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668 commits

Author SHA1 Message Date
Bo Svensson
08608da62c
optimizer.cpp 2021-10-07 08:29:38 +00:00
Bo Svensson
cd4d76f8c5
discard off-screen lights (#3120)
Currently, we run culling tests against all lights in the scene during LightListCallback::pushLightState. We can avoid most of these tests by removing off-screen lights at an earlier stage. We should benchmark the cumulative time spent within LightListCallback::pushLightState before and after this PR.
2021-10-06 11:53:24 +02:00
Bo Svensson
787f91211d resets state updater to apply light settings (#3141)
resets state updater to apply light settings

With this PR we achieve the same effect with fewer lines of code.
2021-10-06 11:21:30 +02:00
Bo Svensson
b2af81bc18
converts remaining osg::NodeCallback (#3147)
With this PR we convert remaining instantiations of the deprecated osg::NodeCallback in Open MW to SceneUtil::NodeCallback.
2021-10-05 14:21:12 +02:00
Bo Svensson
14d15dcfac
cleans up osgacontroller.cpp (#3142)
`handle_stateset` is not needed because `UpdateMatrixTransform` is a `NodeCallback` only allowed to be set on a `Node`. `Geode` and `Drawable` do not need explicit logic because they are both derived from `Node`.
2021-10-04 12:20:33 +02:00
Bo Svensson
aaf7b423d6
adds a replacement for osg::NodeCallback (#3144)
* nodecallback.hpp

* lightmanager.hpp

* lightmanager.cpp

* lightmanager.hpp

* nodecallback.hpp

* nodecallback.hpp

* [ci skip]

* lightmanager.hpp

* nodecallback.hpp

* nodecallback.hpp

* lightmanager.cpp

* lightmanager.cpp

* nodecallback.hpp

* [ci skip]

* [ci skip]

* controller.cpp

* [ci skip]

* osgacontroller.cpp

* keyframe.hpp

* controller.hpp

* keyframe.hpp

* [ci skip]

* keyframe.hpp

* animation.hpp

* [ci skip]

* weaponanimation.cpp

* nodecallback.hpp
2021-10-04 10:56:55 +02:00
Bo Svensson
8358418555
set the correct program link parameters (#3110)
* shadermanager.hpp setProgramTemplate

* shadermanager.hpp

* shadermanager.cpp setProgramTemplate

* shadervisitor.hpp setProgramTemplate

* shadervisitor.cpp setProgramTemplate

* scenemanager.cpp setProgramTemplate

* scenemanager.hpp setProgramTemplate

* renderingmanager.cpp

* groundcover.cpp setProgramTemplate

* groundcover.hpp

* groundcover.cpp

* shadervisitor.cpp

* util.cpp

* lightmanager.cpp

* scenemanager.cpp

* scenemanager.hpp

* lightmanager.cpp

* lightmanager.cpp

* lightmanager.cpp

* scenemanager.hpp [ci skip]

* water.cpp

* groundcover.cpp

* shadermanager.hpp
2021-09-29 15:40:37 +02:00
Andrei Kortunov
fc2076db1a
Fix MSVC warnings about local variables redeclaration (#3130) 2021-09-29 09:36:05 +02:00
Bo Svensson
c6f7137ee1
fixes bugs with share state (#3111)
* optimizer.cpp merge fix

* objectpaging.cpp

* optimizer.hpp setSharedStateManager

* optimizer.cpp shareState

* scenemanager.cpp shareState

* scenemanager.cpp

* optimizer.cpp

* optimizer.cpp

* scenemanager.cpp

* optimizer.cpp
2021-09-27 20:41:24 +02:00
Bret Curtis
8d86d90782 remove whitespace 2021-09-18 22:00:26 +02:00
Bo Svensson
179f91276a
lightmanager.cpp (#3121) 2021-09-18 18:21:11 +02:00
Bo Svensson
52a9b4d989
shadowsbin.cpp uniform 2021-09-12 09:21:10 +00:00
psi29a
01a8998e3b return if source is null in mergeUserData 2021-09-10 14:04:11 +00:00
Bo Svensson
afba1884ab
clone.cpp remove dynamic_cast (#3097) 2021-09-09 23:04:11 +02:00
Bo Svensson
147ed39900
This PR solves a crash with Robert's bodies logged on your bugtracker. (#3095)
* attach.cpp [ci skip]

