David Cernat
572b16af41
Add OpenMW 0.47 commits to OpenMW VR up to 4 Dec 2021
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# Conflicts:
# .gitlab-ci.yml
# CI/before_script.msvc.sh
# CI/install_debian_deps.sh
# CMakeLists.txt
# apps/openmw/mwrender/screenshotmanager.cpp
# files/ui/advancedpage.ui
3 years ago
psi29a
d6a2838c8b
Merge branch 'even-fixier-alpha' into 'master'
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Correctly track added and removed state to fix various alpha testing issues
Closes #6119
See merge request OpenMW/openmw!989
(cherry picked from commit 94be4eba18d328391a2c2aea85bb029e80b32cee)
0e57622b Correctly track added and removed state
e42b3bf9 Adapt destination alpha factor for AMD
84a9face Disable coverage adjustment for blended objects
4 years ago
Bret Curtis
868a5b35e3
workaround shadow issue on macOS, https://gitlab.com/OpenMW/openmw/-/issues/6057
4 years ago
jvoisin
d45184a730
Sprinkle some const-ref to avoid unnecessary copies
4 years ago
AnyOldName3
ceb6a280ff
Fix typo
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Hopefully this will actually let us make better use of shadow bounds,
but I wouldn't count on it.
4 years ago
madsbuvi
1bee59c2b1
Merge remote-tracking branch 'remotes/origin/master' into openmw-vr
4 years ago
AnyOldName3
0431ba4c87
Merge branch 'alpha-meddling-shader-side-mip-meddling' into alpha-meddling
4 years ago
AnyOldName3
4f510d85ba
Merge remote-tracking branch 'upstream/master' into alpha-meddling
4 years ago
madsbuvi
66d2912fcd
Merge remote-tracking branch 'remotes/origin/master' into openmw-vr
4 years ago
AnyOldName3
3e273a759a
Clarify method name now we're using it differently
4 years ago
madsbuvi
6c9df35725
Merge remote-tracking branch 'remotes/origin/master' into openmw-vr
4 years ago
madsbuvi
7edaa50195
another approach
4 years ago
Andrei Kortunov
801e2d6ad0
Avoid to use uninitialized variables
4 years ago
AnyOldName3
4ed3252001
Check for EXT_gpu_shader4 CPU-side
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Mesa lies and always defines GL_EXT_gpu_shader4 even when the extension
isn't present.
4 years ago
AnyOldName3
8f4b856b44
Initial A2C implementation
4 years ago
AnyOldName3
11b4af49ce
Allow shadowsbin to optimise clockwise-wound meshes when face culling is off
4 years ago
AnyOldName3
cc2ce9fa3e
Explicitly default-construct array
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The docs seem to imply this is automatic when the array contains a
class-type, which osg::ref_ptr is, but I got a crash log that doesn't
make sense if that's true.
4 years ago
Mads Buvik Sandvei
6ab159f4d3
Merge remote-tracking branch 'remotes/origin/shared_shadow_maps' into multiview_test_branch
4 years ago
Mads Buvik Sandvei
434566ec80
Allow sharing via cv instead of camera
4 years ago
AnyOldName3
ce2bcba5d4
Replace deprecated alpha test in shader visitor
4 years ago
Mads Buvik Sandvei
5beb0bc799
Merge remote-tracking branch 'remotes/origin/shared_shadow_maps' into multiview_test_branch
4 years ago
Mads Buvik Sandvei
059861f517
Merge remote-tracking branch 'remotes/origin/master' into shared_shadow_maps
4 years ago
Mads Buvik Sandvei
c870749c39
Merge remote-tracking branch 'remotes/origin/master' into multiview_test_branch
4 years ago
AnyOldName3
7768556ce6
Set dummy state when disabling shadows indoors
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As we don't reconfigure all shaders without shadows when we disable them
indoors (as it'd probably add a hitch to transitioning in and out) we
need to set up dummy state so the shaders don't do anything illegal.
