Merge branch 'master' of github.com:OpenMW/openmw

deque
MiroslavR 10 years ago
commit 29f5cb46ac

@ -26,7 +26,7 @@ opencs_units (model/world
opencs_units_noqt (model/world opencs_units_noqt (model/world
universalid record commands columnbase scriptcontext cell refidcollection universalid record commands columnbase scriptcontext cell refidcollection
refidadapter refiddata refidadapterimp ref collectionbase refcollection columns infocollection tablemimedata cellcoordinates cellselection resources resourcesmanager scope refidadapter refiddata refidadapterimp ref collectionbase refcollection columns infocollection tablemimedata cellcoordinates cellselection resources resourcesmanager scope landtexture land
) )
opencs_hdrs_noqt (model/world opencs_hdrs_noqt (model/world
@ -76,7 +76,7 @@ opencs_units (view/widget
opencs_units (view/render opencs_units (view/render
scenewidget worldspacewidget pagedworldspacewidget unpagedworldspacewidget scenewidget worldspacewidget pagedworldspacewidget unpagedworldspacewidget
previewwidget previewwidget terrainstorage
) )
opencs_units_noqt (view/render opencs_units_noqt (view/render

@ -539,6 +539,16 @@ CSMWorld::IdCollection<ESM::DebugProfile>& CSMWorld::Data::getDebugProfiles()
return mDebugProfiles; return mDebugProfiles;
} }
const CSMWorld::IdCollection<CSMWorld::Land>& CSMWorld::Data::getLand() const
{
return mLand;
}
const CSMWorld::IdCollection<CSMWorld::LandTexture>& CSMWorld::Data::getLandTextures() const
{
return mLandTextures;
}
const CSMWorld::Resources& CSMWorld::Data::getResources (const UniversalId& id) const const CSMWorld::Resources& CSMWorld::Data::getResources (const UniversalId& id) const
{ {
return mResourcesManager.get (id.getType()); return mResourcesManager.get (id.getType());
@ -573,8 +583,11 @@ void CSMWorld::Data::merge()
int CSMWorld::Data::startLoading (const boost::filesystem::path& path, bool base, bool project) int CSMWorld::Data::startLoading (const boost::filesystem::path& path, bool base, bool project)
{ {
delete mReader; // Don't delete the Reader yet. Some record types store a reference to the Reader to handle on-demand loading
boost::shared_ptr<ESM::ESMReader> ptr(mReader);
mReaders.push_back(ptr);
mReader = 0; mReader = 0;
mDialogue = 0; mDialogue = 0;
mRefLoadCache.clear(); mRefLoadCache.clear();
@ -598,8 +611,11 @@ bool CSMWorld::Data::continueLoading (CSMDoc::Stage::Messages& messages)
if (!mReader->hasMoreRecs()) if (!mReader->hasMoreRecs())
{ {
delete mReader; // Don't delete the Reader yet. Some record types store a reference to the Reader to handle on-demand loading
boost::shared_ptr<ESM::ESMReader> ptr(mReader);
mReaders.push_back(ptr);
mReader = 0; mReader = 0;
mDialogue = 0; mDialogue = 0;
mRefLoadCache.clear(); mRefLoadCache.clear();
return true; return true;
@ -626,6 +642,9 @@ bool CSMWorld::Data::continueLoading (CSMDoc::Stage::Messages& messages)
case ESM::REC_ENCH: mEnchantments.load (*mReader, mBase); break; case ESM::REC_ENCH: mEnchantments.load (*mReader, mBase); break;
case ESM::REC_BODY: mBodyParts.load (*mReader, mBase); break; case ESM::REC_BODY: mBodyParts.load (*mReader, mBase); break;
case ESM::REC_LTEX: mLandTextures.load (*mReader, mBase); break;
case ESM::REC_LAND: mLand.load(*mReader, mBase); break;
case ESM::REC_CELL: case ESM::REC_CELL:
{ {
mCells.load (*mReader, mBase); mCells.load (*mReader, mBase);
@ -775,7 +794,9 @@ bool CSMWorld::Data::hasId (const std::string& id) const
getCells().searchId (id)!=-1 || getCells().searchId (id)!=-1 ||
getEnchantments().searchId (id)!=-1 || getEnchantments().searchId (id)!=-1 ||
getBodyParts().searchId (id)!=-1 || getBodyParts().searchId (id)!=-1 ||
getReferenceables().searchId (id)!=-1; getReferenceables().searchId (id)!=-1 ||
getLand().searchId (id) != -1 ||
getLandTextures().searchId (id) != -1;
} }
int CSMWorld::Data::count (RecordBase::State state) const int CSMWorld::Data::count (RecordBase::State state) const
@ -795,7 +816,9 @@ int CSMWorld::Data::count (RecordBase::State state) const
count (state, mCells) + count (state, mCells) +
count (state, mEnchantments) + count (state, mEnchantments) +
count (state, mBodyParts) + count (state, mBodyParts) +
count (state, mReferenceables); count (state, mReferenceables) +
count (state, mLand) +
count (state, mLandTextures);
} }
void CSMWorld::Data::setDescription (const std::string& description) void CSMWorld::Data::setDescription (const std::string& description)
@ -838,6 +861,8 @@ std::vector<std::string> CSMWorld::Data::getIds (bool listDeleted) const
appendIds (ids, mEnchantments, listDeleted); appendIds (ids, mEnchantments, listDeleted);
appendIds (ids, mBodyParts, listDeleted); appendIds (ids, mBodyParts, listDeleted);
appendIds (ids, mReferenceables, listDeleted); appendIds (ids, mReferenceables, listDeleted);
appendIds (ids, mLand, listDeleted);
appendIds (ids, mLandTextures, listDeleted);
std::sort (ids.begin(), ids.end()); std::sort (ids.begin(), ids.end());

