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3144 commits

Author SHA1 Message Date
Andrei Kortunov
dce4cceb39 Support deleted CellRefs in groundcover (bug 6276) 2021-11-14 13:23:10 +04:00
Bo Svensson
a62b22cd31
isolates groundcover content files (#3208)
Specifications developed in PR #3206 require that groundcover content files must not be allowed to corrupt normal content files. With this PR we simply isolate our existing loading logic by instantiating a separate `ESMStore` for `Groundcover`. In addition, we remove some outdated workarounds.
2021-11-13 23:37:53 +01:00
psi29a
68e7a4083e Merge branch 'master' into 'master'
Overhaul raindrop water ripple effect

Closes #6360

See merge request OpenMW/openmw!1316
2021-11-13 21:44:25 +00:00
Alexei Dobrohotov
9880c43c86 Add specular strength shader parameter 2021-11-10 19:58:06 +03:00
Alexei Dobrohotov
835bec0ed1 Fix stupid typo 2021-11-10 09:36:01 +03:00
psi29a
5836d0225f Merge branch 'leave_butter_to_soften' into 'master'
Soft Particles (#6128)

See merge request OpenMW/openmw!980
2021-11-09 14:16:47 +00:00
psi29a
28589b9692 Merge branch 'holsteredshield-already-has-shaders' into 'master'
Remove redundant recreateShaders

See merge request OpenMW/openmw!1368
2021-11-09 14:12:43 +00:00
Bret Curtis
f2bc179b0a Add groundcover back into view 2021-11-09 10:20:32 +01:00
Bo Svensson
5f1bf89369
improves groundcover view distance (#3219)
This PR aims to solve all issues with `Groundcover` view distance handling in a satisfying way while preserving other optimisations that benefit other features. The main idea here is not to rely on `ViewData` updates for distance culling calculations because we can not accurately determine distance against lazily updated views. Instead, we perform an accurate measurement in a cull callback we can run every frame in `Groundcover` itself. While we do have to add some code to handle this feature, it is quite loosely coupled code that could be useful elsewhere in the future. These changes should address a performance regression @akortunov experienced.
2021-11-08 10:27:42 +01:00
AnyOldName3
90ce50190e Remove redundant recreateShaders 2021-11-08 00:49:10 +00:00
Bo Svensson
2e031f195b
fixes LightBufferBinding messages (#3223)
This PR aims to solve `uniform block LightBufferBinding has no binding` messages @glassmancody has reportedly encountered since PR #3110 due to an apparent bug in OSG. While we do have to add a workaround here that adds a bit of clunkiness, #3216 should allow us to clean up these interactions a bit in the future.
2021-11-07 18:26:02 +01:00
Alexei Dobrohotov
e125308dd8 Force assign head animation timer (bug #4389) 2021-11-07 14:10:51 +03:00
psi29a
627f816348 Merge branch 'navigator_impl' into 'master'
Reduce the size of included code from detournavigator/ into the engine

See merge request OpenMW/openmw!1355
2021-11-07 07:57:22 +00:00
wareya
6d98866be0 Merge remote-tracking branch 'upstream/master' 2021-11-06 11:44:12 -04:00
Evil Eye
5fbfbb3d84 Merge branch 'clamp' into 'master'
Make better use of std::clamp

See merge request OpenMW/openmw!1357
2021-11-06 12:07:24 +00:00
Alexei Dobrohotov
7a0c13fcf8 Make better use of std::clamp 2021-11-06 08:47:32 +03:00
Alexei Kotov
9e2b132508 Merge branch 'dont_linger_weather' into 'master'
Stop lingering weather effects (#6387)

See merge request OpenMW/openmw!1349
2021-11-06 05:38:16 +00:00
elsid
6b30d375fa
Replace detournavigator includes by forward declarations 2021-11-06 00:48:39 +01:00
Bo Svensson
0371072631
removes lowerCaseInPlace (#3217)
This PR removes unneeded `lowerCaseInPlace` calls in in a hot path of `objectpaging.cpp` that are no longer necessary after PR #3197. In addition, I have been informed that these changes should by coincidence address a compiler specific compilation error we currently experience.
2021-11-04 22:20:06 +01:00
Bo Svensson
3042c000c6
fixes setActorFade logic errors (#3195)
* 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.

