bzzt lost a hitlab login
da92ad329b
move renderbin
...
Signed-off-by: Bret Curtis <psi29a@gmail.com>
5 years ago
bzzt lost a hitlab login
b7b31926a8
fix map glitch + cleanup
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Signed-off-by: Bret Curtis <psi29a@gmail.com>
5 years ago
bzzt lost a hitlab login
77b92aee9c
fix shadowsglitch by bounds overflow
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Signed-off-by: Bret Curtis <psi29a@gmail.com>
5 years ago
bzzt lost a hitlab login
1f891ca46d
billboarding support for tree mods
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Signed-off-by: Bret Curtis <psi29a@gmail.com>
5 years ago
bzzt lost a hitlab login
cf439581e1
comply by elsid review
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Signed-off-by: Bret Curtis <psi29a@gmail.com>
5 years ago
bzzt lost a hitlab login
ce505a9bb3
crashfix + optimiziation
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Signed-off-by: Bret Curtis <psi29a@gmail.com>
5 years ago
bzzt
d684f1a78f
terrainbased objectpaging
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Signed-off-by: Bret Curtis <psi29a@gmail.com>
5 years ago
Andrei Kortunov
6de97e6bc2
Remove redundant variables from RenderingManager
5 years ago
Capostrophic
1bf2ddac4d
Cleanup
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Move static variable declaration out of the loop
Remove redundant boolean argument from applyDrawableProperties()
Improve HeightCullCallback class formatting
5 years ago
Bret Curtis
ed970f4d17
Apply suggestion to components/terrain/terraingrid.hpp
5 years ago
Bret Curtis
756ec7117b
make mGrid (and friends) private again, create accessor method to return bool of mGrid.empty()
5 years ago
Bret Curtis
48713915cb
re-use bzzts waterplane overlay for debug; makes it easier to test. To use this, set the env OPENMW_WATER_CULLING_DEBUG=1; You will see blue rectangles corresponding to water outlines. Once there are no more outlines, water is culled. You can further see this by pressing F3 3 times to check the the amount of quads. Before culling it should be around 1600, after culling it should drop to 0.
5 years ago
Bret Curtis
407fbe320e
cleanup and use C++ version of FLT_MAX
5 years ago
bzzt
ed20d869b4
waterculling for both terrain
5 years ago
Bret Curtis
a4d1068d1a
Merge branch '13' into 'master'
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terrainshadowclusterculling
See merge request OpenMW/openmw!141
5 years ago
Bret Curtis
8a8107e837
as it says; revert vismask and uncomplicate openmw
5 years ago
fredzio
39a55318b0
Remove unused variable
5 years ago
Andrei Kortunov
a68d9aed4c
Fix issues, found by CoverityScan
5 years ago
Andrei Kortunov
84979fa8b7
Move VisMask to components
5 years ago
Andrei Kortunov
f4291ea948
Fix intersector usage (bug #5283 )
5 years ago
Andrei Kortunov
eec82f676a
Merge pull request #2602 from elsid/clang_tidy
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Fix clang-tidy issues
5 years ago
Andrei Kortunov
5daf602256
Fix iterator usage when destroying cell borders (bug #5218 )
5 years ago
bzzt
480302d634
terrainclusterculling
5 years ago
elsid
4cd2ff9a3d
Avoid virtual call in TerrainGrid dtor
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/home/elsid/dev/openmw/components/terrain/terraingrid.cpp:31:9: warning: Call to virtual function during destruction [clang-analyzer-optin.cplusplus.VirtualCall]
unloadCell(mGrid.begin()->first.first, mGrid.begin()->first.second);
^
/home/elsid/dev/openmw/components/terrain/terraingrid.cpp:29:12: note: Assuming the condition is true
while (!mGrid.empty())
^
/home/elsid/dev/openmw/components/terrain/terraingrid.cpp:29:5: note: Loop condition is true. Entering loop body
while (!mGrid.empty())
^
/home/elsid/dev/openmw/components/terrain/terraingrid.cpp:31:9: note: This destructor of an object of type '~TerrainGrid' has not returned when the virtual method was called
unloadCell(mGrid.begin()->first.first, mGrid.begin()->first.second);
^
/home/elsid/dev/openmw/components/terrain/terraingrid.cpp:31:9: note: Call to virtual function during destruction
5 years ago
Andrei Kortunov
af41e9acc1
Initialize variables to avoid undefined values
5 years ago
elsid
d42b5fd28e
Fix warning -Woverloaded-virtual
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In file included from openmw/components/terrain/quadtreeworld.cpp:10:
openmw/components/terrain/quadtreenode.hpp:95:14: warning: 'Terrain::QuadTreeNode::traverse' hides overloaded virtual function [-Woverloaded-virtual]
void traverse(ViewData* vd, const osg::Vec3f& viewPoint, LodCallback* lodCallback, float maxDist);
^
OpenSceneGraph/build/clang/release/include/osg/Group:43:22: note: hidden overloaded virtual function 'osg::Group::traverse' declared here: different number of parameters (1 vs 4)
virtual void traverse(NodeVisitor& nv);
^
1 warning generated.
