Chris Robinson
6a3ba41170
Don't store camera nodes, we don't need them.
2013-05-06 21:46:11 -07:00
Chris Robinson
68a9a4de5f
Fix setting and getting KeyframeController transforms
2013-04-24 04:12:27 -07:00
Chris Robinson
26cc86ffdc
Use the Nif node's transform for skinned fixups
2013-04-24 00:42:45 -07:00
Chris Robinson
6f0b9a5f2c
Avoid unnecessary multimap copies
2013-04-23 21:42:59 -07:00
Chris Robinson
512ff3687a
Don't create Ogre animations for skeletons
2013-04-23 20:42:54 -07:00
Chris Robinson
634b0fd067
Fix for controller delta time going below start time
2013-04-23 17:57:40 -07:00
Chris Robinson
020bc410bf
Merge remote-tracking branch 'zini/master' into nifogre
2013-04-23 16:57:59 -07:00
scrawl
44ac0a7c18
Use one vertex buffer for all UV coordinates
2013-04-23 22:47:57 +02:00
Chris Robinson
adc6a948c7
Add methods to get the rotation, translation, and scale from a NodeTargetValue
2013-04-22 03:41:38 -07:00
Chris Robinson
59137d93c9
Partially handle NiGeomMorpherController
...
The morphs aren't actually applied yet, but the Ogre controller is set up so
all that has to be done is to implement the setValue method.
2013-04-22 03:24:02 -07:00
Chris Robinson
d936291dbf
Remove an unused ostream operator<<
2013-04-22 02:53:32 -07:00
Chris Robinson
a3511c62cf
Don't store textkeys in user object bindings
...
It's a bit unwieldy to have them stored in the 'skeleton master' instead
of the skeleton instance. And although the text keys are extracted for
each created instance now, this shouldn't be much worse than the
multimap copying going on before.
Plus, proper serialization can help for future optimizations.
2013-04-22 00:01:30 -07:00
Chris Robinson
2345b5e8b3
Avoid storing text keys for each animation
2013-04-21 22:56:40 -07:00
Chris Robinson
7d59340ed6
Don't clip out the group name from the textkeys
2013-04-21 22:13:49 -07:00
Chris Robinson
ace7d647e5
Add a method to apply a NodeTargetValue-based controller to a specified node.
2013-04-20 15:35:19 -07:00
Chris Robinson
f37a71f025
Use a separate method to build node-based controllers
2013-04-19 23:56:47 -07:00
Chris Robinson
3def2a0f45
Treat the particle random values as the max differential
2013-04-16 19:16:45 -07:00
Chris Robinson
36170c5374
Use flag enums instead of hard-coded hex values
2013-04-16 01:20:32 -07:00
Chris Robinson
1b1f9f7921
Allow multiple ObjectLists to be created for Animations.
...
addObjectList may not currently be called outside of the related constructor.
2013-04-15 18:55:28 -07:00
Chris Robinson
7000a1aa3e
Add a ParticleSystemController
2013-04-14 13:50:55 -07:00
Chris Robinson
bf8bc989fc
Recognize and partly handle NiBSParticleNode
2013-04-14 12:52:20 -07:00
Chris Robinson
f4695ec4ac
Cleanup NIFObjectLoader some
2013-04-14 00:06:40 -07:00
Chris Robinson
acb1b5f002
Try to handle NiBSAnimationNode
...
This is still incomplete guess work. Currently it seems as though flag 0x20
specifies whether the controllers auto-play (if on), rather than follow the
object's animation time.
2013-04-13 22:54:32 -07:00
Chris Robinson
0b363ba36e
Handle NiParticleColorModifier with Ogre's ColourInterpolator
...
Note that Ogre's ColourInterpolator has a maximum of six color stages. This
seems to be fine so far, but if we want anything better, we'll need a custom
affector for it.
2013-04-13 16:42:32 -07:00
Chris Robinson
80a4345787
Keep particles in local space
2013-04-13 16:26:34 -07:00
Chris Robinson
dd981077b9
Handle the vertical and horizontal parameters of Nif particles
...
Note that 'horizontal' is mapped to rotate around the Z axis, not Y. The Nif
particle parameters seem to be set up to expect a normal OpenGL (Direct3D?)
orientation, rather than the 90-degree pitch offset of the game.
2013-04-13 16:16:57 -07:00
Chris Robinson
7191f6ed2a
Start a Nif-style particle emitter
...
Not complete yet (doesn't handle the vertical or horizontal direction/angle),
and should probably be renamed.