* fixes LightSource logic errors

We currently update `LightSource::setActorFade` in `TransparencyUpdater`. There are several logic errors inherent in this approach:
1. We fail to update `LightSource::setActorFade` for off screen actors because their `TransparencyUpdater` cull callback is not invoked.
2. We fail to update `LightSource::setActorFade` in the instant that a `TransparencyUpdater` is removed.
3. We fail to update `setActorFade` when an `mExtraLightSource` is created after calling `Animation::setAlpha`.
With this PR we avoid such issues by updating `LightSource::setActorFade` in `Animation::setAlpha` and `Animation::addExtraLightSource` instead.
2021-11-04 16:53:57 +01:00
glassmancody.info
4c3dd1a964 remove particle node when resetting particle effect 2021-11-04 08:42:22 -07:00
Evil Eye
a9106f4d7c Rotate torches by 90 degrees 2021-11-02 18:01:22 +01:00
Evil Eye
3660d5cc4c Reduce code duplication in getting the shield model 2021-11-01 19:33:29 +01:00
wareya
838fc634c6 address review comments 2021-10-31 15:32:24 -04:00
wareya
e1378cd290 Replace uniform with define 2021-10-31 13:18:19 -04:00
wareya
226d3eac0d Improve performance, add simpler ripples, add a setting, fix nighttime brightness 2021-10-31 10:33:28 -04:00
Bo Svensson
356e9d7cf0
refactors osg::Callback virtual inheritance (#3200)
With this PR we refactor `SceneUtil::KeyframeController` not to require `virtual osg::Callback` inheritance. I suppose such `virtual` overhead is not justified here because it negatively impacts many other classes we derive from `osg::Callback`.
2021-10-30 22:43:18 +02:00
glassmancody.info
8c3b00164e soft particles 2021-10-30 12:19:31 -07:00
Bo Svensson
7d34149adc
consolidates createUnlitMaterial (#3203)
With this PR we remove a few duplicate lines of code by adding a parameter to `createUnlitMaterial`.
2021-10-30 19:19:58 +02:00
Bo Svensson
7e6533f0f3
refactors screenshot360 (#3202)
With this PR we refactor screenshot360 not to manually adjust node masks.
2021-10-30 19:10:16 +02:00
glassmancody.info
f0eb068e4b remove dead code and fix changelog entry 2021-10-29 18:50:04 -07:00
psi29a
b3f84df43c Merge branch 'sky_shaders' into 'master'
Sky shaders

See merge request OpenMW/openmw!1057
2021-10-27 20:25:40 +00:00
psi29a
fb3675d523 Merge branch 'improved_toggleworld' into 'master'
Improved toggle world (#6364)

See merge request OpenMW/openmw!1320
2021-10-27 18:00:56 +00:00
glassmancody.info
e436147c10 improved toggle world 2021-10-27 09:16:01 -07:00
glassmancody.info
ba4f1921ab overrides 2021-10-25 15:04:55 -07:00
Bo Svensson
1ff8318a52
refactors premultiplied alpha (#3189)
With this PR we refactor a `premultiplied alpha` user string set by `characterpreview.cpp` into a more flexible mechanism allowing us to assign any state to GUI textures. We can consider these changes more future proof than the previous approach.
2021-10-25 09:28:32 +02:00
Bo Svensson
7f9beac3a7
refactors a case insensitive map (#3184)
This PR aims to spark the retirement of a questionable pattern I have found all over our code base. I will illustrate how this pattern encourages code duplication, lacks type safety, requires documentation and can be prone to bugs.
```
std::map<std::string, Object> mMap; // Stored in all lowercase for a case-insensitive lookup

std::string lowerKey = Misc::StringUtils::lowerCase(key);
mMap.emplace(lowerKey, object);

std::string lowerKey = Misc::StringUtils::lowerCase(key);
mMap.find(lowerKey);

mMap.find(key); // Not found. Oops!
```
An alternative approach produces no such issues.
```
std::unordered_map<std::string, Object, Misc::StringUtils::CiHash, Misc::StringUtils::CiEqual> mMap;

mMap.emplace(key, object);

mMap.find(key);
```
Of course, such an alternative will work for a `map` as well, but an `unordered_map` is generally preferable over a `map` with these changes because we have moved `lowerCase` into the comparison operator. 

In this PR I have refactored `Animation::mNodeMap` accordingly. I have reviewed and adapted all direct and indirect usage of `Animation::mNodeMap` to ensure we do not change behaviour with this PR.
2021-10-25 09:18:26 +02:00
glassmancody.info
9cbbd2fff5 better transitions 2021-10-24 17:13:42 -07:00
glassmancody.info
1e40d27318 introduce sky shaders 2021-10-23 17:53:38 -07:00
Bo Svensson
c9c8d02332
fixes a crash (#3183)
This PR fixes a crash caused by the improperly ensured lifetime of RigGeometry::mSourceGeometry. mSourceGeometry was not adequate to ensure mSourceGeometry would outlive mGeometry because we extend mGeometrys lifetime beyond this lifetime by passing mGeometry to the draw traversal instead of this.
In addition,

We add important comments.
We detect and prevent generally unsafe operations in high level code.
We add a sprinkling of const to help clarify intentions.
2021-10-23 10:31:46 +02:00
Bo Svensson
a854a6e04a
removes UnrefQueue (#3181)
Currently, we use an `UnrefQueue` which supposedly aims to transfer destruction costs to another thread. The implications of this unusual pattern can not be well understood because some allocators might free resources more efficiently if they are freed by the same thread that allocated them. In addition, `UnrefQueue` complicates the validation of thread safety in our engine. Lastly, our current usage of `UnrefQueue` triggers `ref()`, `unref()` atomic operations as objects are passed into the queue. These operations could be more expensive than the actual destruction.

