forked from mirror/openmw-tes3mp
Recreate shader in NpcAnimation::setAlpha
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1232607385
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268594dcf1
6 changed files with 80 additions and 18 deletions
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@ -1246,13 +1246,15 @@ namespace MWRender
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material->setAmbient(osg::Material::FRONT_AND_BACK, osg::Vec4f(1,1,1,1));
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stateset->setAttributeAndModes(material, osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE);
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// FIXME: regenerate shader (mVertexColorMode)
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mObjectRoot->setStateSet(stateset);
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mResourceSystem->getSceneManager()->recreateShaders(mObjectRoot);
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}
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else
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{
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mObjectRoot->setStateSet(NULL);
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mResourceSystem->getSceneManager()->recreateShaders(mObjectRoot);
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}
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setRenderBin();
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@ -18,6 +18,7 @@ void overrideTexture(const std::string &texture, Resource::ResourceSystem *resou
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osg::ref_ptr<osg::Texture2D> tex = new osg::Texture2D(resourceSystem->getImageManager()->getImage(correctedTexture));
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tex->setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP_TO_EDGE);
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tex->setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP_TO_EDGE);
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tex->setName("diffuseMap");
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osg::ref_ptr<osg::StateSet> stateset;
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if (node->getStateSet())
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@ -228,6 +228,16 @@ namespace Resource
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mForceShaders = force;
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}
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void SceneManager::recreateShaders(osg::ref_ptr<osg::Node> node)
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{
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Shader::ShaderVisitor shaderVisitor(*mShaderManager.get(), "objects_vertex.glsl", "objects_fragment.glsl");
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shaderVisitor.setForceShaders(mForceShaders);
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shaderVisitor.setClampLighting(mClampLighting);
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shaderVisitor.setForcePerPixelLighting(mForcePerPixelLighting);
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shaderVisitor.setAllowedToModifyStateSets(false);
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node->accept(shaderVisitor);
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}
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void SceneManager::setClampLighting(bool clamp)
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{
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mClampLighting = clamp;
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@ -40,6 +40,9 @@ namespace Resource
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SceneManager(const VFS::Manager* vfs, Resource::ImageManager* imageManager, Resource::NifFileManager* nifFileManager);
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~SceneManager();
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/// Re-create shaders for this node, need to call this if texture stages or vertex color mode have changed.
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void recreateShaders(osg::ref_ptr<osg::Node> node);
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/// @see ShaderVisitor::setForceShaders
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void setForceShaders(bool force);
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@ -19,6 +19,7 @@ namespace Shader
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: mHasNormalMap(false)
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, mColorMaterial(false)
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, mVertexColorMode(GL_AMBIENT_AND_DIFFUSE)
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, mMaterialOverridden(false)
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, mTexStageRequiringTangents(-1)
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{
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}
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@ -28,6 +29,7 @@ namespace Shader
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, mForceShaders(false)
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, mClampLighting(false)
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, mForcePerPixelLighting(false)
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, mAllowedToModifyStateSets(true)
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, mShaderManager(shaderManager)
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, mDefaultVsTemplate(defaultVsTemplate)
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, mDefaultFsTemplate(defaultFsTemplate)
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@ -55,7 +57,7 @@ namespace Shader
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if (node.getStateSet())
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{
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pushRequirements();
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applyStateSet(node.getStateSet());
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applyStateSet(node.getStateSet(), node);
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traverse(node);
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popRequirements();
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}
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@ -63,8 +65,21 @@ namespace Shader
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traverse(node);
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}
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void ShaderVisitor::applyStateSet(osg::StateSet* stateset)
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osg::StateSet* getWritableStateSet(osg::Node& node)
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{
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if (!node.getStateSet())
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return node.getOrCreateStateSet();
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osg::ref_ptr<osg::StateSet> newStateSet = osg::clone(node.getStateSet(), osg::CopyOp::SHALLOW_COPY);
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node.setStateSet(newStateSet);
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return newStateSet.get();
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}
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void ShaderVisitor::applyStateSet(osg::ref_ptr<osg::StateSet> stateset, osg::Node& node)
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{
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osg::StateSet* writableStateSet = NULL;
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if (mAllowedToModifyStateSets)
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writableStateSet = node.getStateSet();
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const osg::StateSet::TextureAttributeList& texAttributes = stateset->getTextureAttributeList();
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for(unsigned int unit=0;unit<texAttributes.size();++unit)
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{
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@ -81,8 +96,10 @@ namespace Shader
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{
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mRequirements.back().mTexStageRequiringTangents = unit;
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mRequirements.back().mHasNormalMap = true;
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if (!writableStateSet)
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writableStateSet = getWritableStateSet(node);
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// normal maps are by default off since the FFP can't render them, now that we'll use shaders switch to On
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stateset->setTextureMode(unit, GL_TEXTURE_2D, osg::StateAttribute::ON);
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writableStateSet->setTextureMode(unit, GL_TEXTURE_2D, osg::StateAttribute::ON);
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}
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}
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else
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@ -90,7 +107,12 @@ namespace Shader
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}
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}
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// remove state that has no effect when rendering with shaders
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stateset->removeTextureAttribute(unit, osg::StateAttribute::TEXENV);
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if (stateset->getTextureAttribute(unit, osg::StateAttribute::TEXENV))
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{
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if (!writableStateSet)
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writableStateSet = getWritableStateSet(node);
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writableStateSet->removeTextureAttribute(unit, osg::StateAttribute::TEXENV);
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}
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}
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const osg::StateSet::AttributeList& attributes = stateset->getAttributeList();
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@ -98,12 +120,18 @@ namespace Shader
