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Move wrapping flag handling to relevant properties
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6d0df9f686
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@ -51,6 +51,9 @@ namespace Bgsm
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MaterialFile() = default;
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virtual void read(BGSMStream& stream);
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virtual ~MaterialFile() = default;
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bool wrapT() const { return mClamp & 1; }
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bool wrapS() const { return mClamp & 2; }
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};
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struct BGSMFile : MaterialFile
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@ -338,6 +338,9 @@ namespace Nif
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void read(NIFStream* nif) override;
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void post(Reader& nif) override;
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bool wrapT() const { return mClamp & 1; }
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bool wrapS() const { return mClamp & 2; }
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bool doubleSided() const { return mShaderFlags2 & BSLSFlag2_DoubleSided; }
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bool treeAnim() const { return mShaderFlags2 & BSLSFlag2_TreeAnim; }
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};
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@ -366,6 +369,9 @@ namespace Nif
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void read(NIFStream* nif) override;
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bool wrapT() const { return mClamp & 1; }
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bool wrapS() const { return mClamp & 2; }
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bool useFalloff() const { return mShaderFlags1 & BSLSFlag1_Falloff; }
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bool softEffect() const { return mShaderFlags1 & BSLSFlag1_SoftEffect; }
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bool doubleSided() const { return mShaderFlags2 & BSLSFlag2_DoubleSided; }
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@ -2176,8 +2176,8 @@ namespace NifOsg
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Bgsm::MaterialFilePtr material, osg::StateSet* stateset, std::vector<unsigned int>& boundTextures)
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{
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const unsigned int uvSet = 0;
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const bool wrapS = (material->mClamp >> 1) & 0x1;
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const bool wrapT = material->mClamp & 0x1;
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const bool wrapS = material->wrapS();
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const bool wrapT = material->wrapT();
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if (material->mShaderType == Bgsm::ShaderType::Lighting)
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{
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const Bgsm::BGSMFile* bgsm = static_cast<const Bgsm::BGSMFile*>(material.get());
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@ -2486,11 +2486,9 @@ namespace NifOsg
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node->setUserValue("shaderRequired", shaderRequired);
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osg::StateSet* stateset = node->getOrCreateStateSet();
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clearBoundTextures(stateset, boundTextures);
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const bool wrapS = (texprop->mClamp >> 1) & 0x1;
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const bool wrapT = texprop->mClamp & 0x1;
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if (!texprop->mTextureSet.empty())
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handleTextureSet(
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texprop->mTextureSet.getPtr(), wrapS, wrapT, node->getName(), stateset, boundTextures);
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handleTextureSet(texprop->mTextureSet.getPtr(), texprop->wrapS(), texprop->wrapT(),
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node->getName(), stateset, boundTextures);
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handleTextureControllers(texprop, composite, stateset, animflags);
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if (texprop->refraction())
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SceneUtil::setupDistortion(*node, texprop->mRefraction.mStrength);
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@ -2534,11 +2532,9 @@ namespace NifOsg
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handleShaderMaterialNodeProperties(material, stateset, boundTextures);
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break;
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}
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const bool wrapS = (texprop->mClamp >> 1) & 0x1;
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const bool wrapT = texprop->mClamp & 0x1;
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if (!texprop->mTextureSet.empty())
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handleTextureSet(
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texprop->mTextureSet.getPtr(), wrapS, wrapT, node->getName(), stateset, boundTextures);
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handleTextureSet(texprop->mTextureSet.getPtr(), texprop->wrapS(), texprop->wrapT(),
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node->getName(), stateset, boundTextures);
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handleTextureControllers(texprop, composite, stateset, animflags);
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if (texprop->doubleSided())
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stateset->setMode(GL_CULL_FACE, osg::StateAttribute::OFF);
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@ -2566,11 +2562,9 @@ namespace NifOsg
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if (!texprop->mSourceTexture.empty())
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{
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const unsigned int uvSet = 0;
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const bool wrapS = (texprop->mClamp >> 1) & 0x1;
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const bool wrapT = texprop->mClamp & 0x1;
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unsigned int texUnit = boundTextures.size();
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attachExternalTexture(
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"diffuseMap", texprop->mSourceTexture, wrapS, wrapT, uvSet, stateset, boundTextures);
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attachExternalTexture("diffuseMap", texprop->mSourceTexture, texprop->wrapS(), texprop->wrapT(),
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uvSet, stateset, boundTextures);
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{
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osg::ref_ptr<osg::TexMat> texMat(new osg::TexMat);
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// This handles 20.2.0.7 UV settings like 4.0.0.2 UV settings (see NifOsg::UVController)
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