With this PR we thus remove `UnrefQueue`. We can expect these changes to have a minor impact at most because we free most resources elsewhere in `ResourceSystem::updateCache`.
2021-10-20 23:02:15 +02:00
psi29a
2f0484f4fc Merge branch 'clear_me_not' into 'master'
Do not clear depth buffer in first person (#6078)

Closes #6078

See merge request OpenMW/openmw!1119
2021-10-17 09:30:30 +00:00
glassmancody.info
cc009d246f do not clear depth buffer in first person 2021-10-16 18:37:34 -07:00
elsid
d06e697356
Initialize RenderingManager fields before use
PostProcessor is constructed before mNearClip, mViewDistance, mFieldOfView are
initialized and the constructor calls updateProjectionMatrix that uses these
fields.

==16218== Conditional jump or move depends on uninitialised value(s)
==16218==    at 0x722EBE: min<float> (stl_algobase.h:235)
==16218==    by 0x722EBE: MWRender::RenderingManager::updateProjectionMatrix() (renderingmanager.cpp:1183)
==16218==    by 0x7D022F: MWRender::PostProcessor::PostProcessor(MWRender::RenderingManager&, osgViewer::Viewer*, osg::Group*) (postprocessor.cpp:144)
==16218==    by 0x728B41: MWRender::RenderingManager::RenderingManager(osgViewer::Viewer*, osg::ref_ptr<osg::Group>, Resource::ResourceSystem*, SceneUtil::WorkQueue*, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&, DetourNavigator::Navigator&) (renderingmanager.cpp:452)
==16218==    by 0xBB5E65: MWWorld::World::World(osgViewer::Viewer*, osg::ref_ptr<osg::Group>, Resource::ResourceSystem*, SceneUtil::WorkQueue*, Files::Collections const&, std::vector<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> >, std::allocator<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > > > const&, std::vector<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> >, std::allocator<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > > > const&, ToUTF8::Utf8Encoder*, int, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&) (worldimp.cpp:190)
==16218==    by 0xDEEA6F: OMW::Engine::prepareEngine(Settings::Manager&) (engine.cpp:789)
==16218==    by 0xDF2068: OMW::Engine::go() (engine.cpp:959)
==16218==    by 0xDE7B8F: runApplication(int, char**) (main.cpp:220)
==16218==    by 0x1006593: wrapApplication(int (*)(int, char**), int, char**, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&) (debugging.cpp:205)
==16218==    by 0x7152C3: main (main.cpp:232)
==16218==

==17455== Conditional jump or move depends on uninitialised value(s)
==17455==    at 0x4F8613F: osg::Matrixd::makeFrustum(double, double, double, double, double, double) (Matrix_implementation.cpp:916)
==17455==    by 0x4EC0E11: osg::Camera::setProjectionMatrixAsPerspective(double, double, double, double) (Matrixd:580)
==17455==    by 0x722DDA: MWRender::RenderingManager::updateProjectionMatrix() (renderingmanager.cpp:1167)
==17455==    by 0x7D01EF: MWRender::PostProcessor::PostProcessor(MWRender::RenderingManager&, osgViewer::Viewer*, osg::Group*) (postprocessor.cpp:144)
==17455==    by 0x728BA1: MWRender::RenderingManager::RenderingManager(osgViewer::Viewer*, osg::ref_ptr<osg::Group>, Resource::ResourceSystem*, SceneUtil::WorkQueue*, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&, DetourNavigator::Navigator&) (renderingmanager.cpp:453)
==17455==    by 0xBB5E25: MWWorld::World::World(osgViewer::Viewer*, osg::ref_ptr<osg::Group>, Resource::ResourceSystem*, SceneUtil::WorkQueue*, Files::Collections const&, std::vector<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> >, std::allocator<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > > > const&, std::vector<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> >, std::allocator<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > > > const&, ToUTF8::Utf8Encoder*, int, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&) (worldimp.cpp:190)
==17455==    by 0xDEEA3F: OMW::Engine::prepareEngine(Settings::Manager&) (engine.cpp:789)
==17455==    by 0xDF2038: OMW::Engine::go() (engine.cpp:959)
==17455==    by 0xDE7B5F: runApplication(int, char**) (main.cpp:220)
==17455==    by 0x1006563: wrapApplication(int (*)(int, char**), int, char**, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&) (debugging.cpp:205)
==17455==    by 0x7152C3: main (main.cpp:232)
==17455==
2021-10-16 00:43:31 +02:00
Bo Svensson
fc9ab97950
sky.cpp 2021-10-13 10:08:28 +00:00
Bo Svensson
ef906cbfa8
improves MWClass mapping (#3166)
Currently, we use a peculiar mapping of ESM classes by their std::type_info::name. This mapping is an undefined behaviour because std::type_info::name is strictly implementation defined. It could return a non-unique value on some platforms. With this PR we use the unsigned int sRecordId of the ESM class as a more efficient lookup type that does not build on undefined behaviour. We can expect marginally faster save-game loading with these changes as well.
2021-10-11 13:46:21 +02:00
Bo Svensson
98f8295765
allows to skip ComputeLightSpaceBounds traversal (#3152)
Currently, we always traverse the scene graph an additional time with a ComputeLightSpaceBounds visitor during shadow casting. ComputeLightSpaceBounds is only useful when the shadow casting mask allows us to shrink the bounds of the rendered scene, so we guard its traversal with a check against getCastsShadowTraversalMask. In practice, this guard never works because we build the traversal mask inclusively.

