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mirror of https://gitlab.com/OpenMW/openmw.git synced 2025-04-01 04:20:20 +00:00

Added a uniform to indicate whether rendering is occurring in a reflection

This commit is contained in:
Joshua Barretto 2022-08-25 22:34:50 +01:00
parent bf0865d03d
commit df7d2e46c0
2 changed files with 6 additions and 2 deletions

View File

@ -173,6 +173,7 @@ namespace MWRender
stateset->addUniform(new osg::Uniform("far", 0.f)); stateset->addUniform(new osg::Uniform("far", 0.f));
stateset->addUniform(new osg::Uniform("skyBlendingStart", 0.f)); stateset->addUniform(new osg::Uniform("skyBlendingStart", 0.f));
stateset->addUniform(new osg::Uniform("screenRes", osg::Vec2f{})); stateset->addUniform(new osg::Uniform("screenRes", osg::Vec2f{}));
stateset->addUniform(new osg::Uniform("isReflection", false));
if (mUsePlayerUniforms) if (mUsePlayerUniforms)
{ {
stateset->addUniform(new osg::Uniform("windSpeed", 0.0f)); stateset->addUniform(new osg::Uniform("windSpeed", 0.0f));

View File

@ -351,6 +351,9 @@ public:
camera->setName("ReflectionCamera"); camera->setName("ReflectionCamera");
camera->addCullCallback(new InheritViewPointCallback); camera->addCullCallback(new InheritViewPointCallback);
// Inform the shader that we're in a reflection
camera->getOrCreateStateSet()->addUniform(new osg::Uniform("isReflection", true));
// XXX: should really flip the FrontFace on each renderable instead of forcing clockwise. // XXX: should really flip the FrontFace on each renderable instead of forcing clockwise.
osg::ref_ptr<osg::FrontFace> frontFace(new osg::FrontFace); osg::ref_ptr<osg::FrontFace> frontFace(new osg::FrontFace);
frontFace->setMode(osg::FrontFace::CLOCKWISE); frontFace->setMode(osg::FrontFace::CLOCKWISE);