@ -33,6 +33,8 @@
#include "idcollection.hpp" #include "idcollection.hpp"
#include "universalid.hpp" #include "universalid.hpp"
#include "cell.hpp" #include "cell.hpp"
#include "land.hpp"
#include "landtexture.hpp"
#include "refidcollection.hpp" #include "refidcollection.hpp"
#include "refcollection.hpp" #include "refcollection.hpp"
#include "infocollection.hpp" #include "infocollection.hpp"
@ -74,6 +76,8 @@ namespace CSMWorld
InfoCollection mTopicInfos; InfoCollection mTopicInfos;
InfoCollection mJournalInfos; InfoCollection mJournalInfos;
IdCollection<Cell> mCells; IdCollection<Cell> mCells;
IdCollection<LandTexture> mLandTextures;
IdCollection<Land> mLand;
RefIdCollection mReferenceables; RefIdCollection mReferenceables;
RefCollection mRefs; RefCollection mRefs;
IdCollection<ESM::Filter> mFilters; IdCollection<ESM::Filter> mFilters;
@ -88,6 +92,8 @@ namespace CSMWorld
bool mProject; bool mProject;
std::map<std::string, std::map<ESM::RefNum, std::string> > mRefLoadCache; std::map<std::string, std::map<ESM::RefNum, std::string> > mRefLoadCache;
std::vector<boost::shared_ptr<ESM::ESMReader> > mReaders;
// not implemented // not implemented
Data (const Data&); Data (const Data&);
Data& operator= (const Data&); Data& operator= (const Data&);
@ -195,6 +201,10 @@ namespace CSMWorld
IdCollection<ESM::DebugProfile>& getDebugProfiles(); IdCollection<ESM::DebugProfile>& getDebugProfiles();
const IdCollection<CSMWorld::Land>& getLand() const;
const IdCollection<CSMWorld::LandTexture>& getLandTextures() const;
/// Throws an exception, if \a id does not match a resources list. /// Throws an exception, if \a id does not match a resources list.
const Resources& getResources (const UniversalId& id) const; const Resources& getResources (const UniversalId& id) const;

@ -29,7 +29,7 @@ int CSMWorld::IdTable::columnCount (const QModelIndex & parent) const
QVariant CSMWorld::IdTable::data (const QModelIndex & index, int role) const QVariant CSMWorld::IdTable::data (const QModelIndex & index, int role) const
{ {
if (role!=Qt::DisplayRole && role!=Qt::EditRole) if ((role!=Qt::DisplayRole && role!=Qt::EditRole) || index.row() < 0 || index.column() < 0)
return QVariant(); return QVariant();
if (role==Qt::EditRole && !mIdCollection->getColumn (index.column()).isEditable()) if (role==Qt::EditRole && !mIdCollection->getColumn (index.column()).isEditable())

@ -0,0 +1,28 @@
#include "land.hpp"
#include <sstream>
namespace CSMWorld
{
Land::Land()
{
mLand.reset(new ESM::Land());
}
void Land::load(ESM::ESMReader &esm)
{
mLand->load(esm);
std::ostringstream stream;
stream << "#" << mLand->mX << " " << mLand->mY;
mId = stream.str();
}
void Land::blank()
{
/// \todo
}
}

@ -0,0 +1,29 @@
#ifndef CSM_WORLD_LAND_H
#define CSM_WORLD_LAND_H
#include <string>
#include <boost/shared_ptr.hpp>
#include <components/esm/loadland.hpp>
namespace CSMWorld
{
/// \brief Wrapper for Land record. Encodes X and Y cell index in the ID.
///
/// \todo Add worldspace support to the Land record.
/// \todo Add a proper copy constructor (currently worked around using shared_ptr)
struct Land
{
Land();
boost::shared_ptr<ESM::Land> mLand;
std::string mId;
/// Loads the metadata and ID
void load (ESM::ESMReader &esm);
void blank();
};
}
#endif