With this PR we limit the getCastsShadowTraversalMask check to relevant masks. This new check allows us to skip a superfluous ComputeLightSpaceBounds traversal with most settings.
2021-10-11 11:27:50 +02:00
psi29a
f9124ccea6 Merge branch 'recast_mesh_slope' into 'master'
Use different colors for walkable and non-walkable recast mesh triangles

See merge request OpenMW/openmw!1277
2021-10-11 08:56:04 +00:00
Bo Svensson
cbcdd705ee
minor objectpaging.cpp scene graph optimisations (#3155)
We now use PositionAttitudeTransform for unmerged nodes because I have been informed PositionAttitudeTransform's scene graph performance is measurably faster than MatrixTransform's. We still need to use MatrixTransform for merged nodes because the Optimizer has limited support for non-MatrixTransform nodes. These MatrixTransforms will be removed in the merging process anyway.
2021-10-11 10:09:01 +02:00
elsid
0c8a811ad5
Render only cached recast mesh
To avoid waiting while recast mesh is generating.

Remove redundant continue.
2021-10-10 13:13:57 +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
442a0e8434
avoids two transforms in sky.cpp (#3150)
As we discovered in #3148, `Transform` nodes and their low level equivalence `pushModelViewMatrix` are somewhat costly involving a `Matrix::invert` operation per frame.

With this PR we avoid one `Transform` node for sun flashes and avoid another `pushModelViewMatrix` call in case the sun is fully visible.
2021-10-05 16:00:30 +02:00
Bo Svensson
4b1c009ffd
use StateSet define for translucentFramebuffer (#3138)
With this PR we test out osg's shader define system for a somewhat harmless feature. As we can see, our code becomes more concise and efficient in this case. Most importantly, we no longer create unneeded vertex shader objects.
2021-10-05 14:37:08 +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
8e9851c97c
npcanimation.cpp (#3148) 2021-10-05 13:52:19 +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
psi29a
2c8c36fe5d Merge branch 'master' into 'effective_magic'
# Conflicts:
#   CHANGELOG.md
2021-10-01 21:20:08 +00:00
Bo Svensson
2568f119a4
reapplies PR without npe (#3137)
* avoids creating empty statesets on drawables

Currently, we attempt to skip creating state on drawable nodes when this state matches the default state. This attempt is incomplete because we still create an avoidable empty stateset in the default case.

* renderingmanager.cpp

* nifloader.cpp

* nifloader.cpp

* shadervisitor.cpp
2021-10-01 10:11:00 +02:00
Evil Eye
dc1fe62dde Overhaul magic effects to work with onApply and onEnd events 2021-09-29 19:25:10 +02:00
Andrei Kortunov
e109d86489 Revert "avoids creating empty statesets on drawables (#3132)"
This reverts commit 957c25a491.
2021-09-29 21:01:22 +04:00
Bo Svensson
d8707a763f
fixes build (#3134)
* quadtreeworld.cpp

* renderingmanager.cpp [ci skip]

* quadtreeworld.hpp

* cellborder.hpp

* cellborder.cpp
2021-09-29 17:10:58 +02:00
Bret Curtis
803195a05f add back some explicit includes 2021-09-29 16:29:10 +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
1109cc3ac7
Remove unused data field (#3133) 2021-09-29 12:08:51 +02:00
Bo Svensson
957c25a491
avoids creating empty statesets on drawables (#3132)
* avoids creating empty statesets on drawables

Currently, we attempt to skip creating state on drawable nodes when this state matches the default state. This attempt is incomplete because we still create an avoidable empty stateset in the default case.

* renderingmanager.cpp

* nifloader.cpp
2021-09-29 09:58:19 +02:00
Andrei Kortunov
fc2076db1a
Fix MSVC warnings about local variables redeclaration (#3130) 2021-09-29 09:36:05 +02:00
Bo Svensson
5fde6867a2
removes unused code (#3129)
* scenemanager.cpp

* scenemanager.hpp

* scenemanager.cpp

* stats.cpp

* renderingmanager.cpp
2021-09-28 09:07:49 +02:00
Petr Mikheev
e760a6c7e6 Merge branch 'forlua' into 'master'
Simple Physics API modification for Lua

See merge request OpenMW/openmw!1216

(cherry picked from commit d88494c90b501d0832ae0330a0ca81d8b8e5aa50)

02dd055a Save hitObject in castSphere() just like in castRay()
0793d0bf Allow to override collision mask and group for castSphere() as for castRay()
2021-09-27 19:50:57 +00:00
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
Bo Svensson
b22fb7a7bf
consolidate node mask checks (#3125)
* consolidate node mask checks

This PR simplifies a few checks against node masks in object paging by using the osg provided `setTraversalMask`.

