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Avoid copying shader material shared_ptr in NifLoader
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parent
43b381f592
commit
162ac6a75e
@ -2181,14 +2181,14 @@ namespace NifOsg
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}
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void handleShaderMaterialNodeProperties(
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void handleShaderMaterialNodeProperties(
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Bgsm::MaterialFilePtr material, osg::StateSet* stateset, std::vector<unsigned int>& boundTextures)
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const Bgsm::MaterialFile* material, osg::StateSet* stateset, std::vector<unsigned int>& boundTextures)
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{
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{
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const unsigned int uvSet = 0;
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const unsigned int uvSet = 0;
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const bool wrapS = material->wrapS();
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const bool wrapS = material->wrapS();
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const bool wrapT = material->wrapT();
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const bool wrapT = material->wrapT();
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if (material->mShaderType == Bgsm::ShaderType::Lighting)
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if (material->mShaderType == Bgsm::ShaderType::Lighting)
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{
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{
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const Bgsm::BGSMFile* bgsm = static_cast<const Bgsm::BGSMFile*>(material.get());
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const Bgsm::BGSMFile* bgsm = static_cast<const Bgsm::BGSMFile*>(material);
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if (!bgsm->mDiffuseMap.empty())
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if (!bgsm->mDiffuseMap.empty())
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attachExternalTexture(
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attachExternalTexture(
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@ -2205,7 +2205,7 @@ namespace NifOsg
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}
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}
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else if (material->mShaderType == Bgsm::ShaderType::Effect)
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else if (material->mShaderType == Bgsm::ShaderType::Effect)
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{
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{
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const Bgsm::BGEMFile* bgem = static_cast<const Bgsm::BGEMFile*>(material.get());
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const Bgsm::BGEMFile* bgem = static_cast<const Bgsm::BGEMFile*>(material);
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if (!bgem->mBaseMap.empty())
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if (!bgem->mBaseMap.empty())
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attachExternalTexture("diffuseMap", bgem->mBaseMap, wrapS, wrapT, uvSet, stateset, boundTextures);
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attachExternalTexture("diffuseMap", bgem->mBaseMap, wrapS, wrapT, uvSet, stateset, boundTextures);
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@ -2288,7 +2288,7 @@ namespace NifOsg
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}
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}
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void handleShaderMaterialDrawableProperties(
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void handleShaderMaterialDrawableProperties(
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Bgsm::MaterialFilePtr shaderMat, osg::ref_ptr<osg::Material> mat, osg::Node& node, bool& hasSortAlpha)
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const Bgsm::MaterialFile* shaderMat, osg::ref_ptr<osg::Material> mat, osg::Node& node, bool& hasSortAlpha)
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{
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{
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mat->setAlpha(osg::Material::FRONT_AND_BACK, shaderMat->mTransparency);
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mat->setAlpha(osg::Material::FRONT_AND_BACK, shaderMat->mTransparency);
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handleAlphaTesting(shaderMat->mAlphaTest, osg::AlphaFunc::GREATER, shaderMat->mAlphaTestThreshold, node);
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handleAlphaTesting(shaderMat->mAlphaTest, osg::AlphaFunc::GREATER, shaderMat->mAlphaTestThreshold, node);
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@ -2297,13 +2297,13 @@ namespace NifOsg
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handleDecal(shaderMat->mDecal, hasSortAlpha, node);
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handleDecal(shaderMat->mDecal, hasSortAlpha, node);
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if (shaderMat->mShaderType == Bgsm::ShaderType::Lighting)
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if (shaderMat->mShaderType == Bgsm::ShaderType::Lighting)
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{
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{
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auto bgsm = static_cast<const Bgsm::BGSMFile*>(shaderMat.get());
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auto bgsm = static_cast<const Bgsm::BGSMFile*>(shaderMat);
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mat->setEmission(osg::Material::FRONT_AND_BACK, osg::Vec4f(bgsm->mEmittanceColor, 1.f));
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mat->setEmission(osg::Material::FRONT_AND_BACK, osg::Vec4f(bgsm->mEmittanceColor, 1.f));
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mat->setSpecular(osg::Material::FRONT_AND_BACK, osg::Vec4f(bgsm->mSpecularColor, 1.f));
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mat->setSpecular(osg::Material::FRONT_AND_BACK, osg::Vec4f(bgsm->mSpecularColor, 1.f));
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}
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}
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else if (shaderMat->mShaderType == Bgsm::ShaderType::Effect)
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else if (shaderMat->mShaderType == Bgsm::ShaderType::Effect)
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{