@ -0,0 +1,21 @@
#include "landtexture.hpp"
#include <components/esm/esmreader.hpp>
namespace CSMWorld
{
void LandTexture::load(ESM::ESMReader &esm)
{
ESM::LandTexture::load(esm);
int plugin = esm.getIndex();
std::ostringstream stream;
stream << mIndex << "_" << plugin;
mId = stream.str();
}
}

@ -0,0 +1,22 @@
#ifndef CSM_WORLD_LANDTEXTURE_H
#define CSM_WORLD_LANDTEXTURE_H
#include <string>
#include <components/esm/loadltex.hpp>
namespace CSMWorld
{
/// \brief Wrapper for LandTexture record. Encodes mIndex and the plugin index (obtained from ESMReader)
/// in the ID.
///
/// \attention The mId field of the ESM::LandTexture struct is not used.
struct LandTexture : public ESM::LandTexture
{
std::string mId;
void load (ESM::ESMReader &esm);
};
}
#endif

@ -10,6 +10,9 @@
#include "../../model/world/columns.hpp" #include "../../model/world/columns.hpp"
#include "../../model/world/data.hpp" #include "../../model/world/data.hpp"
#include "elements.hpp"
#include "terrainstorage.hpp"
bool CSVRender::Cell::removeObject (const std::string& id) bool CSVRender::Cell::removeObject (const std::string& id)
{ {
std::map<std::string, Object *>::iterator iter = std::map<std::string, Object *>::iterator iter =
@ -67,6 +70,18 @@ CSVRender::Cell::Cell (CSMWorld::Data& data, Ogre::SceneManager *sceneManager,
int rows = references.rowCount(); int rows = references.rowCount();
addObjects (0, rows-1); addObjects (0, rows-1);
const CSMWorld::IdCollection<CSMWorld::Land>& land = mData.getLand();
int landIndex = land.searchId(mId);
if (landIndex != -1)
{
mTerrain.reset(new Terrain::TerrainGrid(sceneManager, new TerrainStorage(mData), Element_Terrain, true,
Terrain::Align_XY));
const ESM::Land* esmLand = land.getRecord(mId).get().mLand.get();
mTerrain->loadCell(esmLand->mX,
esmLand->mY);
}
} }
CSVRender::Cell::~Cell() CSVRender::Cell::~Cell()

@ -6,6 +6,8 @@
#include <OgreVector3.h> #include <OgreVector3.h>
#include <components/terrain/terraingrid.hpp>
#include "object.hpp" #include "object.hpp"
class QModelIndex; class QModelIndex;
@ -29,6 +31,7 @@ namespace CSVRender
std::string mId; std::string mId;
Ogre::SceneNode *mCellNode; Ogre::SceneNode *mCellNode;
std::map<std::string, Object *> mObjects; std::map<std::string, Object *> mObjects;
std::auto_ptr<Terrain::TerrainGrid> mTerrain;
/// Ignored if cell does not have an object with the given ID. /// Ignored if cell does not have an object with the given ID.
/// ///

@ -50,7 +50,7 @@ bool CSVRender::PagedWorldspaceWidget::adjustCells()
{ {
int index = cells.searchId (iter->getId (mWorldspace)); int index = cells.searchId (iter->getId (mWorldspace));
if (index!=0 && cells.getRecord (index).mState!=CSMWorld::RecordBase::State_Deleted && if (index > 0 && cells.getRecord (index).mState!=CSMWorld::RecordBase::State_Deleted &&
mCells.find (*iter)==mCells.end()) mCells.find (*iter)==mCells.end())
{ {
if (setCamera) if (setCamera)

@ -0,0 +1,43 @@
#include "terrainstorage.hpp"
namespace CSVRender
{
TerrainStorage::TerrainStorage(const CSMWorld::Data &data)
: mData(data)
{
}
ESM::Land* TerrainStorage::getLand(int cellX, int cellY)
{
std::ostringstream stream;
stream << "#" << cellX << " " << cellY;
// The cell isn't guaranteed to have Land. This is because the terrain implementation
// has to wrap the vertices of the last row and column to the next cell, which may be a nonexisting cell
int index = mData.getLand().searchId(stream.str());
if (index == -1)
return NULL;
ESM::Land* land = mData.getLand().getRecord(index).get().mLand.get();
int mask = ESM::Land::DATA_VHGT | ESM::Land::DATA_VNML | ESM::Land::DATA_VCLR | ESM::Land::DATA_VTEX;
if (!land->isDataLoaded(mask))
land->loadData(mask);
return land;
}
const ESM::LandTexture* TerrainStorage::getLandTexture(int index, short plugin)
{
std::ostringstream stream;
stream << index << "_" << plugin;
return &mData.getLandTextures().getRecord(stream.str()).get();
}
void TerrainStorage::getBounds(float &minX, float &maxX, float &minY, float &maxY)
{
// not needed at the moment - this returns the bounds of the whole world, but we only edit individual cells
throw std::runtime_error("getBounds not implemented");
}
}