* objectpaging.cpp
2021-09-21 22:39:31 +02:00
Bo Svensson
99df1c695c
fixes wireframe is broken (#3123)
* renderingmanager.cpp [ci skip]

* groundcover.hpp [ci skip]

* groundcover.cpp

* renderingmanager.cpp [ci skip]

* renderingmanager.hpp
2021-09-20 20:17:55 +02:00
psi29a
68db9869f5 Merge branch 'DistantTerrainDebugChunks' into 'master'
Debug terrain chunks

See merge request OpenMW/openmw!1169
2021-09-18 15:21:26 +00:00
Cédric Mocquillon
6817282097 Move getFileExtension to common header and use instead of repeating same code 2021-09-14 18:09:55 +02:00
Cédric Mocquillon
c2df0949e2 Change normalizeFilename signature 2021-09-14 18:09:55 +02:00
Cédric Mocquillon
d4e26746a3 Use recurse subdirectory iterator to iterate over the VFS without exposing internal details 2021-09-14 18:09:54 +02:00
Bo Svensson
b6f572578e
Groundcover optimisation (#3101)
* groundcover.cpp share state

* groundcover.hpp share state
2021-09-13 12:20:00 +02:00
psi29a
c40f921396 Revert "actoranimation.cpp faster getbonebyname (#3099)"
This reverts commit c284d0cf5c
2021-09-12 07:56:20 +00:00
Cédric Mocquillon
080c909c28 Merge the 'debug chunks' and 'object paging debug batches' settings into a single one 2021-09-11 21:53:05 +02:00
Bo Svensson
ac72f3d636
reduces virtual function calls in a hotspot of cache retrieval (#3100)
* chunkmanager.cpp static_cast [ci skip]

* groundcover.cpp static_cast [ci skip]

* Update objectpaging.cpp

objectpaging.cpp static_cast [ci skip]
2021-09-10 17:58:57 +02:00
Bret Curtis
1edeffbafc constify getBoneByName 2021-09-09 23:57:20 +02:00
Bo Svensson
9d661359a1
Groundcover consolidation (#3096)
* chunkmanager.hpp viewdistance

* chunkmanager.cpp viewdistance

* chunkmanager.hpp viewdistance

* quadtreeworld.cpp viewdistance

* quadtreeworld.cpp consolidate

* quadtreeworld.hpp consolidate

* renderingmanager.cpp groundcover consolidate

* renderingmanager.hpp groundcover consolidate

* renderingmanager.cpp updater move

* renderingmanager.hpp updater move

* groundcover.hpp activegrid consolidation

* groundcover.cpp activegrid consolidation

* settings-default.cfg dead settings remove

* viewdata.cpp revert

* wrong file paste mistake

* wrong file paste mistake

* wrong file paste mistake

* renderingmanager.cpp updatecallback fix

* renderingmanager.cpp namespace fix

* groundcover.hpp redefinition fix

* groundcover.cpp redefinition fix

* renderingmanager.cpp crash fix

* renderingmanager.cpp euclidean groundcover distance

* viewdata.hpp getreusedistance

* quadtreeworld.cpp reusedistance

* groundcover.rst [ci skip]
2021-09-09 23:10:22 +02:00
Bo Svensson
c284d0cf5c
actoranimation.cpp faster getbonebyname (#3099) 2021-09-09 23:04:38 +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
JanuarySnow
bdbc6c0cba Dead animation code removal 2021-09-08 10:07:54 +00:00
elsid
0daf6f5d0b Merge branch 'comma' into 'master'
Don't use comma where there is no need to.

See merge request OpenMW/openmw!1179
2021-08-31 12:33:15 +00:00
jvoisin
a15cca5763 Use reserve on vectors for fixed loops
This is a bit useless, but has the merit of appeasing clang-tiday
2021-08-29 20:18:49 +02:00
jvoisin
a6b1e38eab Don't use comma where there is no need to. 2021-08-29 14:12:14 +02:00
psi29a
b585aad81e Merge branch 'offset-bullet-debug' into 'master'
glPolygonOffset for Bullet debug geometry

See merge request OpenMW/openmw!684
2021-08-25 07:26:21 +00:00
elsid
193be0d5d1 Merge branch 'some_small_changes' into 'master'
Fix coverity warning and build on some osg

See merge request OpenMW/openmw!1153
2021-08-19 23:40:14 +00:00
glassmancody.info
a6c7fcd436 don't pingpong depth function on character preview update 2021-08-18 15:46:25 -07:00
glassmancody.info
d63eb3325f fix coverity warning and build on some osg 2021-08-17 17:45:50 -07:00
psi29a
faa3e04494 Merge branch 'const_reff' into 'master'
Sprinkle some const-ref

See merge request OpenMW/openmw!1145
2021-08-17 08:20:13 +00:00
Alexei Dobrohotov
6c1ac9ed9f Merge branch 'init_sky' into 'master'
Use an initialization list in WrapAroundOperator's constructor

