scrawl
c9d7078b4b
Water: add texture quality setting to the settings window
2015-10-29 00:27:42 +01:00
scrawl
8433e0679f
Water: connect to settings window
2015-10-29 00:25:24 +01:00
scrawl
9f8d36b573
Water code cleanup
2015-10-29 00:25:24 +01:00
scrawl
11c997d09d
Water: move reflection code to a new class
2015-10-29 00:25:24 +01:00
scrawl
ebdf25ccb9
Water: move refraction code to a new class
2015-10-29 00:25:24 +01:00
scrawl
7bbdb13138
Remove debug code
2015-10-29 00:25:24 +01:00
scrawl
6ba9f561ea
Use simple water for the local map
2015-10-29 00:25:24 +01:00
scrawl
09631385c3
Use boost ifstream for water resources
2015-10-29 00:25:24 +01:00
scrawl
d485dd0782
Water: fix world UV coords
2015-10-29 00:25:24 +01:00
scrawl
37c9c12962
Water: clipping plane offset
2015-10-29 00:25:23 +01:00
scrawl
700a0099c3
Remove debug code
2015-10-29 00:25:23 +01:00
scrawl
e13eb625d3
New water WIP
...
Changes compared to old (Ogre) water:
- Uses depth-texture readback to handle the underwater fog in the water shader, instead of handling it in the object shader
- Different clipping mechanism (glClipPlane instead of a skewed viewing frustum)
- Fixed bug where the reflection camera would look strange when the viewer was very close to the water surface
- Toned down light scattering, made the waterColor a bit darker at night
- Fixed flipped water normals and strange resulting logic in the shader
Still to do: see comments...
2015-10-29 00:25:23 +01:00
scrawl
89d9323c2b
Document RenderBin numbers in a common header to keep them organised
2015-09-21 17:20:08 +02:00
scrawl
278076e609
Include cleanup
2015-07-25 04:14:22 +02:00
scrawl
0ffa1f964b
Fix water ripple height
2015-06-17 22:49:20 +02:00
scrawl
3da8f6e62e
Water ripples
2015-06-16 20:36:48 +02:00
scrawl
cdd0623009
Terrain rendering
2015-06-03 01:35:41 +02:00
scrawl
01944c33f5
Basic water rendering
2015-06-02 16:35:35 +02:00
Rohit Nirmal
396fba7fa9
Silence -Wreorder warnings, and remove -Wno-reorder.
2015-05-21 22:46:44 -05:00
dteviot
e197f5318b
fixing MSVC 2013 warning C4244: & C4305
...
conversion from 'const float' to 'int', possible loss of data
conversion from 'double' to 'int', possible loss of data
conversion from 'float' to 'int', possible loss of data
2015-03-08 13:07:29 +13:00
scrawl
dbd4abd6fe
Fix ripples for D3D - added simpler effect ( Fixes #1649 )
2015-02-09 19:30:11 +01:00
scrawl
5a9b30a8ca
Don't show VFX on the map ( Fixes #2324 )
2015-01-31 22:40:38 +01:00
scrawl
dac1290597
Reduce size of water plane and increase subdivisions ( Fixes #969 )
2015-01-31 22:40:37 +01:00
scrawl
58672c6bb5
Fix for crash in main menu when reflections are enabled
2014-10-02 18:12:49 +02:00
scrawl
0eb949c8a7
Don't update ripples when they are not used
2014-09-02 04:29:37 +02:00
scrawl
028e00c98f
Add missing status report for some toggle commands
2014-05-16 09:21:28 +02:00
scrawl
0a17245633
Refactored settings window
2014-03-22 19:02:14 +01:00
scrawl
edb5a54092
Include some more required Ogre headers explicitely.
2014-03-05 21:46:37 +01:00
scrawl
aa855e9524
Include some required Ogre headers explicitely
2014-01-09 20:56:24 +01:00
Lukasz Gromanowski
5c5f87445b
Fixes for "Conditional jump or move depends on uninitialised value(s)"
...
and memleaks reported by valgrind.
