diff --git a/CHANGELOG.md b/CHANGELOG.md index e47505d9..0def8594 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -4,6 +4,8 @@ * Implemented the 'Startup Direction' render setting that was previously disabled. * Skyrim and Fallout 4 shader property data is no longer moved to a sub-structure of BSLightingShaderProperty or BSEffectShaderProperty. * Fixed the geometry of docked widgets not being restored. +* Fixed invisible Oblivion models with Mesa (and possibly other) OpenGL drivers. +* Fixed error messages on macOS about unsupported GLSL version in the shaders. Note that Starfield shading is currently disabled on macOS. #### NifSkope-2.0.dev9-20240818 diff --git a/src/gl/renderer.cpp b/src/gl/renderer.cpp index 7ecf08be..e93e8ea5 100644 --- a/src/gl/renderer.cpp +++ b/src/gl/renderer.cpp @@ -60,17 +60,18 @@ THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. static bool shader_initialized = false; static bool shader_ready = true; -static QString white = "#FFFFFFFF"; -static QString black = "#FF000000"; -static QString lighting = "#FF00F040"; -static QString reflectivity = "#FF0A0A0A"; -static QString gray = "#FF808080s"; -static QString magenta = "#FFFF00FF"; -static QString default_n = "#FFFF8080"; -static QString default_ns = "#FFFF8080n"; -static QString cube_sk = "textures/cubemaps/bleakfallscube_e.dds"; -static QString cube_fo4 = "textures/shared/cubemaps/mipblur_defaultoutside1.dds"; -static QString pbr_lut_sf = "#sfpbr.dds"; +static const QString white = "#FFFFFFFF"; +static const QString black = "#FF000000"; +static const QString lighting = "#FF00F040"; +static const QString reflectivity = "#FF0A0A0A"; +static const QString gray = "#FF808080s"; +static const QString magenta = "#FFFF00FF"; +static const QString default_n = "#FFFF8080"; +static const QString default_ns = "#FFFF8080n"; +static const QString cube_sk = "textures/cubemaps/bleakfallscube_e.dds"; +static const QString cube_fo4 = "textures/shared/cubemaps/mipblur_defaultoutside1.dds"; +static const QString grayCube = "#FF555555c"; +static const QString pbr_lut_sf = "#sfpbr.dds"; static const std::uint32_t defaultSFTextureSet[21] = { 0xFFFF00FFU, 0xFFFF8080U, 0xFFFFFFFFU, 0xFFC0C0C0U, 0xFF000000U, 0xFFFFFFFFU, @@ -1808,6 +1809,11 @@ bool Renderer::setupProgramFO3( const NifModel * nif, Program * prog, Shape * me } } + GLint uniCubeMap = prog->uniformLocations[SAMP_CUBE]; + if ( uniCubeMap < 0 ) + hasCubeMap = false; + bool cubeBound = false; + if ( bsprop && !esp ) { hasGlowMap = !bsprop->fileName( 2 ).isEmpty(); prog->uniSampler( bsprop, SAMP_GLOW, 2, texunit, black, clamp ); @@ -1817,18 +1823,16 @@ bool Renderer::setupProgramFO3( const NifModel * nif, Program * prog, Shape * me // Environment Mapping (always bind cube and mask regardless of shader settings) - GLint uniCubeMap = prog->uniformLocations[SAMP_CUBE]; - if ( uniCubeMap < 0 ) { - hasCubeMap = false; - } else { + if ( uniCubeMap >= 0 ) { if ( !activateTextureUnit( texunit ) ) return false; QString fname = bsprop->fileName( 4 ); if ( hasCubeMap && !fname.isEmpty() ) hasCubeMap = bsprop->bindCube( fname ); if ( !hasCubeMap ) - bsprop->bindCube( "#FF555555c" ); + bsprop->bindCube( grayCube ); fn->glUniform1i( uniCubeMap, texunit++ ); + cubeBound = true; } hasCubeMask = !bsprop->fileName( 5 ).isEmpty(); @@ -1857,6 +1861,14 @@ bool Renderer::setupProgramFO3( const NifModel * nif, Program * prog, Shape * me } } + if ( !cubeBound && uniCubeMap >= 0 ) { + // make sure that a cube map is always bound to the cube sampler uniform to avoid invalid operation error + if ( !activateTextureUnit( texunit ) ) + return false; + BSShaderLightingProperty::bindCube( scene, grayCube ); + fn->glUniform1i( uniCubeMap, texunit++ ); + } + if ( texprop ) { auto t = texprop->getTexture( 0 ); if ( t && t->hasTransform ) { @@ -2330,7 +2342,7 @@ void Renderer::drawSkyBox( Scene * scene ) if ( hasCubeMap ) hasCubeMap = scene->bindTexture( bsVersion < 170 ? cfg.cubeMapPathFO76 : cfg.cubeMapPathSTF ); if ( !hasCubeMap ) - scene->bindTexture( "#FF555555c", false, true ); + scene->bindTexture( grayCube, false, true ); fn->glUniform1i( uniCubeMap, texunit++ ); glEnable( GL_TEXTURE_CUBE_MAP_SEAMLESS );