@ -0,0 +1,29 @@
#ifndef OPENCS_RENDER_TERRAINSTORAGE_H
#define OPENCS_RENDER_TERRAINSTORAGE_H
#include <components/esmterrain/storage.hpp>
#include "../../model/world/data.hpp"
namespace CSVRender
{
/**
* @brief A bridge between the terrain component and OpenCS's terrain data storage.
*/
class TerrainStorage : public ESMTerrain::Storage
{
public:
TerrainStorage(const CSMWorld::Data& data);
private:
const CSMWorld::Data& mData;
virtual ESM::Land* getLand (int cellX, int cellY);
virtual const ESM::LandTexture* getLandTexture(int index, short plugin);
virtual void getBounds(float& minX, float& maxX, float& minY, float& maxY);
};
}
#endif

@ -478,7 +478,7 @@ void OMW::Engine::go()
} }
// Start the main rendering loop // Start the main rendering loop
while (!mEnvironment.get().getStateManager()->hasQuitRequest()) while (!MWBase::Environment::get().getStateManager()->hasQuitRequest())
Ogre::Root::getSingleton().renderOneFrame(); Ogre::Root::getSingleton().renderOneFrame();
// Save user settings // Save user settings

@ -63,7 +63,7 @@ namespace MWClass
virtual int getItemMaxHealth (const MWWorld::Ptr& ptr) const; virtual int getItemMaxHealth (const MWWorld::Ptr& ptr) const;
///< Return item max health or throw an exception, if class does not have item health ///< Return item max health or throw an exception, if class does not have item health
/// (default implementation: throw an exceoption) /// (default implementation: throw an exception)
virtual float getWeight (const MWWorld::Ptr& ptr) const; virtual float getWeight (const MWWorld::Ptr& ptr) const;

@ -246,10 +246,7 @@ namespace MWMechanics
const ESM::Spell* spell, const MagicEffects* effects) const ESM::Spell* spell, const MagicEffects* effects)
{ {
float resistance = getEffectResistance(effectId, actor, caster, spell, effects); float resistance = getEffectResistance(effectId, actor, caster, spell, effects);
if (resistance >= 0)
return 1 - resistance / 100.f; return 1 - resistance / 100.f;
else
return -(resistance-100) / 100.f;
} }
/// Check if the given affect can be applied to the target. If \a castByPlayer, emits a message box on failure. /// Check if the given affect can be applied to the target. If \a castByPlayer, emits a message box on failure.

@ -51,6 +51,10 @@ namespace MWMechanics
float getEffectResistance (short effectId, const MWWorld::Ptr& actor, const MWWorld::Ptr& caster, float getEffectResistance (short effectId, const MWWorld::Ptr& actor, const MWWorld::Ptr& caster,
const ESM::Spell* spell = NULL, const MagicEffects* effects = NULL); const ESM::Spell* spell = NULL, const MagicEffects* effects = NULL);
/// Get an effect multiplier for applying an effect cast by the given actor in the given spell (optional).
/// @return effect multiplier from 0 to 2. (100% net resistance to 100% net weakness)
/// @param effects Override the actor's current magicEffects. Useful if there are effects currently
/// being applied (but not applied yet) that should also be considered.
float getEffectMultiplier(short effectId, const MWWorld::Ptr& actor, const MWWorld::Ptr& caster, float getEffectMultiplier(short effectId, const MWWorld::Ptr& actor, const MWWorld::Ptr& caster,
const ESM::Spell* spell = NULL, const MagicEffects* effects = NULL); const ESM::Spell* spell = NULL, const MagicEffects* effects = NULL);