5 years ago
elsid
751accad0f
Remove unused field QuadTreeBuilder::mLodFactor
5 years ago
bzzt
a730365ea1
Creanup Distant Terrain code
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- Cull terrain in the stock osg::CullVisitor
- Do not compile composite maps for shadow camera
- Do not abuse userdata for composite maps
6 years ago
bzzt
e4ba6ecf15
Do not store a LOD callback in the every QuadTreeNode
6 years ago
bzzt
a61c0aaee1
Do not load height data to the qued tree since we do not need it now
6 years ago
bzzt
ebcf8ca062
Do not store a ViewDataMap in the every QuadTreeNode
6 years ago
bzzt
cb6d27fb12
Use the custom LineSegmentIntersector for QuadTree to simplify traversal
...
code
6 years ago
bzzt
ce4e8be9ac
Move traverse methods to the QuadTreeNode
6 years ago
Andrei Kortunov
1da012f6ee
Optimize blendmap generation
6 years ago
elsid
4500f01efd
Remove unused field
6 years ago
bzzt
391f6faffb
Remove unused defaultViewer / defaultViewPoint
6 years ago
bzzt
e908790584
Inherit the view point from main camera for water RTT cameras
6 years ago
Andrei Kortunov
489e5c6cce
Store preloaded terrain view in the main thread
6 years ago
bzzt
63ab7345be
Reuse traversal result for different traversal with same view point
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Rename eyePoint to viewPoint to match OSG conventions (eyePoint is the camera position, viewPoint is for LOD handling)
6 years ago
bzzt
c8d2107b80
Do not store Viewer reference in the ViewData
6 years ago
Bret Curtis
1e9eac568f
Merge pull request #2249 from akortunov/cache
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Implement generic caching system
6 years ago
Capostrophic
786f3e5fc3
Remove unused and unfinished blendmap packing feature
6 years ago
Andrei Kortunov
0e1f5f68b6
Do not allow different threads to compile the same composite map
6 years ago
Andrei Kortunov
cad45e96ac
Remove redundant mCompile set - we do not use data from it anyway
6 years ago
bzzt
c2986b3bd7
Do not block the loading thread while compiling composite maps in the
...
draw thread
6 years ago
Bret Curtis
b819690e82
Merge pull request #2264 from akortunov/optimize_terrain
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Delete composite map layers in the background thread
6 years ago
bzzt
aa5a071aef
Delete composite map layers in the background thread
6 years ago
Bret Curtis
d56733149c
Merge pull request #2201 from akortunov/optimize_terrain
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Optimize terrain
6 years ago
bzzt
6029ed4ecc
Reject empty quad tree nodes at the cell level without land data
6 years ago
bzzt
36fa51b6ad
Fix bounding box calculation for terrain shapes
6 years ago
bzzt
e131e6699c
Match vertex colors data type to source
6 years ago
Andrei Kortunov
2ed05a5195
Implement generic caching system
6 years ago
Andrei Kortunov
12f9184d00
Allow to interrupt terrain preloading
6 years ago
bzzt
e0cf460ba3
Do not load terrain beyond the viewing distance
6 years ago
Andrei Kortunov
a6fd077537
Render nearby default cells if the Distant Terrain is disabled
6 years ago
Andrei Kortunov
46e1ed660c
Revert "Render default land texture for Wilderness cells with distant terrain"
...
This reverts commit 888c2d9a33
.