See merge request OpenMW/openmw!1146
2021-08-16 01:19:28 +00:00
jvoisin
ff2a51a484 Use an initialization list in WrapAroundOperator's constructor 2021-08-15 19:57:20 +02:00
jvoisin
7a015d24c6 Sprinkle some const-ref 2021-08-15 19:50:28 +02:00
glassmancody.info
ed72f3335b silence compiler warning 2021-08-15 08:02:00 -07:00
AnyOldName3
7400050b38 Merge branch 'character_preview_alpha_fix' into 'master'
Fix transparent objects being invisible in character doll

See merge request OpenMW/openmw!1140
2021-08-15 00:01:23 +00:00
glassmancody.info
6cc71745ac ensure character preview is using standard depth 2021-08-14 14:50:33 -07:00
Mads Buvik Sandvei
d40c18234a Double buffering the water's node position uniform 2021-08-14 17:41:58 +00:00
elsid
3caf45807f
Use common implementation to filter hidden markers 2021-08-12 22:35:16 +02:00
Bret Curtis
c99bddc8dc Revert "Move reference to the right cell according to its geographical position"
This reverts commit d0677c3f07.
2021-08-09 22:11:00 +02:00
Bret Curtis
7dfaef7644 resolve issue of meshes that cross boundaries; should only be calculating the maxBound, not the minBound of y; also fix it in groundcover as it was copied blindly over; 2021-08-09 22:05:12 +02:00
AnyOldName3
8d93748f87 Fix rebase issue 2021-08-08 17:25:57 +01:00
AnyOldName3
cf15803e67 Disable triangle detection workaround when Bullet actually uses triangles 2021-08-08 16:53:14 +01:00
AnyOldName3
8b4c2d205d WIP-ish glPolygonOffset for Bullet debug geometry 2021-08-08 16:53:08 +01:00
Alexei Dobrohotov
1fc7cb8191 Don't use FreezeOnCull for any particle system (#4744) 2021-08-08 03:36:35 +03:00
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
d89e37d689 add framebuffer extension check and fix issues with manual screenshots 2021-08-04 17:39:11 -07:00
glassmancody.info
70fac33940 initial reverse-z depth implementation 2021-08-04 17:39:11 -07:00
Cédric Mocquillon
d0677c3f07 Move reference to the right cell according to its geographical position 2021-07-30 18:28:29 +02:00
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
Evil Eye
a366a85c4e Merge branch 'noalloc_dance_for_npcanimation' into 'master'
Don't do an unnecessarily complex memory allocation dance in npcanimation.cpp

See merge request OpenMW/openmw!1042
2021-07-28 17:25:28 +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
psi29a
6949dd89c2 Merge branch 'gui_shaders' into 'master'
Add shader path for mygui (#6162)

See merge request OpenMW/openmw!1019
2021-07-25 21:37:39 +00:00
jvoisin
ce8c30bf07 Minor code simplification in npcanimation.cpp 2021-07-25 14:20:37 +02:00
CedricMocquillon
8c87defddf [Local map] Use the distance view in the local map 2021-07-25 14:17:08 +02:00
CedricMocquillon
99cd4b6742 [Refactoring] Several refactorings:
[Refactoring] Add marker size method instead of using magic constant

[Refactoring] Simplify worldPosToImageSpace and cellTopLeftCornerToImageSpace usage

[Refactoring] Add a missing 'f' to specify the float type

[Refactoring] Make cellTopLeftCornerToImageSpace more homogenous with worldPosToImageSpace

[Refactoring] Extract createmakrercoords method

[Refactoring] Use worldPosToImageSpace instead of cellTopLeftCornerToImageSpace
Remove cellTopLeftCornerToImageSpace as it is not used anymore
Remove getCellSize as it is not used anymore

[Refactoring] Extract new method createMarker

[Refactoring] Extract new method getMarkerCoordinates

[Refactoring] Extract new method getPosition

[Refactoring] Extract new method centerView

[Refactoring] Extract new method createDoorMarker

[Refactoring] Simplify for loop

[Refactoring] Make the test before the loop
2021-07-25 14:17:06 +02:00
glassmancody.info
e8c6f31e0c add shader path for mygui (#6162) 2021-07-22 15:55:30 -07:00
elsid
cfdbd0d471
Indicate moved cell refs explicitly
This is less error prone approach than use of MovedCellRef fields.