Signed-off-by: Lukasz Gromanowski <lgromanowski@gmail.com>
2013-12-30 21:47:06 +01:00
scrawl
e27437f8ed
New terrain renderer - improvements:
...
- Consistent triangle alignment, fixes a noticable crack near the census and excise office. Note that alignment is still not the same as vanilla. Vanilla uses a weird diagonal pattern. I hope there aren't more trouble spots that will force us to replicate vanilla, but at least we can do that now.
- Fixes several blending issues and cell border seams
- Fix map render to use the terrain bounding box instead of an arbitrary height
- Different LODs are now properly connected instead of using skirts
- Support self shadowing
- Normals and colors are stored in the vertices instead of a texture, this enables per-vertex lighting which should improve performance, fix compatibility issues due to the PS getting too large and mimic vanilla better
- Support a fixed function fallback (though the splatting shader usually performs better)
- Designed for distant land support - test: https://www.youtube.com/watch?v=2wnd9EuPJIY - we can't really enable this yet due to depth precision issues when using a large view distance
2013-08-19 20:34:20 +02:00
scrawl
8845c0cee1
Camera relative sky rendering. Now we no longer need to keep sky position in sync with camera.
2013-05-07 17:38:24 +02:00
scrawl
fe7b2732d8
Avoid manually updating render targets from within frameRenderingQueued
2013-03-05 14:24:29 +01:00
scrawl
f1d35b73b8
Cleanup
2013-03-03 19:52:20 +01:00
scrawl
c9fefc7f5d
Simpler, more lightweight underwater effect, changed colors to match vanilla better
2013-03-03 19:28:11 +01:00
scrawl
002830e13b
Make sure render textures are inactive when in a cell without water
2013-03-03 15:11:45 +01:00
scrawl
9b0ac4e299
NPCs / creatures can now emit ripples
2013-02-27 09:20:42 +01:00
scrawl
d4264353a3
Merge branch 'z-up' into graphics
...
Conflicts:
apps/openmw/mwrender/localmap.cpp
apps/openmw/mwrender/renderingmanager.cpp
apps/openmw/mwrender/water.cpp
files/materials/water.shader
2013-02-26 14:54:53 +01:00
scrawl
3ef952172d
Z-up conversion: water, sky
2013-02-26 10:38:48 +01:00
scrawl
01102f9c73
Don't emit if there wasn't enough movement
2013-02-23 05:53:20 +01:00
scrawl
427152c518
Disabled ripples until we can properly trigger them from the new character controller.
2013-02-19 03:15:31 +01:00
scrawl
6cceb04adf
When a custom near clip plane is used, we need to fix up a second viewproj matrix manually to get proper depth values in the vertex shader. This fixes fog on reflections.
2013-02-19 03:08:00 +01:00
scrawl
42883ec64b
cleanup
2013-02-18 02:33:53 +01:00
scrawl
791d16bbdb
Use infinite AAB for sky meshes to fix them from disappearing from underwater refraction, while still taking advantage of CPU culling for other meshes
2013-02-17 18:12:38 +01:00
scrawl
7ffcfa3622
Water and clouds no longer depend on timescale.
2013-02-17 16:23:55 +01:00
scrawl
6a49ea9b4f
Cleaning out some old bits
2013-02-13 18:39:36 +01:00
scrawl
de90b911c9
Near clip plane corrections
2013-02-12 20:56:00 +01:00
scrawl
31f760ccce
Fixing issues from last commit: restored input and occlusion queries
2013-02-05 20:26:13 +01:00
scrawl
499f3ac0d1
Slightly better ripple normal blending. Not physically accurate at all, but looks good.
2013-02-05 16:40:41 +01:00
scrawl
3772cd9257
Refraction can be disabled separately now
2013-02-05 14:29:46 +01:00
scrawl
5cc8af0f14
fix map positions
2013-02-03 20:06:03 +01:00
scrawl
a44dfcd2ac
Now that refraction is separated out, we don't have to worry about rendering order. Should fix transparency blending issues around water (eg waterfalls) for good.