6 years ago
Bret Curtis
a381a1aff4
Merge pull request #2222 from akortunov/warnfix
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Attempt to fix Clang warnings about hidden virtual methods
6 years ago
Andrei Kortunov
72db11b56c
Fix Clang warnings about hidden virtual methods
6 years ago
Capostrophic
0cdc46dfd6
Move forcePPL and clamp to global shader defines (bug #4869 )
6 years ago
Bret Curtis
cd70354f34
Merge pull request #2190 from akortunov/terrain
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Make Distant Terrain configurable
6 years ago
Andrei Kortunov
56fea4b062
Add setting to control composite geometry size
6 years ago
bzzt
9d44e18af6
Allow to configure terrain vertex LOD
6 years ago
bzzt
03f23b235a
Optimize terrain QuadTree build
6 years ago
bzzt
fd94d7f7ff
Make Distant Terrain more configurable (feature #4890 )
6 years ago
bzzt
b2000b7642
Fix quad tree node child bounding box dimensions
6 years ago
bzzt
172cb74763
Delete composite map layers on demand
6 years ago
bzzt
4f387fdf1c
Prune empty quad tree nodes
6 years ago
bzzt
5bce3cbc68
Don't use MWRender namespace in common terrain components
6 years ago
Andrei Kortunov
3032b177a1
Remove redundant includes
6 years ago
AnyOldName3
b6b1b39804
Make the terrain paging system use the view point rather than the eye point to determine which nodes to use so that it can be inherited by RTT cameras.
6 years ago
AnyOldName3
ce15369bbd
Convert colorMode shader define to a uniform
6 years ago
AnyOldName3
0124be5713
Merge upstream/master
6 years ago
Andrei Kortunov
e06f0b797a
Replace all NULLs to nullptr
6 years ago
Andrei Kortunov
70ed8fd1a9
Use constants instead of widely used magic numbers (task #4645 )
6 years ago
AnyOldName3
80082308f0
Merge upstream (shadermanager log system revamp)
6 years ago
elsid
c2b8c7086a
Fix race condition
...
Values are accessed from main thread and cell preloader threads.
6 years ago
AnyOldName3
cc23a968d1
Merge upstream/master
7 years ago
Andrei Kortunov
359e748c28
Initialize some missing fields in constructors
7 years ago
AnyOldName3
f8e4f3fca5
Merge remote-tracking branch 'upstream/master' into osgshadow-test-vdsm
7 years ago
AnyOldName3
553094669b
Merge upstream/master (& fix merge conflicts)
7 years ago
Bret Curtis
c1eb9042b3
Merge branch 'master' into terrainbleeding
7 years ago
Miloslav Číž
34f8eca7bd
Fix indent
7 years ago
Miloslav Číž
ab8de9fa14
Set node mask to cell borders
7 years ago
Miloslav Číž
414e6caafe
Make tb work with distant terrain
7 years ago
Miloslav Číž
f18d57429e
Move cell border management to World
7 years ago
Miloslav Číž
1b8d500c07
Make tb command work again
7 years ago
Miloslav Číž
1fd5ad3e56
Use REAL_SIZE constant
7 years ago
Miloslav Číž
c3d7ee5a9e
Resolve merge conflicts
7 years ago
wareya
94f695cffc
Fix #4452 and remove dead code
7 years ago
Miloslav Číž
db8aaa74d6
Start cell border debug drawing
7 years ago
wareya
6277f5511c
fix #3876 and #3993
7 years ago
AnyOldName3
759e6fb804
Merge remote-tracking branch 'refs/remotes/upstream/master'
7 years ago
Marc Zinnschlag
810e4416f6
Merged pull request #1691
7 years ago
Andrei Kortunov
888c2d9a33
Render default land texture for Wilderness cells with distant terrain
7 years ago
Andrei Kortunov
6cc7405194
Remove unnecessary command from QuadTreeWorld destructor (bug #4408 )
7 years ago
AnyOldName3
fc41902798
Replace a dynamic cast with string comarison
7 years ago
AnyOldName3
d1a2955fa1
Merge upstream
7 years ago
AnyOldName3
e233dae1cd
Hook up the new shadow technique
7 years ago
AnyOldName3
02d0ee3485
Rename old shadow class to shadow manager
7 years ago
AnyOldName3
9ec59783ba
Add basic support for distant terrain CLSB
...
(cherry picked from commit 0f9dc3e65b72e6fff762f7a0933bae6f861e5fd4)
7 years ago
scrawl
9b8c56761b
Fix timing error
7 years ago
Alexander "Ananace" Olofsson
145b47a550
Fix Windows builds
...
`std::min`/`std::max` are part of algorithm, which is not implicitly included in Windows builds
7 years ago
scrawl
123f7b83d5
Make the CompositeMapRenderer use available time and add related setting
7 years ago
AnyOldName3
112ade2a3f
Ensure TerrainDrawables affect the computed near/far planes.
7 years ago
AnyOldName3
1a30a917af
Merge upstream/master
7 years ago
scrawl
7b4add2ae4
Fall back to non-shader material if creating the shader fails
...
Also fixes an uncaught exception that will break the whole game.