2013-04-13 14:36:24 -07:00
Chris Robinson
07c24e0382
Don't create entities and particles when only the skeleton base is needed
2013-04-13 13:13:09 -07:00
Chris Robinson
4a42f89e08
Merge remote-tracking branch 'zini/master' into nifogre
2013-04-13 13:04:41 -07:00
Chris Robinson
5b30677e41
Add the start of a custom gravity affector
2013-04-12 14:39:06 -07:00
scrawl
23b477a938
Fix normal maps with spaces in filename not getting loaded
2013-04-12 04:36:28 +02:00
Chris Robinson
d26ffe9de0
Move a method to the Node class
2013-04-10 23:19:47 -07:00
Chris Robinson
62e0abd945
Move the mesh loader to its own source file
2013-04-10 22:38:46 -07:00
Chris Robinson
75489b1e9d
Move NIFMaterialLoader to a separate file
2013-04-10 20:24:44 -07:00
Chris Robinson
caff28e20a
Move NIFSkeletonLoader to a separate file
2013-04-10 19:58:17 -07:00
Chris Robinson
6c6750342c
Specified particle size is actually the radius
2013-04-10 13:37:20 -07:00
Chris Robinson
973fdeb2e0
Improve particle system placement when no emitters are specified
2013-04-08 15:21:28 -07:00
Chris Robinson
e7c0f2a211
Minor cleanup to loading texture UV coords
2013-04-08 14:54:13 -07:00
Chris Robinson
01a1a0b846
Merge remote-tracking branch 'zini/master' into nifogre
...
Conflicts:
components/nifogre/ogrenifloader.cpp
2013-04-08 11:46:57 -07:00
scrawl
343e2027af
Support NIF detail maps
2013-04-08 15:17:30 +02:00
scrawl
a5c868c9f5
Create a separate vertex buffer for each UV set
2013-04-08 14:54:19 +02:00
Chris Robinson
dba7308248
Recognize NiParticleRotation
2013-04-07 17:16:49 -07:00
Chris Robinson
3c633e275e
Don't create a controller for empty keyframe data
2013-04-07 15:42:07 -07:00
Chris Robinson
261ea1fe5e
Implement a KeyframeController
2013-04-07 14:56:23 -07:00
Chris Robinson
f69a8259e1
Update animation source controller targets
2013-04-07 13:51:04 -07:00
Chris Robinson
44a59e1b87
Fix a couple messages
2013-04-07 13:03:41 -07:00
Chris Robinson
2362e920f3
Use an unconnected object list for animation sources
...
We'll want the controllers, as the plan is to use their keyframe controllers
to animate the actual skeleton used for the meshes.
2013-04-07 12:41:27 -07:00
Chris Robinson
399394ff10
Don't restrict animations to the keyframe time limits
2013-04-07 10:03:13 -07:00
Chris Robinson
ab5980ae18
Let the default controller function use absolute input
...
And convert the VisController to use it.
2013-04-07 08:29:56 -07:00
Chris Robinson
fe9a7f12b6
Material fixes
2013-04-07 07:53:01 -07:00
Chris Robinson
2e067e95a9
Handle NiWireframeProperty
2013-04-07 07:12:52 -07:00
Chris Robinson
ebff64a7a4
Fix UVController and add warn about unhandled material controllers
2013-04-07 06:56:12 -07:00
Chris Robinson
be419bc891
Handle NiCamera nodes
2013-04-07 02:28:15 -07:00
Chris Robinson
2db72ae607
Rename EntityList to ObjectList
2013-04-07 01:52:35 -07:00
Chris Robinson
834a6a1f00
Remove old, unused code
2013-04-07 01:14:26 -07:00
Chris Robinson
d97b341dc6
Rename NIFMeshLoader to NIFObjectLoader
2013-04-07 01:02:21 -07:00
Chris Robinson
63cbf7ddeb
Specify a default return for failed lookups
2013-04-06 12:41:40 -07:00
Chris Robinson
ca289a317c
Separate the UVController function out and make it generic
...
Also fix a timing bug in it.
2013-04-06 12:26:58 -07:00
Chris Robinson
6b151be3f4
Create particle systems even when MRK was specified
2013-04-06 11:26:51 -07:00
Chris Robinson
c283991126
Remove an unneeded method
2013-04-06 10:33:07 -07:00
Chris Robinson
ebcb4c66c3
Properly read and use the NIF root record list
2013-04-06 10:17:09 -07:00
Chris Robinson
59f1d4b047
Add support for NiUVController on meshes
2013-04-06 09:44:10 -07:00
Chris Robinson
e0da265972
Use accurate bone lookups for attaching objects
...
NIFs don't requires nodes to have unique names, which means looking up a
bone by name may get the wrong one. Instead, use a NifIndex:BoneHandle
map to make sure we can get the proper bone from a given Nif::Node.
2013-04-06 08:15:12 -07:00
Chris Robinson
95730cc127
Create entities and particle systems for hidden objects
...
They're set as (in)visible as appropriate.
2013-04-06 06:53:08 -07:00
Chris Robinson
f764f243d2
Fix the particle quota
2013-04-06 06:44:34 -07:00
Chris Robinson
41ce5464c9
Recognize NiBSAnimationNode as a record type
...