This hadn't had symptoms for most objects as when indoors, nearly
everything would be drawn first in one of the water RTTs, which had
dummy state to disable shadows already. This wasn't true of the water
plane itself, though, yet somehow it took until just now for anyone to
report that.
This resolves vtastek's issue where the water would be invisible indoors
4 years ago
AnyOldName3
1e0df23d14
Merge branch 'shadows-bin' into 'master'
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Use a custom renderbin to avoid pointless OpenGL state switches
See merge request OpenMW/openmw!402
4 years ago
AnyOldName3
55f65752fd
Don't bind unnecessary colour buffer when drawing shadow maps
4 years ago
AnyOldName3
72f7e6a702
Handle all shadow alpha uniforms in shadowsbin
4 years ago
Alexei Dobrohotov
53f91a3aa5
Merge pull request #3018 from akortunov/emplace
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Use emplace_back instead of push_back
4 years ago
AnyOldName3
f7dddb8857
Merge branch '3' of https://gitlab.com/bzzt/openmw into shadows-bin
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This won't actually work.
4 years ago
Andrei Kortunov
065ed5138e
Use emplace_back instead of push_back
4 years ago
Andrei Kortunov
8ca3c3b123
Mark overrided methods by override keyword
4 years ago
Mads Buvik Sandvei
8a6738469e
Merge branch 'master' of https://gitlab.com/madsbuvi/openmw into multiview_test_branch
4 years ago
Mads Buvik Sandvei
9c171869cb
Geometry shader stereo functional
4 years ago
AnyOldName3
fd14dad789
const osg::ref_ptf reference should be faster than value as constructor and destructor are non-trivial
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I played around in GodBolt and got into an argument to determine this. The difference will be immeasurably small, but my curiosity has been satisfied.
4 years ago
AnyOldName3
707204133d
Double-buffer shadow uniforms that change each frame
4 years ago
AnyOldName3
ce98d7053b
Double buffer view-dependent data stateset
4 years ago
AnyOldName3
98b2d5d921
Make shadow debug HUD thread-safe
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* Double buffer the frustum uniforms.
* Don't mess with the debug geometry's StateSet.
* Change two-element vectors to arrays so the size is explicit.
4 years ago
Mads Buvik Sandvei
911271f156
shareable shadow maps
5 years ago
elsid
40ad87bc4d
Replace OpenThreads by std types
5 years ago
bzzt lost a hitlab login
daa2761c2d
alphablending & billboardfix
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Signed-off-by: Bret Curtis <psi29a@gmail.com>
5 years ago
AnyOldName3
12044a607b
Only alpha-test shadows when necessary
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Previously we always discarded shadow map fragments if the alpha channel of the output would have been low, but there were some (modded) assets that have non-one alpha but have testing or blending disabled so end up opaque anyway. This lets the shadows of those objects match.
5 years ago
bzzt
d340224c95
shadowsbin for gl state reduction
5 years ago
bzzt
b6ed2f1718
Add optional shadow map max distance and fading
5 years ago
Andrei Kortunov
b2fca46206
Fix a couple of minor issues in shadows
6 years ago
Andrei Kortunov
bacaa1f789
Get rid of C-style limits in the shadows code
6 years ago
elsid
47e87cc2bd
Fix ODR violation for VDSMCameraCullCallback
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This class is also defined in OpenSceneGraph at global namespace.
6 years ago
AnyOldName3
0c8ad0a3bb
Double buffer debug HUD frustum geometries to prevent race conditions.
6 years ago
AnyOldName3
15547750ba
Correct behaviour of use front face culling setting to not use back face culling either when disabled.
6 years ago
AnyOldName3
d82c85913a
Don't bother multiplying a matrix by its inverse and applying that to the light direction.
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Hopefully this will improve numerical stability and reduce shadow flicker a little.
6 years ago
AnyOldName3
7b108ae9a2
Disable depth sorting for translucent objects in the shadow maps
6 years ago