* attach.cpp [ci skip]

* attach.cpp [ci skip]

* npcanimation.cpp [ci skip]

* attach.hpp [ci skip]

* attach.cpp [ci skip]

* creatureanimation.cpp [ci skip]

* creatureanimation.cpp [ci skip]

* cellpreloader.cpp

* npcanimation.cpp

* attach.cpp

* make android adk happy

* make android adk happy

* changelog.md [ci skip]

* authors.md [ci skip]
2021-09-09 22:56:57 +02:00
psi29a
ac3fda0b3d Merge branch 'string_view' into 'master'
Pass std::string_view instead of const std::string&

See merge request OpenMW/openmw!1209
2021-09-09 20:41:16 +00:00
elsid
6b7434ca69
Pass std::string_view instead of const std::string&
* Starting with Actor::getBodyPartMesh and ending with
  Misc::StringUtils::ciEqual.
* Add tests for Misc::StringUtils::ciEqual.
2021-09-09 18:39:50 +02:00
Bo Svensson
d36c373cc7
visitor.cpp early out 2021-09-08 17:23:35 +00:00
glassmancody.info
d63eb3325f fix coverity warning and build on some osg 2021-08-17 17:45:50 -07:00
jvoisin
5793f5cf18 Sprinkle a couple of std::move and a const 2021-08-16 13:11:22 +02:00
Alexei Dobrohotov
b49f51cbfc Serialize NifOsg::MatrixTransform children properly 2021-08-12 18:33:06 +03:00
psi29a
8ad3d3d792 Merge branch 'freezeandcool' into 'master'
Don't use FreezeOnCull for any particle system (#4744)

Closes #4744

See merge request OpenMW/openmw!1103
2021-08-08 12:35:26 +00:00
Alexei Dobrohotov
1fc7cb8191 Don't use FreezeOnCull for any particle system (#4744) 2021-08-08 03:36:35 +03:00
elsid
fa1fb2a6b5
Reset mIsReleased before starting threads
To fix TSAN warning:

WARNING: ThreadSanitizer: data race (pid=68597)
  Write of size 1 at 0x7b3800079234 by main thread:
    #0 SceneUtil::WorkQueue::start(unsigned long) /home/elsid/dev/openmw/components/sceneutil/workqueue.cpp:51 (openmw+0x10daa10)
    #1 SceneUtil::WorkQueue::WorkQueue(unsigned long) /home/elsid/dev/openmw/components/sceneutil/workqueue.cpp:39 (openmw+0x10dad97)
    #2 OMW::Engine::prepareEngine(Settings::Manager&) /home/elsid/dev/openmw/apps/openmw/engine.cpp:700 (openmw+0xf7cb5a)
    #3 OMW::Engine::go() /home/elsid/dev/openmw/apps/openmw/engine.cpp:949 (openmw+0xf82688)
    #4 runApplication(int, char**) /home/elsid/dev/openmw/apps/openmw/main.cpp:316 (openmw+0xf62611)
    #5 wrapApplication(int (*)(int, char**), int, char**, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&) /home/elsid/dev/openmw/components/debug/debugging.cpp:205 (openmw+0x125df1c)
    #6 main /home/elsid/dev/openmw/apps/openmw/main.cpp:328 (openmw+0x596323)