@ -120,11 +120,14 @@ RenderingManager::RenderingManager(OEngine::Render::OgreRenderer& _rend, const b
// Set default texture filtering options // Set default texture filtering options
TextureFilterOptions tfo; TextureFilterOptions tfo;
std::string filter = Settings::Manager::getString("texture filtering", "General"); std::string filter = Settings::Manager::getString("texture filtering", "General");
#ifndef ANDROID
if (filter == "anisotropic") tfo = TFO_ANISOTROPIC; if (filter == "anisotropic") tfo = TFO_ANISOTROPIC;
else if (filter == "trilinear") tfo = TFO_TRILINEAR; else if (filter == "trilinear") tfo = TFO_TRILINEAR;
else if (filter == "bilinear") tfo = TFO_BILINEAR; else if (filter == "bilinear") tfo = TFO_BILINEAR;
else /*if (filter == "none")*/ tfo = TFO_NONE; else /*if (filter == "none")*/ tfo = TFO_NONE;
#else
tfo = TFO_NONE;
#endif
MaterialManager::getSingleton().setDefaultTextureFiltering(tfo); MaterialManager::getSingleton().setDefaultTextureFiltering(tfo);
MaterialManager::getSingleton().setDefaultAnisotropy( (filter == "anisotropic") ? Settings::Manager::getInt("anisotropy", "General") : 1 ); MaterialManager::getSingleton().setDefaultAnisotropy( (filter == "anisotropic") ? Settings::Manager::getInt("anisotropy", "General") : 1 );

@ -96,7 +96,7 @@ namespace MWWorld
virtual MWMechanics::CreatureStats& getCreatureStats (const Ptr& ptr) const; virtual MWMechanics::CreatureStats& getCreatureStats (const Ptr& ptr) const;
///< Return creature stats or throw an exception, if class does not have creature stats ///< Return creature stats or throw an exception, if class does not have creature stats
/// (default implementation: throw an exceoption) /// (default implementation: throw an exception)
virtual bool hasToolTip (const Ptr& ptr) const; virtual bool hasToolTip (const Ptr& ptr) const;
///< @return true if this object has a tooltip when focused (default implementation: false) ///< @return true if this object has a tooltip when focused (default implementation: false)
@ -106,7 +106,7 @@ namespace MWWorld
virtual MWMechanics::NpcStats& getNpcStats (const Ptr& ptr) const; virtual MWMechanics::NpcStats& getNpcStats (const Ptr& ptr) const;
///< Return NPC stats or throw an exception, if class does not have NPC stats ///< Return NPC stats or throw an exception, if class does not have NPC stats
/// (default implementation: throw an exceoption) /// (default implementation: throw an exception)
virtual bool hasItemHealth (const Ptr& ptr) const; virtual bool hasItemHealth (const Ptr& ptr) const;
///< \return Item health data available? (default implementation: false) ///< \return Item health data available? (default implementation: false)
@ -123,7 +123,7 @@ namespace MWWorld
/// of the given attacker, and whoever is hit. /// of the given attacker, and whoever is hit.
/// \param type - type of attack, one of the MWMechanics::CreatureStats::AttackType /// \param type - type of attack, one of the MWMechanics::CreatureStats::AttackType
/// enums. ignored for creature attacks. /// enums. ignored for creature attacks.
/// (default implementation: throw an exceoption) /// (default implementation: throw an exception)
virtual void onHit(const MWWorld::Ptr &ptr, float damage, bool ishealth, const MWWorld::Ptr &object, const MWWorld::Ptr &attacker, bool successful) const; virtual void onHit(const MWWorld::Ptr &ptr, float damage, bool ishealth, const MWWorld::Ptr &object, const MWWorld::Ptr &attacker, bool successful) const;
///< Alerts \a ptr that it's being hit for \a damage points to health if \a ishealth is ///< Alerts \a ptr that it's being hit for \a damage points to health if \a ishealth is
@ -139,7 +139,7 @@ namespace MWWorld
///< Sets a new current health value for the actor, optionally specifying the object causing ///< Sets a new current health value for the actor, optionally specifying the object causing
/// the change. Use this instead of using CreatureStats directly as this will make sure the /// the change. Use this instead of using CreatureStats directly as this will make sure the
/// correct dialog and actor states are properly handled when being hurt or healed. /// correct dialog and actor states are properly handled when being hurt or healed.
/// (default implementation: throw an exceoption) /// (default implementation: throw an exception)
virtual boost::shared_ptr<Action> activate (const Ptr& ptr, const Ptr& actor) const; virtual boost::shared_ptr<Action> activate (const Ptr& ptr, const Ptr& actor) const;
///< Generate action for activation (default implementation: return a null action). ///< Generate action for activation (default implementation: return a null action).
@ -151,11 +151,11 @@ namespace MWWorld
virtual ContainerStore& getContainerStore (const Ptr& ptr) const; virtual ContainerStore& getContainerStore (const Ptr& ptr) const;
///< Return container store or throw an exception, if class does not have a ///< Return container store or throw an exception, if class does not have a
/// container store (default implementation: throw an exceoption) /// container store (default implementation: throw an exception)
virtual InventoryStore& getInventoryStore (const Ptr& ptr) const; virtual InventoryStore& getInventoryStore (const Ptr& ptr) const;
///< Return inventory store or throw an exception, if class does not have a ///< Return inventory store or throw an exception, if class does not have a
/// inventory store (default implementation: throw an exceoption) /// inventory store (default implementation: throw an exception)
virtual bool hasInventoryStore (const Ptr& ptr) const; virtual bool hasInventoryStore (const Ptr& ptr) const;
///< Does this object have an inventory store, i.e. equipment slots? (default implementation: false) ///< Does this object have an inventory store, i.e. equipment slots? (default implementation: false)