2013-02-03 19:28:31 +01:00
scrawl
979a874220
Fixed the custom near clip planes
2013-02-03 19:01:59 +01:00
scrawl
5334934612
Listen to render window updates and properly activate/deactivate occlusion queries pre/post update.
2013-02-03 18:03:09 +01:00
scrawl
15e51b76de
Experimental: Directional shading on local map, separated out refraction render, no longer uses screen depth
2013-02-03 15:46:23 +01:00
scrawl
a461b282c1
water ripples (experimental)
2013-02-01 23:43:23 +01:00
scrawl
df602553d1
Reworked MWRender::Water to be more OOP-ish and possibly allow other reflection types.
2013-01-16 09:13:36 +01:00
scrawl
e4f140841e
Make OpenMW work with Ogre 1.9
2013-01-12 08:23:15 +01:00
scrawl
d3c0851aa7
Changed light attenuation back to linear in all cases, this seems to be what MW does.
2013-01-09 22:08:42 +01:00
scrawl
b8c6f6640b
Fixing water <-> waterfall blending issues (Sort of... the second part will follow later)
2013-01-09 21:56:26 +01:00
greye
7606ebafd6
resolving conflicts, minor update
2012-09-17 11:37:50 +04:00
scrawl
eef750e6b0
race selection preview
2012-09-13 19:03:31 +02:00
scrawl
4f3eb3c34a
character preview WIP
2012-09-13 00:54:32 +02:00
scrawl
c3966a7c5a
oops, I used a float texture for water reflection. this change should give a little performance boost.
2012-09-11 22:45:41 +02:00
scrawl
34f796c38e
removed the far clip distance hack which is not needed anymore
2012-08-17 15:19:44 +04:00
scrawl
b97b3d7b71
fix sky position when reflection is enabled, fix delay in sky reflection
2012-08-17 15:19:44 +04:00
greye
ff62770657
World::isUnderwater(), World::isSwimming()
2012-08-03 14:42:09 +04:00
scrawl
a70f93b024
fix "Crash when running openmw with --start="XYZ", remove HLSL for windows
2012-07-23 20:12:42 +02:00
scrawl
afe7c41729
removed some unused code
2012-07-23 13:47:51 +02:00
scrawl
014396e80c
remove the plugins.cfg files, do not enforce CG plugin
2012-07-20 16:44:03 +02:00
scrawl
21728020f6
fixed the water on local map
2012-07-20 14:45:42 +02:00
scrawl
f5ffea4d4b
new button, water timescale
2012-07-19 23:30:41 +02:00
scrawl
e077814a8c
water
2012-07-19 22:23:07 +02:00
scrawl
739455e6f8
new water WIP, caustics, chromatic abberation, accurate fresnel, underwater reflection, etc
2012-07-19 16:23:30 +02:00
scrawl
b803d0e949
converted shadow caster shader
2012-07-09 19:46:36 +02:00
scrawl
81d30ff63a
temp commit
2012-07-09 19:20:41 +02:00
scrawl
33c48b9481
update
2012-07-06 04:28:08 +02:00
Marc Zinnschlag
c85aaafac2
more include cleanup (most removing Ogre.h)
2012-07-03 15:32:38 +02:00
scrawl
447158e9d6
shutdown crash fix
2012-06-09 19:15:11 +02:00
scrawl
69e6bc6588
add water settings to settings window
2012-05-29 06:45:44 +02:00
scrawl
f6a6684685
when the resolution changes, adjust camera aspect ratio and recreate compositors
2012-05-27 21:39:18 +02:00
Marc Zinnschlag
7938566004
Merge remote branch 'scrawl/graphics'
...