  Previous read of size 1 at 0x7b3800079234 by thread T10 (mutexes: write M19275778865205896):
    #0 SceneUtil::WorkQueue::removeWorkItem() /home/elsid/dev/openmw/components/sceneutil/workqueue.cpp:86 (openmw+0x10d9e51)
    #1 SceneUtil::WorkThread::run() /home/elsid/dev/openmw/components/sceneutil/workqueue.cpp:127 (openmw+0x10da52a)
    #2 operator() /home/elsid/dev/openmw/components/sceneutil/workqueue.cpp:114 (openmw+0x10da664)
    #3 __invoke_impl<void, SceneUtil::WorkThread::WorkThread(SceneUtil::WorkQueue&)::<lambda()> > /usr/include/c++/11.1.0/bits/invoke.h:61 (openmw+0x10da664)
    #4 __invoke<SceneUtil::WorkThread::WorkThread(SceneUtil::WorkQueue&)::<lambda()> > /usr/include/c++/11.1.0/bits/invoke.h:96 (openmw+0x10da664)
    #5 _M_invoke<0> /usr/include/c++/11.1.0/bits/std_thread.h:253 (openmw+0x10da664)
    #6 operator() /usr/include/c++/11.1.0/bits/std_thread.h:260 (openmw+0x10da664)
    #7 _M_run /usr/include/c++/11.1.0/bits/std_thread.h:211 (openmw+0x10da664)
    #8 execute_native_thread_routine /build/gcc/src/gcc/libstdc++-v3/src/c++11/thread.cc:82 (libstdc++.so.6+0xd33c3)

  Location is heap block of size 216 at 0x7b3800079220 allocated by main thread:
    #0 operator new(unsigned long) /build/gcc/src/gcc/libsanitizer/tsan/tsan_new_delete.cpp:64 (libtsan.so.0+0x91824)
    #1 OMW::Engine::prepareEngine(Settings::Manager&) /home/elsid/dev/openmw/apps/openmw/engine.cpp:700 (openmw+0xf7cb4c)
    #2 OMW::Engine::go() /home/elsid/dev/openmw/apps/openmw/engine.cpp:949 (openmw+0xf82688)
    #3 runApplication(int, char**) /home/elsid/dev/openmw/apps/openmw/main.cpp:316 (openmw+0xf62611)
    #4 wrapApplication(int (*)(int, char**), int, char**, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&) /home/elsid/dev/openmw/components/debug/debugging.cpp:205 (openmw+0x125df1c)
    #5 main /home/elsid/dev/openmw/apps/openmw/main.cpp:328 (openmw+0x596323)

  Mutex M19275778865205896 is already destroyed.

  Thread T10 (tid=68609, running) created by main thread at:
    #0 pthread_create /build/gcc/src/gcc/libsanitizer/tsan/tsan_interceptors_posix.cpp:969 (libtsan.so.0+0x61c3a)
    #1 std:🧵:_M_start_thread(std::unique_ptr<std:🧵:_State, std::default_delete<std:🧵:_State> >, void (*)()) /build/gcc/src/gcc-build/x86_64-pc-linux-gnu/libstdc++-v3/include/x86_64-pc-linux-gnu/bits/gthr-default.h:663 (libstdc++.so.6+0xd36aa)
    #2 std::_MakeUniq<SceneUtil::WorkThread>::__single_object std::make_unique<SceneUtil::WorkThread, SceneUtil::WorkQueue&>(SceneUtil::WorkQueue&) /usr/include/c++/11.1.0/bits/unique_ptr.h:962 (openmw+0x10da987)
    #3 SceneUtil::WorkQueue::start(unsigned long) /home/elsid/dev/openmw/components/sceneutil/workqueue.cpp:50 (openmw+0x10da987)
    #4 SceneUtil::WorkQueue::WorkQueue(unsigned long) /home/elsid/dev/openmw/components/sceneutil/workqueue.cpp:39 (openmw+0x10dad97)
    #5 OMW::Engine::prepareEngine(Settings::Manager&) /home/elsid/dev/openmw/apps/openmw/engine.cpp:700 (openmw+0xf7cb5a)
    #6 OMW::Engine::go() /home/elsid/dev/openmw/apps/openmw/engine.cpp:949 (openmw+0xf82688)
    #7 runApplication(int, char**) /home/elsid/dev/openmw/apps/openmw/main.cpp:316 (openmw+0xf62611)
    #8 wrapApplication(int (*)(int, char**), int, char**, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&) /home/elsid/dev/openmw/components/debug/debugging.cpp:205 (openmw+0x125df1c)
    #9 main /home/elsid/dev/openmw/apps/openmw/main.cpp:328 (openmw+0x596323)
2021-08-08 02:28:59 +02:00
glassmancody.info
cdf5b315c3 fix mac runner undefined macro 2021-08-05 16:52:40 -07:00
glassmancody.info
09e03fde2e refactor and fix wobbly shores 2021-08-04 17:49:57 -07:00
glassmancody.info
cad0b151cb enable shaders path and dehardcode depth formats 2021-08-04 17:39:11 -07:00
glassmancody.info
b457dfd8b8 fix water RTTs and minor math error in non-infinite projection matrix 2021-08-04 17:39:11 -07:00
glassmancody.info
70fac33940 initial reverse-z depth implementation 2021-08-04 17:39:11 -07:00
glassmancody.info
1e52ca2b64 properly initialize light settings 2021-08-01 23:46:45 -07:00
psi29a
8c36eb56cf Merge branch 'stereo_friendly_water' into 'master'
Stereo friendly water and statesetupdater

