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mirror of https://gitlab.com/OpenMW/openmw.git synced 2025-03-31 19:20:26 +00:00

Attach shaders to geometry that lacks a stateset if necessary

This commit is contained in:
Alexei Dobrohotov 2023-02-28 18:50:30 +03:00
parent a9fdb51041
commit 6aef366fd3
3 changed files with 34 additions and 58 deletions

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@ -225,6 +225,7 @@
Bug #6937: Divided by Nix Hounds quest is broken Bug #6937: Divided by Nix Hounds quest is broken
Bug #7008: Race condition on initializing a vector of reserved node names Bug #7008: Race condition on initializing a vector of reserved node names
Bug #7121: Crash on TimeStamp construction with invalid hour value Bug #7121: Crash on TimeStamp construction with invalid hour value
Bug #7251: Force shaders setting still renders some drawables with FFP
Feature #890: OpenMW-CS: Column filtering Feature #890: OpenMW-CS: Column filtering
Feature #1465: "Reset" argument for AI functions Feature #1465: "Reset" argument for AI functions
Feature #2491: Ability to make OpenMW "portable" Feature #2491: Ability to make OpenMW "portable"

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@ -612,9 +612,6 @@ namespace MWRender
mRootNode->getOrCreateStateSet()->setAttributeAndModes(clipcontrol, osg::StateAttribute::ON); mRootNode->getOrCreateStateSet()->setAttributeAndModes(clipcontrol, osg::StateAttribute::ON);
} }
// Assign a default shader on root to handle empty statesets
mResourceSystem->getSceneManager()->recreateShaders(mRootNode, "objects");
SceneUtil::setCameraClearDepth(mViewer->getCamera()); SceneUtil::setCameraClearDepth(mViewer->getCamera());
updateProjectionMatrix(); updateProjectionMatrix();

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@ -865,73 +865,51 @@ namespace Shader
void ShaderVisitor::apply(osg::Geometry& geometry) void ShaderVisitor::apply(osg::Geometry& geometry)
{ {
bool needPop = (geometry.getStateSet() != nullptr); pushRequirements(geometry);
if (geometry.getStateSet()) // TODO: check if stateset affects shader permutation before pushing it if (geometry.getStateSet()) // TODO: check if stateset affects shader permutation before pushing it
{
pushRequirements(geometry);
applyStateSet(geometry.getStateSet(), geometry); applyStateSet(geometry.getStateSet(), geometry);
}
if (!mRequirements.empty()) const ShaderRequirements& reqs = mRequirements.back();
{ adjustGeometry(geometry, reqs);
const ShaderRequirements& reqs = mRequirements.back(); createProgram(reqs);
adjustGeometry(geometry, reqs); popRequirements();
createProgram(reqs);
}
else
ensureFFP(geometry);
if (needPop)
popRequirements();
} }
void ShaderVisitor::apply(osg::Drawable& drawable) void ShaderVisitor::apply(osg::Drawable& drawable)
{ {
bool needPop = drawable.getStateSet(); pushRequirements(drawable);
if (needPop) if (drawable.getStateSet())
applyStateSet(drawable.getStateSet(), drawable);
const ShaderRequirements& reqs = mRequirements.back();
createProgram(reqs);
if (auto rig = dynamic_cast<SceneUtil::RigGeometry*>(&drawable))
{ {
pushRequirements(drawable); osg::ref_ptr<osg::Geometry> sourceGeometry = rig->getSourceGeometry();
if (sourceGeometry && adjustGeometry(*sourceGeometry, reqs))
if (drawable.getStateSet()) rig->setSourceGeometry(sourceGeometry);
applyStateSet(drawable.getStateSet(), drawable); }
else if (auto morph = dynamic_cast<SceneUtil::MorphGeometry*>(&drawable))
{
osg::ref_ptr<osg::Geometry> sourceGeometry = morph->getSourceGeometry();
if (sourceGeometry && adjustGeometry(*sourceGeometry, reqs))
morph->setSourceGeometry(sourceGeometry);
}
else if (auto osgaRig = dynamic_cast<SceneUtil::RigGeometryHolder*>(&drawable))
{
osg::ref_ptr<SceneUtil::OsgaRigGeometry> sourceOsgaRigGeometry = osgaRig->getSourceRigGeometry();
osg::ref_ptr<osg::Geometry> sourceGeometry = sourceOsgaRigGeometry->getSourceGeometry();
if (sourceGeometry && adjustGeometry(*sourceGeometry, reqs))
{
sourceOsgaRigGeometry->setSourceGeometry(sourceGeometry);
osgaRig->setSourceRigGeometry(sourceOsgaRigGeometry);
}
} }
if (!mRequirements.empty()) popRequirements();
{
const ShaderRequirements& reqs = mRequirements.back();
createProgram(reqs);
if (auto rig = dynamic_cast<SceneUtil::RigGeometry*>(&drawable))
{
osg::ref_ptr<osg::Geometry> sourceGeometry = rig->getSourceGeometry();
if (sourceGeometry && adjustGeometry(*sourceGeometry, reqs))
rig->setSourceGeometry(sourceGeometry);
}
else if (auto morph = dynamic_cast<SceneUtil::MorphGeometry*>(&drawable))
{
osg::ref_ptr<osg::Geometry> sourceGeometry = morph->getSourceGeometry();
if (sourceGeometry && adjustGeometry(*sourceGeometry, reqs))
morph->setSourceGeometry(sourceGeometry);
}
else if (auto osgaRig = dynamic_cast<SceneUtil::RigGeometryHolder*>(&drawable))
{
osg::ref_ptr<SceneUtil::OsgaRigGeometry> sourceOsgaRigGeometry = osgaRig->getSourceRigGeometry();
osg::ref_ptr<osg::Geometry> sourceGeometry = sourceOsgaRigGeometry->getSourceGeometry();
if (sourceGeometry && adjustGeometry(*sourceGeometry, reqs))
{
sourceOsgaRigGeometry->setSourceGeometry(sourceGeometry);
osgaRig->setSourceRigGeometry(sourceOsgaRigGeometry);
}
}
}
else
ensureFFP(drawable);
if (needPop)
popRequirements();
} }
void ShaderVisitor::setAllowedToModifyStateSets(bool allowed) void ShaderVisitor::setAllowedToModifyStateSets(bool allowed)