@ -98,6 +98,8 @@ struct Land
void load(ESMReader &esm); void load(ESMReader &esm);
void save(ESMWriter &esm) const; void save(ESMWriter &esm) const;
void blank() {}
/** /**
* Actually loads data * Actually loads data
*/ */

@ -19,4 +19,10 @@ void LandTexture::save(ESMWriter &esm) const
esm.writeHNCString("DATA", mTexture); esm.writeHNCString("DATA", mTexture);
} }
void LandTexture::blank()
{
mTexture.clear();
mIndex = -1;
}
} }

@ -32,6 +32,9 @@ struct LandTexture
std::string mId, mTexture; std::string mId, mTexture;
int mIndex; int mIndex;
void blank();
///< Set record to default state (does not touch the ID).
void load(ESMReader &esm); void load(ESMReader &esm);
void save(ESMWriter &esm) const; void save(ESMWriter &esm) const;
}; };

@ -53,22 +53,22 @@ AndroidPath::AndroidPath(const std::string& application_name)
boost::filesystem::path AndroidPath::getUserConfigPath() const boost::filesystem::path AndroidPath::getUserConfigPath() const
{ {
return getEnv("XDG_CONFIG_HOME", "/sdcard/morrowind/config") / mName; return getEnv("XDG_CONFIG_HOME", "/sdcard/libopenmw/config") / mName;
} }
boost::filesystem::path AndroidPath::getUserDataPath() const boost::filesystem::path AndroidPath::getUserDataPath() const
{ {
return getEnv("XDG_DATA_HOME", "/sdcard/morrowind/share") / mName; return getEnv("XDG_DATA_HOME", "/sdcard/libopenmw/share") / mName;
} }
boost::filesystem::path AndroidPath::getCachePath() const boost::filesystem::path AndroidPath::getCachePath() const
{ {
return getEnv("XDG_CACHE_HOME", "/sdcard/morrowind/cache") / mName; return getEnv("XDG_CACHE_HOME", "/sdcard/libopenmw/cache") / mName;
} }
boost::filesystem::path AndroidPath::getGlobalConfigPath() const boost::filesystem::path AndroidPath::getGlobalConfigPath() const
{ {
boost::filesystem::path globalPath("/sdcard/morrowind/"); boost::filesystem::path globalPath("/sdcard/libopenmw/");
return globalPath / mName; return globalPath / mName;
} }
@ -79,7 +79,7 @@ boost::filesystem::path AndroidPath::getLocalPath() const
boost::filesystem::path AndroidPath::getGlobalDataPath() const boost::filesystem::path AndroidPath::getGlobalDataPath() const
{ {
boost::filesystem::path globalDataPath("/sdcard/morrowind/data"); boost::filesystem::path globalDataPath("/sdcard/libopenmw/data");
return globalDataPath / mName; return globalDataPath / mName;
} }

@ -47,7 +47,7 @@
// Scroll in y direction // Scroll in y direction
float2 scrolledUV = UV + float2(0,1) * cloudAnimationTimer * 0.003; float2 scrolledUV = UV + float2(0,1) * cloudAnimationTimer * 0.003;
float4 albedo = shSample(diffuseMap1, scrolledUV) * (1-cloudBlendFactor) + shSample(diffuseMap2, scrolledUV) * cloudBlendFactor; float4 albedo = shSample(diffuseMap1, scrolledUV) * (1.0-cloudBlendFactor) + shSample(diffuseMap2, scrolledUV) * cloudBlendFactor;
shOutputColour(0) = float4(cloudColour, 1) * albedo * float4(1,1,1, cloudOpacity * alphaFade); shOutputColour(0) = float4(cloudColour, 1) * albedo * float4(1,1,1, cloudOpacity * alphaFade);
} }

@ -45,8 +45,8 @@ shUniform(float4x4, projection) @shAutoConstant(projection, projection_matrix)
shOutputColour(0).a = shSample(alphaMap, UV).a * materialDiffuse.a; shOutputColour(0).a = shSample(alphaMap, UV).a * materialDiffuse.a;
shOutputColour(0).rgb += (1-tex.a) * shOutputColour(0).a * atmosphereColour.rgb; //fill dark side of moon with atmosphereColour shOutputColour(0).rgb += (1.0-tex.a) * shOutputColour(0).a * atmosphereColour.rgb; //fill dark side of moon with atmosphereColour
shOutputColour(0).rgb += (1-materialDiffuse.a) * atmosphereColour.rgb; //fade bump shOutputColour(0).rgb += (1.0-materialDiffuse.a) * atmosphereColour.rgb; //fade bump
} }