See merge request OpenMW/openmw!563
2021-07-30 11:00:49 +00:00
madsbuvi
41c08b1c3b Stereo friendly StateSetUpdater
(cherry picked from commit 496b3aef88b8fd867dcdd23a6ca43144573b1b2f)

Stereo friendly water

(cherry picked from commit 0e22c55e48a7f965367d3d430c1bef5357b22748)

Option to disable per view mapping.

Include memory header

De-hardcode settings and buffers.

formatting error

Update water.cpp (whitespace)

Update water.cpp (more whitespace)

include render order

c array -> c++ array
2021-07-26 14:01:02 +02:00
elsid
9a5ec5fd03
Store heightfields as array of heights instead of triangles
To reduce size of RecastMesh and therefore cache size.
2021-07-26 00:22:21 +02:00
elsid
d60edb36aa
Make RecastMesh independent from recast scale factor
To avoid scaling until it's required by delaying coordinates conversion until
navmesh generation.
2021-07-26 00:22:20 +02:00
elsid
af7059373c
Make RecastMesh independent from the order of RecastMeshBuilder calls
To make sure RecastMesh objects are equal if built with the same data but in
different order. Will be used later when there will be more than one place
building RecasMesh objects.
2021-07-26 00:22:20 +02:00
elsid
d4a2dab9d9
Remove redundant else 2021-07-12 11:41:21 +02:00
elsid
eece47f70e
Avoid copying osg::ref_ptr when adding or removing item from work queue
Copy constructor does refcounting, and move constructor doesn't.
2021-07-12 11:41:21 +02:00
elsid
b8fcd6d3ba
Manage work item lifetime on the client side
Instead of explicit work queue stop before any possibly used engine manager
is destructed. Based on an assumption that any engine manager can be destructed
independently from the work queue destruction. This model is already used in
CellPreloader that conflicts with explicit work queue stop.

After the work queue is requested to be stopped, any client waiting for a not
started work item to be done will wait forever because the work item is dropped
from the queue. Therefore either clients should not wait for own work items to
be completed in destructor or the work queue should not drop items before
clients are destructed. Other approaches are possible but are not considered
due to increasing complexity.

CellPreloader already tries to wait for all created work items to be done so
keep it that way and extend the model to AsyncScreenCaptureOperation and Scene.
Additionally abort all scheduled work items when owner is destructed. This
prevents a long exit when multiple screenshots are scheduled right before
exiting the game.
2021-07-12 11:41:14 +02:00
elsid
5103120eef
Notify about saved screenshot
Show message about saved screenshot via schedule message box. Since screenshot
saving happens not in the main thread calling messageBox directly is unsafe.
WindowManager::scheduleMessageBox delays message box showing until next update
in the main thread.
2021-07-08 21:14:01 +02:00
elsid
f7a6be053d
Stop engine work queue before destructing environment
To avoid access to null and dangling pointers from active work items on
quitting.
2021-07-08 21:14:01 +02:00
elsid
f8e02000ec
Write screenshots to file asynchronously 2021-07-08 21:13:57 +02:00
elsid
33aa4d0822
Move WriteScreenshotToFileOperation to components 2021-07-08 20:27:19 +02:00
AnyOldName3
84a9facedf Disable coverage adjustment for blended objects 2021-07-04 23:29:22 +01:00
Evil Eye
2be27da791 Merge branch 'const_refs' into 'master'
Add a ton of const refs

