namespace Nif
void read(NIFStream* nif) override;
void post(Reader& nif) override;
bool wrapT() const { return mClamp & 1; }
bool wrapS() const { return mClamp & 2; }
bool doubleSided() const { return mShaderFlags2 & BSLSFlag2_DoubleSided; }
bool treeAnim() const { return mShaderFlags2 & BSLSFlag2_TreeAnim; }
};
@ -366,6 +369,9 @@ namespace Nif
void read(NIFStream* nif) override;
bool wrapT() const { return mClamp & 1; }
bool wrapS() const { return mClamp & 2; }
bool useFalloff() const { return mShaderFlags1 & BSLSFlag1_Falloff; }
bool softEffect() const { return mShaderFlags1 & BSLSFlag1_SoftEffect; }
bool doubleSided() const { return mShaderFlags2 & BSLSFlag2_DoubleSided; }

@ -2176,8 +2176,8 @@ namespace NifOsg
Bgsm::MaterialFilePtr material, osg::StateSet* stateset, std::vector<unsigned int>& boundTextures)
{
const unsigned int uvSet = 0;
const bool wrapS = (material->mClamp >> 1) & 0x1;
const bool wrapT = material->mClamp & 0x1;
const bool wrapS = material->wrapS();
const bool wrapT = material->wrapT();
if (material->mShaderType == Bgsm::ShaderType::Lighting)
{
const Bgsm::BGSMFile* bgsm = static_cast<const Bgsm::BGSMFile*>(material.get());
@ -2486,11 +2486,9 @@ namespace NifOsg
node->setUserValue("shaderRequired", shaderRequired);
osg::StateSet* stateset = node->getOrCreateStateSet();
clearBoundTextures(stateset, boundTextures);
const bool wrapS = (texprop->mClamp >> 1) & 0x1;
const bool wrapT = texprop->mClamp & 0x1;
if (!texprop->mTextureSet.empty())
handleTextureSet(
texprop->mTextureSet.getPtr(), wrapS, wrapT, node->getName(), stateset, boundTextures);
handleTextureSet(texprop->mTextureSet.getPtr(), texprop->wrapS(), texprop->wrapT(),
node->getName(), stateset, boundTextures);
handleTextureControllers(texprop, composite, stateset, animflags);
if (texprop->refraction())
SceneUtil::setupDistortion(*node, texprop->mRefraction.mStrength);
@ -2534,11 +2532,9 @@ namespace NifOsg
handleShaderMaterialNodeProperties(material, stateset, boundTextures);
break;
}
const bool wrapS = (texprop->mClamp >> 1) & 0x1;
const bool wrapT = texprop->mClamp & 0x1;
if (!texprop->mTextureSet.empty())
handleTextureSet(
texprop->mTextureSet.getPtr(), wrapS, wrapT, node->getName(), stateset, boundTextures);
handleTextureSet(texprop->mTextureSet.getPtr(), texprop->wrapS(), texprop->wrapT(),
node->getName(), stateset, boundTextures);
handleTextureControllers(texprop, composite, stateset, animflags);
if (texprop->doubleSided())
stateset->setMode(GL_CULL_FACE, osg::StateAttribute::OFF);
@ -2566,11 +2562,9 @@ namespace NifOsg
if (!texprop->mSourceTexture.empty())
{
const unsigned int uvSet = 0;
const bool wrapS = (texprop->mClamp >> 1) & 0x1;
const bool wrapT = texprop->mClamp & 0x1;
unsigned int texUnit = boundTextures.size();
attachExternalTexture(
"diffuseMap", texprop->mSourceTexture, wrapS, wrapT, uvSet, stateset, boundTextures);
attachExternalTexture("diffuseMap", texprop->mSourceTexture, texprop->wrapS(), texprop->wrapT(),
uvSet, stateset, boundTextures);
{
osg::ref_ptr<osg::TexMat> texMat(new osg::TexMat);
// This handles 20.2.0.7 UV settings like 4.0.0.2 UV settings (see NifOsg::UVController)

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