Conflicts:
apps/openmw/mwrender/renderingmanager.cpp
2012-05-21 11:24:36 +02:00
scrawl
789dfe1c88
fix a bug with water reflection plane height
2012-05-21 09:50:02 +02:00
scrawl
11ebae3be2
toggleCompositors command useful for debugging
2012-04-29 03:33:10 +02:00
scrawl
7400b7f313
fix underwater effect staying active when teleporting from underwater to a cell that doesn't have water
2012-04-19 23:25:58 +02:00
scrawl
aa4a1b675f
fixed the sky reflection issue
2012-04-19 01:08:26 +02:00
scrawl
a96ad7fb82
restored toggleWater
2012-04-12 16:46:56 +02:00
scrawl
2a4fcf42a3
basic shadows
2012-04-11 18:53:13 +02:00
scrawl
a5c6207fe7
add setting to disable the underwater effect
2012-04-08 17:44:00 +02:00
scrawl
456eb95209
reversed sun and moon paths (sunrise at east)
2012-04-06 18:22:37 +02:00
scrawl
c169f9e171
underwater tweaks
2012-04-06 16:11:08 +02:00
scrawl
2976625b00
better underwater
2012-04-06 15:51:57 +02:00
scrawl
ec3fe1ef00
no sun glare in the reflection
2012-04-06 15:17:54 +02:00
scrawl
393530e671
more or less fixed the sky for normal viewing angles, still disappears at a certain height though
2012-04-06 15:05:17 +02:00
scrawl
622fb568cf
removed MRT setting and figure it out automatically
2012-04-05 19:27:54 +02:00
scrawl
b8a470efcd
put transparent objects in a seperate render queue, in order to not mess up the mrt textures
2012-04-05 19:07:21 +02:00
scrawl
1b89a9e203
various fixes
2012-04-05 15:30:55 +02:00
scrawl
f49131e1b8
renamed setting, automatically disable MRT when unsupported
2012-04-05 13:09:59 +02:00
scrawl
ab8b74dcac
forgot adding a file
2012-04-05 08:58:21 +02:00
scrawl
3f05aba76d
got MRT working, some minor quirks to solve (black viewport background)
2012-04-05 01:21:36 +02:00
scrawl
6442d49e16
render queue groups, sky fix
2012-04-04 18:53:40 +02:00
scrawl
cc4076d42a
basic noise
2012-04-03 21:16:43 +02:00
scrawl
fe63f2b2aa
first reflection test; removed the refraction render (we'll have it for free using MRT and deferred water rendering)
2012-04-03 19:10:02 +02:00
scrawl
6481cf87fc
cleanup resources
2012-04-03 17:07:16 +02:00
scrawl
b3a186e729
simple water without shaders that uses original MW textures
2012-04-03 16:37:54 +02:00
scrawl
8aea311797
added visibility flags for everything
2012-04-03 15:13:47 +02:00
scrawl
fd45208196
re-added code for reflection & refraction rendering
2012-04-03 14:23:23 +02:00
scrawl
b380e71832
fixed underwater wireframe mode
2012-04-02 14:32:21 +02:00
scrawl
79c2a2e465
implemented toggleWater (twa); formatting again
2012-03-29 18:33:08 +02:00
scrawl
f497813043
formatting, added Water::setHeight
2012-03-29 15:49:24 +02:00
Jason Hooks
fe9e6a732c
Some cleanup
2012-03-18 22:32:46 -04:00
Jason Hooks
3a1d7b7864
Huge Water
2012-01-22 19:24:35 -05:00
Jason Hooks
e1aba44da6
Switching cells in exterior works
2012-01-22 16:38:10 -05:00
Jason Hooks
ec94ecacaf
Zinis branch merge
2012-01-22 15:02:38 -05:00
Jason Hooks
a0838369b2
Very basic exterior water
2012-01-21 20:05:08 -05:00
Jason Hooks
84f45b1972
underwater view
2012-01-20 17:59:56 -05:00
Jason Hooks
2aad3a0bd8
Correct water levels
2012-01-19 23:29:07 -05:00
Jason Hooks
ff2bbc9fc5
Transparent water
2012-01-18 22:42:07 -05:00
Jason Hooks
8798f7dd40
Bringing in some of Azathoth's work
2012-01-14 18:34:14 -05:00