Also make separate functions for skipping and reading moved cell refs to avoid
passing special flags  logic and null pointers for unused arguments.
2021-07-12 18:56:42 +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
glassmancody.info
389b830046 fix black objects with OP batch debug due to unitialized uniform 2021-07-11 23:03:55 -07:00
Cédric Mocquillon
269cd31059 Use same world coordinates to compute distances 2021-07-10 19:04:46 +02:00
Petr Mikheev
6db2450c90 Initial support of generated RefNums with negative mContentFile. 2021-07-09 20:03:27 +02:00
cc9cii
16e1398819 Quick solution to add logic to getNextRef() calls so that moved references are ignored. Currently it is assumed that MVRF records have been all read before the ESM reader context was saved, which is false assumption. Should resolve Issue #6139. 2021-07-07 08:18:38 +10:00
Evil Eye
7e9785941c Merge branch 'default' into 'master'
Use `default` instead of empty constructors/destructors

See merge request OpenMW/openmw!957
2021-06-24 17:19:02 +00:00
jvoisin
5840279f16 Use default instead of empty constructors/destructors
See https://pvs-studio.com/en/docs/warnings/v832/ for details
2021-06-24 00:26:15 +02:00
jvoisin
b2c170efa0 Use initialization lists where possible 2021-06-23 23:36:43 +02:00
Dobrohotov Alexei
870cdd0130 Calculate magic VFX vertical offset (bug #5453) 2021-06-21 23:29:45 +03:00
psi29a
047d993cf4 Merge branch 'at' into 'master'
Use operator[] instead of at() when the idx is checked

See merge request OpenMW/openmw!916
2021-06-19 00:26:48 +00:00
CedricMocquillon
7fa67ff675 Use same distance for all lod instances of a chunk 2021-06-12 15:34:15 +02:00
jvoisin
8695b6fbc5 Use operator[] instead of at() when the idx is checked 2021-05-29 15:31:32 +02:00
Mads Buvik Sandvei
d906ec773a Fix hangup on savegame after manual screenshots. 2021-05-24 17:57:39 +00:00
CedricMocquillon
d11a6bd92c Share state 2021-05-18 17:57:47 +02:00
psi29a
ae66afb219 Merge branch 'less_verbose' into 'master'
Make the code less verbose.

See merge request OpenMW/openmw!874
2021-05-18 08:30:50 +00:00
AnyOldName3
c2e4eda825 Merge branch '6013-fix' into 'master'
Retain draw callback

Closes #6013 and #5967

See merge request OpenMW/openmw!875
2021-05-16 17:30:38 +00:00
madsbuvi
f3e17e7c52 Don't redundantly call notify on every frame. 2021-05-16 18:09:48 +02:00
Frederic Chardon
62c7adc87b Merge branch 'no_at_boundaries' into 'master'
Don't use at() instead [] when length is checked/known

See merge request OpenMW/openmw!866
2021-05-16 11:58:14 +00:00
madsbuvi
5b9a2b73b0 Retain final draw callback as a member variable in ScreenshotManager, and do not call setFinalDrawCallback after init. 2021-05-16 13:04:30 +02:00
fredzio
c55db790f3 Make the code less verbose / more readable using for range loop and
structured binding.

No functional changes.
2021-05-16 12:42:16 +02:00
psi29a
3d61d7ec9a Merge branch 'optimize_initial_load' into 'master'
Optimize engine initial loading time

See merge request OpenMW/openmw!867
2021-05-15 18:48:17 +00:00
jvoisin
7deb6a6ffd Use const references when possible in for loops
No need for useless copies.
2021-05-15 19:50:01 +02:00
elsid
6248dc72cb
Convert to lower case only when needed 2021-05-15 18:45:21 +02:00
elsid
f2188d2533
Reduce temporary allocations on ESM loading
By moving objects instead of copying when possible.
2021-05-15 18:45:21 +02:00
jvoisin
690d85d0e9 Don't use at() instead [] when length is checked/known 2021-05-15 15:38:17 +02:00
Andrei Kortunov
49a744b65a Make groundcover to use rendering distance in units instead of cells 2021-05-12 09:29:25 +04:00
Andrei Kortunov
132fedf290 Analyze only used LOD levels in ObjectPaging 2021-05-09 15:43:13 +04:00
Andrei Kortunov
a939cb6692 Skip hidden nodes for ObjectPaging 2021-05-09 14:10:35 +04:00
psi29a
9b017ef04d Merge branch 'internal_includes_openmw' into 'master'
Clean up some internal includes of the openmw component