See merge request OpenMW/openmw!954
2021-06-24 18:57:41 +00:00
Evil Eye
9f7980ecd7 Merge branch 'refenreces' into 'master'
Sprinkle some references where it makes sense

See merge request OpenMW/openmw!952
2021-06-24 17:40:36 +00:00
jvoisin
cf11870b1c Sprinkle some references where it makes sense 2021-06-24 00:28:09 +02:00
jvoisin
895864099c Simplify NodeMapVisitor::apply
No need to run a find() before a std::replace
2021-06-23 23:29:14 +02:00
jvoisin
1123dc46ee Add a ton of const refs 2021-06-23 23:13:59 +02:00
Bret Curtis
868a5b35e3 workaround shadow issue on macOS, https://gitlab.com/OpenMW/openmw/-/issues/6057 2021-06-12 00:10:55 +02:00
jvoisin
7f4f2c042e Use sizeof(GLfloat) instead of sizeof(GL_FLOAT)
GL_FLOAT is an enum, with the value 0x1406, while GLFloat is the actual type.
Source: https://www.khronos.org/opengl/wiki/OpenGL_Type
2021-06-04 23:21:26 +02:00
elsid
d4f28ac979
Avoid resetting buffer object when configuring light buffer layout
Otherwise this casues RaceSelectionPreview to have no light until first change.
2021-05-28 10:46:42 +02:00
Andrei Kortunov
11c57978b6 Fix crashes on exit in the LightManager (bug #6044) 2021-05-17 13:01:15 +04:00
Andrei Kortunov
c54ef55ebb Revert "Replace raw pointer by observer_ptr to avoid dangling pointer dereferencing"
This reverts commit 5373cf1cd5.
2021-05-17 12:40:55 +04:00
elsid
d520b440aa
Copy LightBuffer data into a new object when changing layout
Before this change LightBuffer copy constructor copied only mData pointer into
a new object. Then memcpy was applied to an overlapping source and destination
that is UB.

Replace configureLayout function by a special constructor. That copies all
mData values and a pointer to a buffer object into a newly allocated object.
2021-05-16 22:37:31 +02:00
elsid
5373cf1cd5
Replace raw pointer by observer_ptr to avoid dangling pointer dereferencing
When game exit is requests when initial loading screen is active LightManager
can be destructed in the main thread before LightManagerStateAttribute::apply
is completed by different thread. Given that it uses raw pointer at some point
it becomes dangling because object is destructed this leads to UB and eventual
SIGSEGV.
2021-05-15 15:23:28 +02:00
Andrei Kortunov
2e8873af51 Add new scene nodes to scene graph serializer blacklist 2021-05-07 19:27:23 +04:00
jvoisin
d45184a730 Sprinkle some const-ref to avoid unnecessary copies 2021-05-02 14:43:46 +02:00
Chris Djali
f0cef87cd8
Merge pull request #3069 from akortunov/msvc_warnings
Rework warnings settings
2021-05-01 19:03:43 +01:00
Andrei Kortunov
18a4c81b5c Merge branch 'fix_toggleborders' into 'master'
Fix ToggleBorders debug view with 'Shaders' lighting method

See merge request OpenMW/openmw!792
2021-04-30 08:35:58 +00:00
AnyOldName3
ceb6a280ff Fix typo
Hopefully this will actually let us make better use of shadow bounds,
but I wouldn't count on it.
2021-04-29 21:35:31 +00:00
glassmancody.info
9f314d1d6f Fix ToggleBorders 2021-04-29 12:11:49 -07:00
Andrei Kortunov
6d351b2bdd Fix MSVC 4706 warnings 2021-04-23 22:53:59 +04:00
Bret Curtis
50d6cd2a34
Merge pull request #3070 from akortunov/coverity
Fix an another portion of Coverity warnings
2021-04-20 07:33:03 +02:00
Bret Curtis
c6c92b5712
Merge pull request #3071 from akortunov/master
Fix an another batch of MSVC complaints
2021-04-20 07:31:56 +02:00
AnyOldName3
ff46eceabe Merge branch 'maybe-reintroduce-5904' into 'master'
Fix crash on startup

