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authorSulfurNitride <SulfurNitride@users.noreply.github.com>2026-04-12 17:54:45 -0500
committerSulfurNitride <SulfurNitride@users.noreply.github.com>2026-04-12 17:54:45 -0500
commita0355c9b897281d0bfea48bec9d490724ecabd96 (patch)
tree42c56ea4f4829a6115f688956858ada3e59fd9ef /libs/preview_nif/src/ShaderManager.cpp
parentfa43a71f9d05b3673d42296a80decb2228d68f83 (diff)
Add NIF previewer plugin with Linux-specific fixes
Vendored from github.com/Parapets/mo2-preview_nif and adapted for Linux: - BSA texture resolution via MO2 virtual tree with case-insensitive fallback walk (Linux FS is case-sensitive; NIFs reference textures with arbitrary case against files on disk) - Process-wide cached BSA candidate list, keyed by profile path, priority-sorted, filtering disabled mods - Path backslash normalization before loose-file lookup - Polygon offset on SLSF1_Decal-flagged shapes to break z-ties with coincident base meshes (road decals, moss overlays) - Opaque framebuffer via glColorMask alpha lock so alpha-blended shapes can't bleed the dialog background through the preview area - QMouseEvent::globalPosition().toPoint() for Qt6 compatibility Preview dialog behavior (organizercore.cpp): - Switch previewFile and previewFileWithAlternatives from stack-allocated exec() to heap + ApplicationModal + show() + WA_DeleteOnClose. - Parent passed as nullptr so preview lifetime is decoupled from the stack-allocated ModInfoDialog that spawns it. Nested exec() inside the enclosing dialog's exec() was softlocking on close. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Diffstat (limited to 'libs/preview_nif/src/ShaderManager.cpp')
-rw-r--r--libs/preview_nif/src/ShaderManager.cpp74
1 files changed, 74 insertions, 0 deletions
diff --git a/libs/preview_nif/src/ShaderManager.cpp b/libs/preview_nif/src/ShaderManager.cpp
new file mode 100644
index 0000000..2109b44
--- /dev/null
+++ b/libs/preview_nif/src/ShaderManager.cpp
@@ -0,0 +1,74 @@
+#include "ShaderManager.h"
+
+#include <QOpenGLContext>
+
+ShaderManager::ShaderManager(MOBase::IOrganizer* moInfo) : m_MOInfo{ moInfo }
+{}
+
+QOpenGLShaderProgram* ShaderManager::getProgram(ShaderType type)
+{
+ if (type == None) {
+ return nullptr;
+ }
+
+ if (m_Programs[type] == nullptr) {
+ m_Programs[type] = loadProgram(type);
+ }
+
+ return m_Programs[type];
+}
+
+QOpenGLShaderProgram* ShaderManager::loadProgram(ShaderType type)
+{
+ QString vert;
+ QString frag;
+
+ switch (type) {
+ case SKDefault:
+ vert = "default.vert";
+ frag = "sk_default.frag";
+ break;
+ case SKMSN:
+ vert = "sk_msn.vert";
+ frag = "sk_msn.frag";
+ break;
+ case SKMultilayer:
+ vert = "default.vert";
+ frag = "sk_multilayer.frag";
+ break;
+ case SKEffectShader:
+ vert = "sk_effectshader.vert";
+ frag = "sk_effectshader.frag";
+ break;
+ case FO4Default:
+ vert = "default.vert";
+ frag = "fo4_default.frag";
+ break;
+ case FO4EffectShader:
+ vert = "default.vert";
+ frag = "fo4_effectshader.frag";
+ break;
+ default:
+ return nullptr;
+ }
+
+ auto game = m_MOInfo->managedGame();
+ auto dataPath = MOBase::IOrganizer::getPluginDataPath();
+ auto vertexShader = QString("%1/shaders/%2").arg(dataPath).arg(vert);
+ auto fragmentShader = QString("%1/shaders/%2").arg(dataPath).arg(frag);
+
+ auto program = new QOpenGLShaderProgram(QOpenGLContext::currentContext());
+ program->addShaderFromSourceFile(QOpenGLShader::Vertex, vertexShader);
+ program->addShaderFromSourceFile(QOpenGLShader::Fragment, fragmentShader);
+
+ program->bindAttributeLocation("position", AttribPosition);
+ program->bindAttributeLocation("normal", AttribNormal);
+ program->bindAttributeLocation("tangent", AttribTangent);
+ program->bindAttributeLocation("bitangent", AttribBitangent);
+ program->bindAttributeLocation("texCoord", AttribTexCoord);
+ program->bindAttributeLocation("color", AttribColor);
+
+ program->link();
+
+ return program;
+}