@ -21,7 +21,7 @@
depth.y = shOutputPosition.w; depth.y = shOutputPosition.w;
// clamp z to zero. seem to do the trick. :-/ // clamp z to zero. seem to do the trick. :-/
shOutputPosition.z = max(shOutputPosition.z, 0); shOutputPosition.z = max(shOutputPosition.z, 0.0);
#if ALPHA #if ALPHA
UV = uv0; UV = uv0;
@ -49,7 +49,7 @@
discard; discard;
#endif #endif
shOutputColour(0) = float4(finalDepth, finalDepth, finalDepth, 1); shOutputColour(0) = float4(finalDepth, finalDepth, finalDepth, 1.0);
} }
#endif #endif

@ -14,19 +14,19 @@
{ {
float4x4 worldviewFixed = worldview; float4x4 worldviewFixed = worldview;
#if !SH_GLSL #if !SH_GLSL
worldviewFixed[0][3] = 0; worldviewFixed[0][3] = 0.0;
worldviewFixed[1][3] = 0; worldviewFixed[1][3] = 0.0;
worldviewFixed[2][3] = 0; worldviewFixed[2][3] = 0.0;
#else #else
worldviewFixed[3][0] = 0; worldviewFixed[3][0] = 0.0;
worldviewFixed[3][1] = 0; worldviewFixed[3][1] = 0.0;
worldviewFixed[3][2] = 0; worldviewFixed[3][2] = 0.0;
#endif #endif
shOutputPosition = shMatrixMult(proj, shMatrixMult(worldviewFixed, shInputPosition)); shOutputPosition = shMatrixMult(proj, shMatrixMult(worldviewFixed, shInputPosition));
UV = uv0; UV = uv0;
fade = (shInputPosition.z > 50) ? 1 : 0; fade = (shInputPosition.z > 50.0) ? 1.0 : 0.0;
} }
#else #else