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{
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auto bgem = static_cast<const Bgsm::BGEMFile*>(shaderMat.get());
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auto bgem = static_cast<const Bgsm::BGEMFile*>(shaderMat);
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mat->setEmission(osg::Material::FRONT_AND_BACK, osg::Vec4f(bgem->mEmittanceColor, 1.f));
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mat->setEmission(osg::Material::FRONT_AND_BACK, osg::Vec4f(bgem->mEmittanceColor, 1.f));
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if (bgem->mSoft)
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if (bgem->mSoft)
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SceneUtil::setupSoftEffect(node, bgem->mSoftDepth, true, bgem->mSoftDepth);
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SceneUtil::setupSoftEffect(node, bgem->mSoftDepth, true, bgem->mSoftDepth);
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@ -2537,7 +2537,7 @@ namespace NifOsg
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clearBoundTextures(stateset, boundTextures);
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clearBoundTextures(stateset, boundTextures);
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if (Bgsm::MaterialFilePtr material = getShaderMaterial(texprop->mName, mMaterialManager))
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if (Bgsm::MaterialFilePtr material = getShaderMaterial(texprop->mName, mMaterialManager))
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{
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{
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handleShaderMaterialNodeProperties(material, stateset, boundTextures);
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handleShaderMaterialNodeProperties(material.get(), stateset, boundTextures);
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break;
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break;
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}
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}
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if (!texprop->mTextureSet.empty())
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if (!texprop->mTextureSet.empty())
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@ -2564,7 +2564,7 @@ namespace NifOsg
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clearBoundTextures(stateset, boundTextures);
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clearBoundTextures(stateset, boundTextures);
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if (Bgsm::MaterialFilePtr material = getShaderMaterial(texprop->mName, mMaterialManager))
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if (Bgsm::MaterialFilePtr material = getShaderMaterial(texprop->mName, mMaterialManager))
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{
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{
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handleShaderMaterialNodeProperties(material, stateset, boundTextures);
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handleShaderMaterialNodeProperties(material.get(), stateset, boundTextures);
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break;
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break;
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}
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}
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if (!texprop->mSourceTexture.empty())
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if (!texprop->mSourceTexture.empty())
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@ -2783,7 +2783,7 @@ namespace NifOsg
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auto shaderprop = static_cast<const Nif::BSLightingShaderProperty*>(property);
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auto shaderprop = static_cast<const Nif::BSLightingShaderProperty*>(property);
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if (Bgsm::MaterialFilePtr shaderMat = getShaderMaterial(shaderprop->mName, mMaterialManager))
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if (Bgsm::MaterialFilePtr shaderMat = getShaderMaterial(shaderprop->mName, mMaterialManager))
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{
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{
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handleShaderMaterialDrawableProperties(shaderMat, mat, *node, hasSortAlpha);
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handleShaderMaterialDrawableProperties(shaderMat.get(), mat, *node, hasSortAlpha);
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if (shaderMat->mShaderType == Bgsm::ShaderType::Lighting)
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if (shaderMat->mShaderType == Bgsm::ShaderType::Lighting)
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{
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{
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auto bgsm = static_cast<const Bgsm::BGSMFile*>(shaderMat.get());
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auto bgsm = static_cast<const Bgsm::BGSMFile*>(shaderMat.get());
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@ -2809,7 +2809,7 @@ namespace NifOsg
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auto shaderprop = static_cast<const Nif::BSEffectShaderProperty*>(property);
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auto shaderprop = static_cast<const Nif::BSEffectShaderProperty*>(property);
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if (Bgsm::MaterialFilePtr shaderMat = getShaderMaterial(shaderprop->mName, mMaterialManager))
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if (Bgsm::MaterialFilePtr shaderMat = getShaderMaterial(shaderprop->mName, mMaterialManager))
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{
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{
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handleShaderMaterialDrawableProperties(shaderMat, mat, *node, hasSortAlpha);
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handleShaderMaterialDrawableProperties(shaderMat.get(), mat, *node, hasSortAlpha);
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break;
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break;
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}
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}
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handleDecal(shaderprop->decal(), hasSortAlpha, *node);
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handleDecal(shaderprop->decal(), hasSortAlpha, *node);
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