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{
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if (it->first.first == osg::StateAttribute::MATERIAL)
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{
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if (!mRequirements.back().mMaterialOverridden || it->second.second & osg::StateAttribute::PROTECTED)
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{
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if (it->second.second & osg::StateAttribute::OVERRIDE)
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mRequirements.back().mMaterialOverridden = true;
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const osg::Material* mat = static_cast<const osg::Material*>(it->second.first.get());
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mRequirements.back().mColorMaterial = (mat->getColorMode() != osg::Material::OFF);
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mRequirements.back().mVertexColorMode = mat->getColorMode();
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}
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}
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}
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}
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void ShaderVisitor::pushRequirements()
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{
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@ -115,8 +143,14 @@ namespace Shader
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mRequirements.pop_back();
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}
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void ShaderVisitor::createProgram(const ShaderRequirements &reqs, osg::StateSet *stateset)
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void ShaderVisitor::createProgram(const ShaderRequirements &reqs, osg::Node& node)
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{
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osg::StateSet* writableStateSet = NULL;
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if (mAllowedToModifyStateSets)
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writableStateSet = node.getOrCreateStateSet();
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else
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writableStateSet = getWritableStateSet(node);
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ShaderManager::DefineMap defineMap;
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const char* defaultTextures[] = { "diffuseMap", "normalMap", "emissiveMap", "darkMap", "detailMap" };
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for (unsigned int i=0; i<sizeof(defaultTextures)/sizeof(defaultTextures[0]); ++i)
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@ -154,11 +188,11 @@ namespace Shader
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if (vertexShader && fragmentShader)
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{
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stateset->setAttributeAndModes(mShaderManager.getProgram(vertexShader, fragmentShader), osg::StateAttribute::ON);
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writableStateSet->setAttributeAndModes(mShaderManager.getProgram(vertexShader, fragmentShader), osg::StateAttribute::ON);
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for (std::map<int, std::string>::const_iterator texIt = reqs.mTextures.begin(); texIt != reqs.mTextures.end(); ++texIt)
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{
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stateset->addUniform(new osg::Uniform(texIt->second.c_str(), texIt->first), osg::StateAttribute::ON);
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writableStateSet->addUniform(new osg::Uniform(texIt->second.c_str(), texIt->first), osg::StateAttribute::ON);
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}
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}
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}
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@ -169,7 +203,7 @@ namespace Shader
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if (geometry.getStateSet())
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{
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pushRequirements();
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applyStateSet(geometry.getStateSet());
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applyStateSet(geometry.getStateSet(), geometry);
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}
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if (!mRequirements.empty())
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@ -185,7 +219,7 @@ namespace Shader
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// TODO: find a better place for the stateset
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if (reqs.mHasNormalMap || mForceShaders)
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createProgram(reqs, geometry.getOrCreateStateSet());
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createProgram(reqs, geometry);
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}
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if (needPop)
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@ -200,7 +234,7 @@ namespace Shader
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if (drawable.getStateSet())
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{
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pushRequirements();
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applyStateSet(drawable.getStateSet());
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applyStateSet(drawable.getStateSet(), drawable);
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}
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if (!mRequirements.empty())
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@ -208,11 +242,16 @@ namespace Shader
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const ShaderRequirements& reqs = mRequirements.back();
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// TODO: find a better place for the stateset
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if (reqs.mHasNormalMap || mForceShaders)
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createProgram(reqs, drawable.getOrCreateStateSet());
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createProgram(reqs, drawable);
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}
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if (needPop)
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popRequirements();
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}
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void ShaderVisitor::setAllowedToModifyStateSets(bool allowed)
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{
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mAllowedToModifyStateSets = allowed;
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}
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}
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@ -25,12 +25,17 @@ namespace Shader
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/// Setting force = true will cause all shaders to use per-pixel lighting, regardless of having a bump map.
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void setForcePerPixelLighting(bool force);
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/// Set if we are allowed to modify StateSets encountered in the graph (default true).
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/// @par If set to false, then instead of modifying, the StateSet will be cloned and this new StateSet will be assigned to the node.
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/// @par This option is useful when the ShaderVisitor is run on a "live" subgraph that may have already been submitted for rendering.
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void setAllowedToModifyStateSets(bool allowed);
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virtual void apply(osg::Node& node);
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virtual void apply(osg::Drawable& drawable);
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virtual void apply(osg::Geometry& geometry);
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void applyStateSet(osg::StateSet* stateset);
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void applyStateSet(osg::ref_ptr<osg::StateSet> stateset, osg::Node& node);
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void pushRequirements();
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void popRequirements();
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@ -39,6 +44,7 @@ namespace Shader
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bool mForceShaders;
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bool mClampLighting;
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bool mForcePerPixelLighting;
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bool mAllowedToModifyStateSets;
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ShaderManager& mShaderManager;
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@ -54,6 +60,7 @@ namespace Shader
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bool mColorMaterial;
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// osg::Material::ColorMode
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int mVertexColorMode;
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bool mMaterialOverridden;
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// -1 == no tangents required
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int mTexStageRequiringTangents;
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@ -63,7 +70,7 @@ namespace Shader
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std::string mDefaultVsTemplate;
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std::string mDefaultFsTemplate;
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void createProgram(const ShaderRequirements& reqs, osg::StateSet* stateset);
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void createProgram(const ShaderRequirements& reqs, osg::Node& node);
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};
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}
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