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Merge remote-tracking branch 'zini/master' into physics
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commit
0e56b2facb
6 changed files with 15 additions and 19 deletions
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@ -248,6 +248,9 @@ namespace MWGui
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delete mCharGen;
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mCharGen = new CharacterCreation();
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mGuiModes.clear();
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mHud->unsetSelectedWeapon();
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mHud->unsetSelectedSpell();
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unsetForceHide(GW_ALL);
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}
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else
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allow(GW_ALL);
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@ -145,7 +145,6 @@ RenderingManager::RenderingManager(OEngine::Render::OgreRenderer& _rend, const b
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sh::Factory::getInstance ().setGlobalSetting ("fog", "true");
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sh::Factory::getInstance ().setGlobalSetting ("num_lights", Settings::Manager::getString ("num lights", "Objects"));
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sh::Factory::getInstance ().setGlobalSetting ("terrain_num_lights", Settings::Manager::getString ("num lights", "Terrain"));
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sh::Factory::getInstance ().setGlobalSetting ("simple_water", Settings::Manager::getBool("shader", "Water") ? "false" : "true");
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sh::Factory::getInstance ().setGlobalSetting ("render_refraction", "false");
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@ -1003,7 +1002,8 @@ void RenderingManager::resetCamera()
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float RenderingManager::getTerrainHeightAt(Ogre::Vector3 worldPos)
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{
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assert(mTerrain);
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if (!mTerrain || !mTerrain->getVisible())
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return -std::numeric_limits<float>::max();
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return mTerrain->getHeightAt(worldPos);
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}
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@ -240,12 +240,13 @@ namespace MWWorld
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// Rebuild player
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setupPlayer();
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MWWorld::Ptr player = mPlayer->getPlayer();
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renderPlayer();
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mRendering->resetCamera();
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// removes NpcStats, ContainerStore etc
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player.getRefData().setCustomData(NULL);
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renderPlayer();
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mRendering->resetCamera();
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// make sure to do this so that local scripts from items that were in the players inventory are removed
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mLocalScripts.clear();
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@ -1026,13 +1027,10 @@ namespace MWWorld
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return;
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}
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if (ptr.getCell()->isExterior())
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{
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float terrainHeight = mRendering->getTerrainHeightAt(pos);
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float terrainHeight = mRendering->getTerrainHeightAt(pos);
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if (pos.z < terrainHeight)
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pos.z = terrainHeight;
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}
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if (pos.z < terrainHeight)
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pos.z = terrainHeight;
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ptr.getRefData().getPosition().pos[2] = pos.z + 20; // place slightly above. will snap down to ground with code below
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@ -46,12 +46,12 @@ namespace
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// Algorithm described by Hanan Samet - 'Neighbour Finding in Quadtrees'
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// http://www.cs.umd.edu/~hjs/pubs/SametPRIP81.pdf
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Terrain::QuadTreeNode* searchNeighbourRecursive (Terrain::QuadTreeNode* currentNode, Terrain::Direction dir)
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QuadTreeNode* searchNeighbourRecursive (QuadTreeNode* currentNode, Direction dir)
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{
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if (!currentNode->getParent())
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return NULL; // Arrived at root node, the root node does not have neighbours
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Terrain::QuadTreeNode* nextNode;
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QuadTreeNode* nextNode;
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if (adjacent(currentNode->getDirection(), dir))
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nextNode = searchNeighbourRecursive(currentNode->getParent(), dir);
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else
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@ -14,6 +14,8 @@ namespace Terrain
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/// We keep storage of terrain data abstract here since we need different implementations for game and editor
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class Storage
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{
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public:
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virtual ~Storage() {}
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private:
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virtual ESM::Land* getLand (int cellX, int cellY) = 0;
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virtual const ESM::LandTexture* getLandTexture(int index, short plugin) = 0;
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@ -200,13 +200,6 @@
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@shPassthroughFragmentInputs
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shUniform(float4, lightAmbient) @shAutoConstant(lightAmbient, ambient_light_colour)
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@shForeach(@shGlobalSettingString(terrain_num_lights))
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shUniform(float4, lightPosObjSpace@shIterator) @shAutoConstant(lightPosObjSpace@shIterator, light_position, @shIterator)
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shUniform(float4, lightAttenuation@shIterator) @shAutoConstant(lightAttenuation@shIterator, light_attenuation, @shIterator)
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shUniform(float4, lightDiffuse@shIterator) @shAutoConstant(lightDiffuse@shIterator, light_diffuse_colour, @shIterator)
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@shEndForeach
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#if SHADOWS
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shSampler2D(shadowMap0)
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shUniform(float2, invShadowmapSize0) @shAutoConstant(invShadowmapSize0, inverse_texture_size, @shPropertyString(shadowtexture_offset))
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