7 years ago
scrawl
ceaf0ee409
Enable shadow casting for terrain
...
Add a check to TerrainDrawable to make sure shadows are only drawn once, not once per blending pass
7 years ago
Marc Zinnschlag
dd17f70068
Merge remote-tracking branch 'aesylwinn/landrecords'
7 years ago
Chris Robinson
021627bdf8
Mark some functions with override
...
Fixes some Clang warnings about overriding a virtual function without the
override keyword.
7 years ago
Kyle Cooley
2abf7f1752
Remove unnecessary cache dump
7 years ago
Kyle Cooley
2eacc2f093
Changes to land creation, add ability to specifically clear terrain cache
7 years ago
scrawl
4fba157d3b
Implement releaseGLObjects for cached resources
7 years ago
Kyle Cooley
979b0d7211
Code cleanup and more cache clearing
7 years ago
Kyle Cooley
3b9326d238
Clear terrain cache and reload terrain
7 years ago
scrawl
3e03a0d7bd
Terrain: remove ref argument that is now always true
8 years ago
scrawl
ac78d01b2b
Terrain: use the main camera's viewpoint for intersection tests
...
Fixes lag spikes caused by intersection tests loading/unloading terrain pages.
8 years ago
Ewan Higgs
38a2de3c51
convert std::autor_ptr to std::unique_ptr, originally by Ewan Higgs and updated by Bret Curtis
8 years ago
scrawl
c992cb6e82
Fix texture not being applied on rendering the composite map ( Fixes #3791 )
8 years ago
scrawl
a070551af3
Attempt to fix naming conflict on windows
8 years ago
scrawl
088d5604bf
Use a shader if required to display the composite map
...
Fixes composited terrain not respecting the 'clamp lighting' setting.
8 years ago
scrawl
7f5beb3172
Remove unused includes
8 years ago
scrawl
5044816770
Remove unused code
8 years ago
scrawl
b66c2abfe3
Build the bounding sphere in the loading thread (only relevant for TerrainGrid)
8 years ago
scrawl
9e9c028f1d
Skip light collection for far away terrain
8 years ago
scrawl
0782839a42
Avoid redundant culling tests on the transform/drawable
8 years ago
scrawl
fb8ac06524
Reduce the minSize of quad tree nodes for better performance
8 years ago
scrawl
a041546b54
Use the quad tree's minSize in the LodCallback
8 years ago
scrawl
e4e8821902
Refactor update of lodFlags
8 years ago
scrawl
2aa09639a9
Re-enable terrain intersections
8 years ago
scrawl
db00d47ca2
Hold a ref to the intersection visitor's view if possible
8 years ago
scrawl
11bee6ee35
Avoid compiling composite maps that are no longer referenced
8 years ago
scrawl
9eed7fa6f5
Fix composite map when force shaders is enabled
8 years ago
scrawl
d055dc25bf
Add custom traversal for local map camera to avoid loading terrain nodes that are exactly outside the border to another cell
8 years ago
scrawl
7d50b6c2e2
Add QuadTreeWorld::cacheCell to preload cells at max LOD for local maps
8 years ago
scrawl
6ccb6009ee
Use the View-based preloading for TerrainGrid as well
8 years ago
scrawl
3c29e2dbeb
Refactor ownership of terrain views
8 years ago
scrawl
28fd492711
Don't use terrain LOD for the map camera
8 years ago
scrawl
e7a0878c10
Add CompositeMapRenderer info to the stats panel
8 years ago
scrawl
c921620ef3
Compile the drawables of a composite map one by one to avoid frame drops for larger maps
8 years ago
scrawl
47ca8aeee5
Use the time elapsed instead of # compiled as limit
8 years ago
scrawl
8a6d909b22
Fix composite map being compiled twice
8 years ago
scrawl
683e625c6c
Rewrite CompositeMapRenderer to be based on Drawable and share the FBO
8 years ago
scrawl
4baa795152
Add preloading implementation to QuadTreeWorld
8 years ago
scrawl
9db71e3f62
Recompute the LOD stitching when the view changes
8 years ago
scrawl
ef704db877
Fix reset of changed flag
8 years ago
scrawl
1c15686353
Remove non required use of WorkQueue
8 years ago
scrawl
433900fca5
Fix waiting on initial quad tree build
8 years ago
scrawl
4dbd224249
Hide the terrain in non-exterior cells
8 years ago
scrawl
2580de11a4
Refactor ownership of ViewDataMap
8 years ago
scrawl
5a3c645c89
Enable lazy compiling of composite maps
8 years ago