See merge request OpenMW/openmw!709
2021-04-19 19:31:21 +00:00
Andrei Kortunov
d10399e083 Cast double constant to float explicitely 2021-04-19 17:08:03 +04:00
Andrei Kortunov
7d5c5f8a24 Do not assign negative values to unsigned variables 2021-04-19 16:08:19 +04:00
Andrei Kortunov
987b231fdd Fix an another portion of Coverity warnings 2021-04-18 07:09:44 +04:00
psi29a
d0883f9a0d Merge branch 'light_settings_tweak' into 'master'
Lighting patch

Closes #5957 and #5959

See merge request OpenMW/openmw!752
2021-04-16 19:47:26 +00:00
glassmancody.info
16856d45c5 Lighting Patch
Fixes build errors with older OSG builds and some issues with 'shared' layout.
Bring back ambient in inventory through lightmodel instead of sun ambient, mirrors scene ambient/sunlight relationship.
Forces shaders when certain lighting methods are enabled and finalize settings.
Correctly override sun for localmap.
2021-04-16 11:55:40 -07:00
Andrei Kortunov
0c7ddd3938 Remove redundant qualifiers 2021-04-14 09:02:20 +04:00
Andrei Kortunov
bce6effe95 Fix uninitialized variables in the LightManager 2021-04-14 08:20:23 +04:00
glassmancody.info
531a6e1979 Code review fixes, remove implicit GLSL casts 2021-04-13 11:09:54 -07:00
glassmancody.info
92033bca64 Fixed error in calculating viewspace sun dir, minor cleanup 2021-04-13 11:09:49 -07:00
glassmancody.info
9e80091aff clear up force shaders and make it less convoluted 2021-04-13 11:09:49 -07:00
glassmancody.info
8ce65232ff fix race condition with sun uniform 2021-04-13 11:09:49 -07:00
glassmancody.info
d4e7d25d14 Make life not suck for whoever wants to edit lighting shaders 2021-04-13 11:09:49 -07:00
glassmancody.info
eecb9886a9 Shader cleanup, fix indicies 2021-04-13 11:09:49 -07:00
glassmancody.info
4ba473b684 Finalize settings, torch fix 2021-04-13 11:09:49 -07:00
glassmancody.info
71c30a31df in-game settings, some require restart 2021-04-13 11:09:49 -07:00
glassmancody.info
3d713e8602 Fix incorrect minimum ambient 2021-04-13 11:09:49 -07:00
glassmancody.info
280fd2b162 Merge remote-tracking branch 'upstream/master' into why_are_the_christmas_lights_still_up 2021-04-13 11:09:35 -07:00
glassmancody.info
d195602a9d Switch to shared layout, some rewording 2021-04-13 11:09:35 -07:00
glassmancody.info
690995988b More formatting, OpenCS cells are unbroken 2021-04-13 11:09:35 -07:00
glassmancody.info
328ec85757 Code review cleanup, add setting documentation 2021-04-13 11:09:35 -07:00
glassmancody.info
05a5cee132 Brighter point lights and light fade 2021-04-13 11:09:35 -07:00
glassmancody.info
43ac32921c Rewrite, support different lighting methods 2021-04-13 11:09:19 -07:00
glassmancody.info
9d9074c244 Add shared UBO 2021-04-13 11:07:48 -07:00
glassmancody.info
dda735c54a initial commit 2021-04-13 11:06:16 -07:00
AnyOldName3
168f26fc80 Fix crash on startup 2021-04-04 15:29:08 +00:00
AnyOldName3
c6033b4de6 Fix #5904 2021-03-29 21:00:28 +00:00
AnyOldName3
0431ba4c87 Merge branch 'alpha-meddling-shader-side-mip-meddling' into alpha-meddling 2021-03-13 01:23:30 +00:00
AnyOldName3
46a1715d8a Actually return something 2021-02-26 20:10:58 +00:00
AnyOldName3
f5a87ee46d Refactor out duplicated RTT setup code 2021-02-26 19:01:27 +00:00
AnyOldName3
153ab57ae3 Make assignment in while loop condition obviously intentional 2021-02-24 17:45:44 +00:00
AnyOldName3
4f510d85ba Merge remote-tracking branch 'upstream/master' into alpha-meddling 2021-02-14 22:42:55 +00:00
psi29a
c33b2e0100 Merge branch 'dehardcodebaseanim' into 'master'
Dehardcode Base_animation and improve Collada support

