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
2568f119a4
reapplies PR without npe ( #3137 )
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* 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
Bo Svensson
8358418555
set the correct program link parameters ( #3110 )
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* 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
Bo Svensson
2cebd19432
shadervisitor.cpp
2021-09-14 11:37:23 +00:00
Bo Svensson
3415f12e12
shadervisitor.cpp
2021-09-14 11:30:07 +00:00
Bo Svensson
6d12a240a3
shadervisitor.cpp uniform
2021-09-12 09:23:36 +00:00
jvoisin
7a015d24c6
Sprinkle some const-ref
2021-08-15 19:50:28 +02:00
AnyOldName3
5ec2ddb4a0
Actually increment iterators to be erased.
2021-07-17 20:47:55 +01:00
AnyOldName3
84a9facedf
Disable coverage adjustment for blended objects
2021-07-04 23:29:22 +01:00
AnyOldName3
0e57622bbe
Correctly track added and removed state
2021-07-03 21:04:17 +01:00
AnyOldName3
2147c18cf5
Do not overwrite old removed state with old dummy state
2021-06-28 00:11:31 +01:00
AnyOldName3
0e122b1e3d
Avoid copy and deep equality check
2021-06-27 01:48:06 +01:00
AnyOldName3
8a1b4bde8a
Ensure original (removed) state overrides replacement state when recreating shaders
...
When the shader visitor replaces state (e.g. changes the deprecated
alpha test to a shader-based one) it backs up the original state. If
shaders are recreated, we need to know what the canonical state was and
create shaders to implement that instead of creating shaders to
implement dummy replacement state.
This was actually usually working as the removed state got checked after
the active state, so overwrote anything derived from it. However, if the
active state had the override bit set, that would make it override the
removed state.
Skipping any active state that duplicates removed state fixes this case.
Resolves #6108
2021-06-27 00:12:07 +01:00
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
Andrei Kortunov
e309f75938
Join variables declaration and usage
2021-04-14 08:07:56 +04:00
AnyOldName3
8ff4f731fb
Make Coverity happy about A2C
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Initialise member variable
2021-04-09 23:08:51 +00:00
Andrei Kortunov
cf52bee188
Fix build with OSG 3.4
2021-03-24 16:32:15 +04:00
Alexei Dobrohotov
2fdbe9b3f6
Handle BSShader[PP/No]LightingProperty
2021-03-22 01:55:58 +03:00
AnyOldName3
0431ba4c87
Merge branch 'alpha-meddling-shader-side-mip-meddling' into alpha-meddling
2021-03-13 01:23:30 +00:00
AnyOldName3
9be258d260
Make it possible to reinstate FFP state easily
2021-02-19 19:59:48 +00:00
AnyOldName3
4f510d85ba
Merge remote-tracking branch 'upstream/master' into alpha-meddling
2021-02-14 22:42:55 +00:00
AnyOldName3
b6e92c9c6d
Use ShaderVisitor to skip translucent framebuffer specific stuff
2021-01-20 23:37:19 +00:00
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
e3fd5efcfe
Disable A2C for alpha-blended drawables
2021-01-02 19:09:06 +00:00
AnyOldName3
8f4b856b44
Initial A2C implementation
2020-12-26 22:45:53 +00:00
AnyOldName3
8c3a786e54
Unconditionally disable alpha testing when shaders are used
2020-12-24 00:32:15 +00:00
AnyOldName3
ce2bcba5d4
Replace deprecated alpha test in shader visitor
2020-12-17 14:57:43 +00:00
AnyOldName3
48f397f168
Remove existing shader when no longer required
2020-12-03 21:06:02 +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
72f7e6a702
Handle all shadow alpha uniforms in shadowsbin
2020-11-12 00:26:30 +00:00
Alexei Dobrohotov
b523574090
Remove shader visitor settings manager dependency
2020-11-09 13:59:59 +03:00
Andrei Kortunov
065ed5138e
Use emplace_back instead of push_back
2020-10-18 10:27:35 +04:00
Capostrophic
c0b322b264
Improve color mode handling in shaders
2020-05-09 16:15:10 +03:00
AnyOldName3
a3b032bf2b
Fix chameleon shadows
2020-04-27 23:49:48 +01:00
AnyOldName3
53b9b41159
Rely on existing alpha test for non-blended shadow casting
2020-04-21 18:18:55 +01:00
AnyOldName3
12044a607b
Only alpha-test shadows when necessary
...
Previously we always discarded shadow map fragments if the alpha channel of the output would have been low, but there were some (modded) assets that have non-one alpha but have testing or blending disabled so end up opaque anyway. This lets the shadows of those objects match.
2020-04-10 15:45:37 +01:00
Capostrophic
5770227e37
Avoid using auto-detected normal maps that are bump map namesakes
2020-03-05 13:19:34 +03:00
Capostrophic
624a9ac353
Force shaders for objects affected by new envmap option
2020-03-04 14:06:22 +03:00
Capostrophic
19a7245251
Add bump mapping support
2020-03-03 13:32:30 +03:00
Andrei Kortunov
1cdd33b434
Implement additional stringops to avoid Boost functions
2020-01-09 19:40:22 +04:00
bzzt
ffe8bbd2dd
racingcrashfix #4766
2019-05-29 13:37:00 +00:00
Capostrophic
0cdc46dfd6
Move forcePPL and clamp to global shader defines (bug #4869 )
2019-03-05 23:36:08 +03:00
Andrei Kortunov
3032b177a1
Remove redundant includes
2019-02-23 08:02:12 +04:00
AnyOldName3
244bd289cb
Change default colour mode (as apparently it actually gets used sometimes)
2018-12-03 18:56:37 +00:00
AnyOldName3
a41ce42208
Move setting of colorMode to ShaderRequirements in case they're reused
2018-10-18 16:00:51 +01:00
AnyOldName3
474770eca8
Switch shadow map rendering to a specialised, simplified shader.
2018-10-16 21:23:31 +01:00
AnyOldName3
ce15369bbd
Convert colorMode shader define to a uniform
2018-10-15 23:12:15 +01:00
Andrei Kortunov
e06f0b797a
Replace all NULLs to nullptr
2018-10-09 10:21:12 +04:00
Andrei Kortunov
1452684d9e
Use new logging system for components
2018-08-14 19:42:41 +04:00
scrawl
5d524a6a10
Add custom version of MorphGeometry replacing osgAnimation
...
Double buffering, custom bounding box and the update in the cull visitor (instead of update) are now all handled internally rather than needing hacks and/or callbacks.
2017-09-01 21:42:36 +00:00