See merge request OpenMW/openmw!796
2021-05-07 10:53:25 +00:00
jvoisin
998cc97a4f And done! 2021-04-30 20:49:22 +02:00
Andrei Kortunov
6d351b2bdd Fix MSVC 4706 warnings 2021-04-23 22:53:59 +04:00
Andrei Kortunov
faad18b7f9
Merge pull request #3072 from akortunov/warnfix
Fix node masks signed/unsigned mismatch
2021-04-21 09:26:06 +04:00
Andrei Kortunov
b7b85bb713 Disable controllers for found sheath meshes (bug #5975) 2021-04-20 16:01:01 +04:00
Andrei Kortunov
2d869ca9ff Fix node masks signed/unsigned mismatch 2021-04-20 10:52:51 +04:00
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
9647b670e4 Do not declare unused variables 2021-04-19 15:43:00 +04:00
AnyOldName3
ce3ed28403 Control stomping via settings. 2021-04-18 21:44:23 +01:00
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
33b8233887 Validate GUI scaling and place it to the launcher 2021-04-15 15:18:32 +04:00
glassmancody.info
531a6e1979 Code review fixes, remove implicit GLSL casts 2021-04-13 11:09:54 -07:00
glassmancody.info
582f7b52cf Merge remote-tracking branch 'upstream/master' into why_are_the_christmas_lights_still_up 2021-04-13 11:09:52 -07:00
glassmancody.info
9e80091aff clear up force shaders and make it less convoluted 2021-04-13 11:09:49 -07:00
glassmancody.info
16f80ec6f3 Update settings when using fallback 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
cc31e1eea1 Ambient luminance threshold setting 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
142c6d2993 Enable groundcover lighting for non FFP 2021-04-13 11:09:35 -07:00
glassmancody.info
7370acdf54 Merge remote-tracking branch 'upstream/master' into why_are_the_christmas_lights_still_up 2021-04-13 11:09:19 -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
c5ea966f24 Merge remote-tracking branch 'upstream/master' into why_are_the_christmas_lights_still_up 2021-04-13 11:06:16 -07:00
glassmancody.info
dda735c54a initial commit 2021-04-13 11:06:16 -07:00
fredzio
32981bcd88 Constify a few things 2021-04-11 14:46:51 +02:00
Andrei Kortunov
903b89a0ff Add bound for UI scale factor, as it specified in docs 2021-04-10 11:21:53 +04:00
Andrei Kortunov
124a33d8a3 Fix uninitialized variables 2021-04-10 10:58:00 +04:00
Matjaž Lamut
2cb4b62b83 De-hardcode references to mesh files used by the sky. 2021-04-08 16:32:38 +00:00
Petr Mikheev
7bbbe40abe "static const" -> "static constexpr" in headers 2021-03-21 13:57:54 +01:00
AnyOldName3
162b25c180 Fix sunglare on Mesa
The sunglare works by comparing an occlusion query with depth testing on
against one with depth testing off to determine if there's anything
closer to the camera than the maximum depth buffer value. For the depth-
tested query, the depth range is set from 1 to 1 so it's always drawn at
the maximum distance. Originally, we had the depth function set to LESS,
meaning that the query would always fail as 1 is not less than 1, but
also glPolygonOffset was used to move the query by "the smallest value
that is guaranteed to produce a resolvable offset for a given
implementation" closer to the camera. While other driver and hardware
combinations do that, Mesa seems to be clamping to the depth range, so
still failing.

Instead, it's simpler to just get rid of the polygon offset and change
the depth test to LEQUAL as 1 *is* less than or equal to 1, but not than
any other possible depth buffer value.
2021-03-17 01:46:04 +00:00
psi29a
cc6f08930b Merge branch 'alpha-meddling' into 'master'
Replace deprecated alpha test in shader visitor

Closes #4899

See merge request OpenMW/openmw!473
2021-03-13 08:13:19 +00:00
AnyOldName3
0431ba4c87 Merge branch 'alpha-meddling-shader-side-mip-meddling' into alpha-meddling 2021-03-13 01:23:30 +00:00
AnyOldName3
f09b0fc1bd Put groundcover alphafunc where shader visitor can see it
I'd already made this change so don't know why it disappeared instead of
being included in b8ee32e3
2021-03-12 17:21:36 +00:00
Andrei Kortunov
39b7260ab4 Fix a crash during new game 2021-03-11 11:46:44 +04:00
AnyOldName3
64ddb4c1b0 Fix linking on MacOS 2021-03-11 01:01:55 +00:00
psi29a
9f47190411 Merge branch 'now-it-blends' into 'master'
Convert blending factors properly for the character preview

See merge request OpenMW/openmw!644
2021-03-10 23:27:04 +00:00
AnyOldName3
cb2cbb4181 Convert blending factors properly for the character preview 2021-03-10 22:07:14 +00:00
Andrei Kortunov
38679013fe Give meaningful name to the mEffectFade 2021-03-10 19:10:17 +04:00
Andrei Kortunov
d805886de7 Double-buffer shader water stateset (bug #5026) 2021-03-08 10:58:51 +04:00
AnyOldName3
f5a87ee46d Refactor out duplicated RTT setup code 2021-02-26 19:01:27 +00:00
AnyOldName3
4ed67d8597 Improve A2C setting name 2021-02-24 18:01:06 +00:00
AnyOldName3
c7ee5d21dc Make the dummy texture for the character preview even more shadow-friendly 2021-02-23 23:24:40 +00:00
AnyOldName3
9be258d260 Make it possible to reinstate FFP state easily 2021-02-19 19:59:48 +00:00
psi29a
bcbe144a1d Merge branch 'weatheralpha' into 'master'
Fix weather particle fading

Closes #5455

See merge request OpenMW/openmw!506
2021-02-19 16:50:38 +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
0639f8b7c6 Make the dummy texture for the character preview shadow-friendly 2021-02-03 18:45:22 +00:00
Nelsson Huotari
3194520dcd Move base_anim settings to settings-default.cfg 2021-01-27 13:41:02 +02:00