See merge request OpenMW/openmw!510
2021-02-10 16:29:47 +00:00
AnyOldName3
3e273a759a Clarify method name now we're using it differently 2021-02-06 16:41:46 +00:00
Nelsson Huotari
bae27e8199 dynamic_cast to static_cast 2021-02-02 21:52:15 +02:00
Nelsson Huotari
b28d8251aa Clone animation tracks 2021-02-02 21:52:08 +02:00
Nelsson Huotari
1221889cf7 Limit conversion of underscores to nodes origating from osgAnimation library 2021-02-02 21:41:17 +02:00
Nelsson Huotari
5b88d16a50 Clean-up 2021-02-02 21:09:50 +02:00
Nelsson Huotari
2162b97fef Handle case in osgAnimation bone names 2021-02-02 17:34:02 +02:00
Nelsson Huotari
7d3f2bc113 Convert underscores in bone names to whitespaces 2021-02-02 17:33:40 +02:00
madsbuvi
7edaa50195 another approach 2021-01-31 18:02:05 +01:00
Nelsson Huotari
3194520dcd Move base_anim settings to settings-default.cfg 2021-01-27 13:41:02 +02:00
Andrei Kortunov
f175beb304 Define template ref classes in components 2021-01-13 14:25:21 +04:00
Andrei Kortunov
801e2d6ad0 Avoid to use uninitialized variables 2021-01-09 13:36:40 +04:00
AnyOldName3
4ed3252001 Check for EXT_gpu_shader4 CPU-side
Mesa lies and always defines GL_EXT_gpu_shader4 even when the extension
isn't present.
2021-01-07 18:13:51 +00:00
AnyOldName3
8f4b856b44 Initial A2C implementation 2020-12-26 22:45:53 +00:00
AnyOldName3
11b4af49ce Allow shadowsbin to optimise clockwise-wound meshes when face culling is off 2020-12-23 01:24:15 +00:00
AnyOldName3
a36ed5f129 Optimise out redundant call
We already had the results
2020-12-23 00:23:49 +00:00
AnyOldName3
657da50d99 Ensure GL_BLEND is disabled when drawing shadow maps 2020-12-20 01:36:34 +00:00
AnyOldName3
cc2ce9fa3e Explicitly default-construct array
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.
2020-12-19 21:57:42 +00:00
AnyOldName3
0b5d5eab4c Move is faster 2020-12-18 02:11:51 +00:00
AnyOldName3
05ad44d0b1 Set correct array size 2020-12-18 01:44:46 +00:00
AnyOldName3
ce2bcba5d4 Replace deprecated alpha test in shader visitor 2020-12-17 14:57:43 +00:00
Nelsson Huotari
8b2bf12e8f Use bip01 for root bone name 2020-12-15 13:51:49 +02:00
Nelsson Huotari
6c1f6169c0 Fix root movement glitch 2020-12-15 13:50:19 +02:00
Nelsson Huotari
256aa5e71d Use const auto& 2020-12-12 22:23:20 +02:00
AnyOldName3
5ad297e6ff Guarantee glow updater regenerates shaders on completion
Previously, it would edit the odd numbered stateset, then regenerate
shaders for the even-numbered one, then edit the even numbered one, and
regenerate shaders for the odd numbered one (or vice versa if it
finished during an even numbered frame). This would leave one of the
shader programs still trying to use the state that had been removed.
2020-12-03 18:41:32 +00:00
Andrei Kortunov
8084a336b5 Replace zeroes and nulls by nullptrs 2020-11-29 11:14:07 +04:00
Nelsson Huotari
55dcc6582a Don't duplicate getFileExtension, use OpenMW's namespaces 2020-11-28 15:03:10 +02:00
Nelsson Huotari
3232faa703 Use const ref instead of value 2020-11-20 19:41:01 +02:00
Nelsson Huotari
32d4344803 Don't copy osga-data in base class keyframecontroller, fix warnings. 2020-11-20 19:38:29 +02:00
Nelsson Huotari
6e77ad1f6a OSG-Collada animation support 2020-11-19 01:11:56 +02:00
Nelsson Huotari
f78a5d795c Separate keyframes logic to provide basis for osgAnimation integration. 2020-11-18 22:48:47 +02:00
AnyOldName3
37661bffea Merge branch 'shadowdisable-fix' into 'master'
Make disableShadowsForStateSet a no-op when shadows are disabled