And don't warn about animated nodes without textkeys
2013-04-06 05:00:19 -07:00
Chris Robinson
99b915e652
Fix some material warnings
2013-04-06 00:54:53 -07:00
Chris Robinson
af756bfa9c
Merge remote-tracking branch 'zini/master' into nifogre
2013-04-06 00:22:31 -07:00
Chris Robinson
b5017e0543
Implement NiParticleGrowFade
2013-04-06 00:19:05 -07:00
Chris Robinson
aa9df818a5
Add support for NiVisController
2013-04-05 10:38:27 -07:00
Chris Robinson
0631b28646
Prepare for supporting controller objects
2013-04-05 10:13:54 -07:00
scrawl
75b462b974
If alpha rejection was forced, we also need to force depth_write and depth_check
2013-04-05 18:24:12 +02:00
Chris Robinson
12fada2862
Don't offset the animation time to 0
2013-04-05 05:34:59 -07:00
Chris Robinson
dc9f5f93e7
Use a helper function to get node properties
2013-04-05 05:14:24 -07:00
Chris Robinson
b5719e0ec7
Create particle systems for NiAutoNormalParticles and NiRotatingParticles nodes
...
Very incomplete, but it's something to work with.
2013-04-04 05:10:53 -07:00
Chris Robinson
77ba0fbe73
Prepare for creating particles
...
This adds a vector of ParticleSystems to the EntityList, and modifies
corresponding code to handle it. It also loads the ParticleFX plugin so
particles can be created (although they aren't yet).
2013-04-04 05:10:52 -07:00
Chris Robinson
97d617d43f
Use more appropriate VBO settings
...
Unskinned meshes don't need dynamic VBOs; they aren't rewritten since their
transformations are handled by the modelview matrix. They also don't need the
local RAM copy (the "shadow buffer") since it's really only useful for skinning
purposes (though this means the VBO has to be readable for static geometry to
work).
2013-04-04 05:10:49 -07:00
scrawl
a9b56eedc3
Support NIF "glow maps", which are basically an emissive channel.
2013-04-03 18:51:40 +02:00
scrawl
5625d73d84
Bump texture support
2013-04-03 17:16:34 +02:00
Chris Robinson
095daca058
Create entities when iterating through the NIF
2013-04-03 03:27:41 -07:00
Chris Robinson
512534be11
Read the correct texture resource for other layers
2013-04-02 22:58:07 -07:00
Chris Robinson
f6f165852d
Better handle material texture layers
2013-04-02 21:09:44 -07:00
scrawl
6c1ff8caca
Merge branch 'master' into next
...
Conflicts:
apps/openmw/mwworld/weather.cpp
components/fileorderlist/model/datafilesmodel.cpp
2013-03-20 02:29:03 +01:00
scrawl
e30af28860
Markers should still have collision if they have a NiRootCollisionNode
2013-03-14 19:03:42 +01:00
scrawl
599207a92d
Transparency sorting should be enabled only when alpha blending is enabled
2013-03-13 01:00:47 +01:00
scrawl
7f8d659f3c
Fix transparency sorting
2013-03-05 17:09:20 +01:00
scrawl
2486ec6cb9
Material fixes (vertex colors, alpha)
2013-03-05 13:51:48 +01:00
Chris Robinson
2f14f26b96
Use the full unique mesh name for the material instead of the NIF name
2013-03-04 10:35:13 -08:00
Chris Robinson
4e1e0eaf62
Merge remote-tracking branch 'zini/master' into material-fix
...
Conflicts:
components/nifogre/ogrenifloader.cpp
2013-03-03 14:24:05 -08:00
Chris Robinson
5e50436a94
Convert some BooleanValues to StringValues
2013-03-03 14:19:02 -08:00
scrawl
05bd94effb
Merge branch 'master' of git://github.com/zinnschlag/openmw into graphics
2013-03-03 15:14:20 +01:00
scrawl
0f6fd80294
Merge branch 'master' of git://github.com/zinnschlag/openmw into graphics
...
Conflicts:
apps/openmw/mwgui/windowmanagerimp.cpp
apps/openmw/mwrender/npcanimation.cpp
files/mygui/openmw_settings_window.layout
2013-03-03 11:02:38 +01:00
Chris Robinson
21e2c287eb
Fix/workaround specular issues
...
The glossiness should not be multiplied by 255, however the values set in many
of Bloodmoon's meshes would look horrible otherwise. Now we can let the
NiSpecularProperty specify when to enable specular (which is supposed to
default to on, but due to the aforementioned meshes, we default to off).
2013-03-02 19:30:23 -08:00
Chris Robinson
7930aa82b2
Add missing depthFlags to the hash
2013-03-02 19:09:15 -08:00
Chris Robinson
8e35159ad4
Handle NiSpecularProperty
2013-03-02 19:06:28 -08:00
Chris Robinson
8c0326a49c
Handle NiZBufferProperty
2013-03-02 18:30:28 -08:00
Chris Robinson
03785f3ecd
Handle NiVertexColorProperty
2013-03-02 16:28:32 -08:00
Nathan Jeffords
109dff2d29
renamed high level NIF files...
2013-03-02 13:23:09 -08:00
Chris Robinson
fdfcd5bb47
Material properties are accumulative along the node tree
2013-03-02 12:23:29 -08:00
Chris Robinson
e3fd4b8429
Fix restoring the original texture name when the DDS check fails
2013-03-01 17:57:34 -08:00