@ -102,10 +102,10 @@
#if !SH_GLSL #if !SH_GLSL
float4x4 scalemat = float4x4( 0.5, 0, 0, 0.5, float4x4 scalemat = float4x4( 0.5, 0.0, 0.0, 0.5,
0, -0.5, 0, 0.5, 0.0, -0.5, 0.0, 0.5,
0, 0, 0.5, 0.5, 0.0, 0.0, 0.5, 0.5,
0, 0, 0, 1 ); 0.0, 0.0, 0.0, 1.0 );
#else #else
mat4 scalemat = mat4(0.5, 0.0, 0.0, 0.0, mat4 scalemat = mat4(0.5, 0.0, 0.0, 0.0,
0.0, -0.5, 0.0, 0.0, 0.0, -0.5, 0.0, 0.0,
@ -148,7 +148,7 @@
#define SMALL_WAVES_Y 0.1 #define SMALL_WAVES_Y 0.1
#define WAVE_CHOPPYNESS 0.15 // wave choppyness #define WAVE_CHOPPYNESS 0.15 // wave choppyness
#define WAVE_SCALE 75 // overall wave scale #define WAVE_SCALE 75.0 // overall wave scale
#define BUMP 1.5 // overall water surface bumpiness #define BUMP 1.5 // overall water surface bumpiness
#define REFL_BUMP 0.08 // reflection distortion amount #define REFL_BUMP 0.08 // reflection distortion amount
@ -159,7 +159,7 @@
#define SUN_EXT float3(0.45, 0.55, 0.68) //sunlight extinction #define SUN_EXT float3(0.45, 0.55, 0.68) //sunlight extinction
#define SPEC_HARDNESS 256 // specular highlights hardness #define SPEC_HARDNESS 256.0 // specular highlights hardness
// --------------------------------------------------------------- // ---------------------------------------------------------------
@ -260,7 +260,7 @@
#if SHADOWS || SHADOWS_PSSM #if SHADOWS || SHADOWS_PSSM
float fadeRange = shadowFar_fadeStart.x - shadowFar_fadeStart.y; float fadeRange = shadowFar_fadeStart.x - shadowFar_fadeStart.y;
float fade = 1-((depthPassthrough - shadowFar_fadeStart.y) / fadeRange); float fade = 1.0-((depthPassthrough - shadowFar_fadeStart.y) / fadeRange);
shadow = (depthPassthrough > shadowFar_fadeStart.x) ? 1.0 : ((depthPassthrough > shadowFar_fadeStart.y) ? 1.0-((1.0-shadow)*fade) : shadow); shadow = (depthPassthrough > shadowFar_fadeStart.x) ? 1.0 : ((depthPassthrough > shadowFar_fadeStart.y) ? 1.0-((1.0-shadow)*fade) : shadow);
#endif #endif
@ -270,9 +270,9 @@
float2 screenCoords = screenCoordsPassthrough.xy / screenCoordsPassthrough.z; float2 screenCoords = screenCoordsPassthrough.xy / screenCoordsPassthrough.z;
screenCoords.y = (1-shSaturate(renderTargetFlipping))+renderTargetFlipping*screenCoords.y; screenCoords.y = (1.0-shSaturate(renderTargetFlipping))+renderTargetFlipping*screenCoords.y;
float2 nCoord = float2(0,0); float2 nCoord = float2(0.0,0.0);
nCoord = UV * (WAVE_SCALE * 0.05) + WIND_DIR * waterTimer * (WIND_SPEED*0.04); nCoord = UV * (WAVE_SCALE * 0.05) + WIND_DIR * waterTimer * (WIND_SPEED*0.04);
float3 normal0 = 2.0 * shSample(normalMap, nCoord + float2(-waterTimer*0.015,-waterTimer*0.005)).rgb - 1.0; float3 normal0 = 2.0 * shSample(normalMap, nCoord + float2(-waterTimer*0.015,-waterTimer*0.005)).rgb - 1.0;
@ -297,7 +297,7 @@
float4 worldPosition = shMatrixMult(wMat, float4(position.xyz, 1)); float4 worldPosition = shMatrixMult(wMat, float4(position.xyz, 1));
float2 relPos = (worldPosition.xy - rippleCenter.xy) / rippleAreaLength + 0.5; float2 relPos = (worldPosition.xy - rippleCenter.xy) / rippleAreaLength + 0.5;
float3 normal_ripple = normalize(shSample(rippleNormalMap, relPos.xy).xyz * 2 - 1); float3 normal_ripple = normalize(shSample(rippleNormalMap, relPos.xy).xyz * 2.0 - 1.0);
//normal = normalize(normal + normal_ripple); //normal = normalize(normal + normal_ripple);
normal = normalize(float3(normal.x * BUMP + normal_ripple.x, normal.y * BUMP + normal_ripple.y, normal.z)); normal = normalize(float3(normal.x * BUMP + normal_ripple.x, normal.y * BUMP + normal_ripple.y, normal.z));
@ -315,7 +315,7 @@
float3 vVec = normalize(position.xyz - cameraPos.xyz); float3 vVec = normalize(position.xyz - cameraPos.xyz);
float isUnderwater = (cameraPos.z > 0) ? 0.0 : 1.0; float isUnderwater = (cameraPos.z > 0.0) ? 0.0 : 1.0;
// sunlight scattering // sunlight scattering
float3 pNormal = float3(0,0,1); float3 pNormal = float3(0,0,1);
@ -327,7 +327,7 @@
float3 scatterColour = shLerp(float3(SCATTER_COLOUR)*float3(1.0,0.4,0.0), SCATTER_COLOUR, shSaturate(1.0-exp(-waterSunFade_sunHeight.y*SUN_EXT))); float3 scatterColour = shLerp(float3(SCATTER_COLOUR)*float3(1.0,0.4,0.0), SCATTER_COLOUR, shSaturate(1.0-exp(-waterSunFade_sunHeight.y*SUN_EXT)));
// fresnel // fresnel
float ior = (cameraPos.z>0)?(1.333/1.0):(1.0/1.333); //air to water; water to air float ior = (cameraPos.z>0.0)?(1.333/1.0):(1.0/1.333); //air to water; water to air
float fresnel = fresnel_dielectric(-vVec, normal, ior); float fresnel = fresnel_dielectric(-vVec, normal, ior);
fresnel = shSaturate(fresnel); fresnel = shSaturate(fresnel);
@ -342,7 +342,7 @@
float3 refraction = shSample(refractionMap, (screenCoords-(normal.xy*REFR_BUMP))*1.0).rgb; float3 refraction = shSample(refractionMap, (screenCoords-(normal.xy*REFR_BUMP))*1.0).rgb;
// brighten up the refraction underwater // brighten up the refraction underwater
refraction = (cameraPos.z < 0) ? shSaturate(refraction * 1.5) : refraction; refraction = (cameraPos.z < 0.0) ? shSaturate(refraction * 1.5) : refraction;
#endif #endif
// specular // specular
@ -358,9 +358,9 @@
shOutputColour(0).xyz = shLerp (shOutputColour(0).xyz, fogColor, fogValue); shOutputColour(0).xyz = shLerp (shOutputColour(0).xyz, fogColor, fogValue);
#if REFRACTION #if REFRACTION
shOutputColour(0).w = 1; shOutputColour(0).w = 1.0;
#else #else
shOutputColour(0).w = shSaturate(fresnel*2 + specular); shOutputColour(0).w = shSaturate(fresnel*2.0 + specular);
#endif #endif
} }

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