See merge request OpenMW/openmw!205
2020-11-18 18:56:36 +00:00
AnyOldName3
7768556ce6 Set dummy state when disabling shadows indoors
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
2020-11-16 21:01:20 +00:00
AnyOldName3
1e0df23d14 Merge branch 'shadows-bin' into 'master'
Use a custom renderbin to avoid pointless OpenGL state switches

See merge request OpenMW/openmw!402
2020-11-13 16:29:41 +00:00
AnyOldName3
fcfd340c69 Actually copy alpha blended drawables to the new stategraph 2020-11-12 23:23:40 +00:00
AnyOldName3
55f65752fd Don't bind unnecessary colour buffer when drawing shadow maps 2020-11-12 17:55:10 +00:00
AnyOldName3
cdbf19a508 Tidy up run-on lines 2020-11-12 17:04:23 +00:00
AnyOldName3
296dce470a Spelling fix 2020-11-12 16:58:29 +00:00
AnyOldName3
72f7e6a702 Handle all shadow alpha uniforms in shadowsbin 2020-11-12 00:26:30 +00:00
AnyOldName3
5d046bc95d Mark override 2020-11-11 14:58:06 +00:00
Alexei Dobrohotov
53f91a3aa5
Merge pull request #3018 from akortunov/emplace
Use emplace_back instead of push_back
2020-11-01 01:58:56 +03:00
AnyOldName3
449506fef1 Attempt to explain what shadowsbin is doing 2020-10-31 19:06:20 +00:00
Alexei Dobrohotov
4fc5e22e9e NIF fixes and cleanup
Get rid of NodeIndexHolder
Use unsigned 32-bit type for NIF record index
Fix calculation of the number of UV sets
2020-10-26 02:51:25 +03:00
AnyOldName3
f7dddb8857 Merge branch '3' of https://gitlab.com/bzzt/openmw into shadows-bin
This won't actually work.
2020-10-23 17:55:15 +01:00
Andrei Kortunov
065ed5138e Use emplace_back instead of push_back 2020-10-18 10:27:35 +04:00
Andrei Kortunov
8ca3c3b123 Mark overrided methods by override keyword 2020-10-16 22:18:54 +04:00
Alexei Dobrohotov
9f08dc9968 Revert "Merge branch 'skinning' into 'master'"
This reverts merge request !327
2020-10-08 23:24:28 +00:00
Alexei Dobrohotov
6be808e301 RigGeometry: convert some pairs to structs 2020-10-08 03:05:59 +03:00
AnyOldName3
fd14dad789 const osg::ref_ptf reference should be faster than value as constructor and destructor are non-trivial
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.
2020-08-20 03:01:43 +01:00
AnyOldName3
707204133d Double-buffer shadow uniforms that change each frame 2020-08-20 00:38:13 +01:00
AnyOldName3
ce98d7053b Double buffer view-dependent data stateset 2020-08-19 22:55:41 +01:00
AnyOldName3
98b2d5d921 Make shadow debug HUD thread-safe
* 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.
2020-08-19 19:29:19 +01:00
Andrei Kortunov
215ddb9106 Do not print warnings for VisController 2020-08-12 11:16:37 +04:00
Capostrophic
46825e8a4d Move NIF record index back to a separate user object
This makes sure it's never erroneously optimized out. NodeIndexHolders don't need to be cloned as their record index is never supposed to be changed.
2020-07-26 09:57:43 +03:00