We currently build a large map of a BSAFile's contents unused by Open MW. We already map archive contents in VFS. With this PR we remove the map from BSAFile and reimplement its only current use in BSATool.
We currently use a version guard to adapt to a change in the number of parameters supplied to osg::TriangleFunctor's operator() template functor. The differing parameter is unused in our code. Crucially, operator() is not an override, so we can just add a default value for the differing parameter. Such a default allows us to apply identical code to both versions of the library without regressing functionality.
This PR proposes a simple change to `RigGeometry` `dirtyGLObjects` logic.
1. We will avoid dirtying unmodified arrays.
2. We can drop an osg version guard since `Drawable::dirtyGLObjects` is not nearly as harmful as `Geometry::dirtyGLObjects`.
3. We will avoid crashes in an as yet unfinished future PR concerning `Array` sharing improvements.
To reduce amount of computations on the caller side and restrict possible
values.
* verts can't be non-int because it's a number of things.
* worldsize is initially defined as int by ESM::Land::REAL_SIZE.
* Put function to calculate heightfied shift into components to be able to
reuse by other binaries.
osg::NodeVisitor is designed to recursively call virtual apply signatures until we find an implemented signature. Encountered nodes that we do not explicitely handle will trigger additional virtual function calls. With this PR we avoid these additional virtual function calls in the particularly costly ComputeLightSpaceBounds by adding some explicit signatures.
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.
Currently, Open MW's basic file access speed is limited by a peculiar layer of virtualisation in BSAFile's interface. This PR removes such virtualisation by properly separating BSAFile from CompressedBSAFile in low level contexts.
We skip this during node path iterations. this is not a node we are interested in.
We avoid allocating a new mGeomToSkelMatrix per frame and avoid a ref_ptr associated with its update.
We speed up a search for the Skeleton node by adding a continue; condition prior to an expensive dynamic_cast.
We can expect marginally improved loading times with this PR. Drawable, Transform and Node counts in stats panels are expected to remain unchanged - this PR does not add new scene graph optimisations, it just increases the speed with which we apply existing ones.
1. We add explicit `NodeVisitor::apply` overrides for commonly encountered node types to avoid additional virtual function calls per node associated with the default `apply` implementation.
2. We skip pushing `StateSet`s when `_mergeAlphaBlending` is enabled or the `StateSet` contains no relevant state.
3. We add a specialised variant of `CollectLowestTransformsVisitor::addTransform` accepting `MatrixTransform` to avoid matrix copies and multiplications.
With this PR we optimise a function that is called quite often when loading new cells.
We remove avoidable dynamic_casts.
We remove an unused pair.second element.
We convert a map to an unordered_map because its ordering is irrelevant in this case.
We avoid adding the root Skeleton node to the bones' node path.
Currently, we create a new ComputeLightSpaceBounds visitor per frame. Within this visitor, we require excessive memory allocations, mainly a new osg::RefMatrix per encountered Transform node.
With this PR we reuse a single ComputeLightSpaceBounds visitor across frames and enable the createOrReuseMatrix functionality to avoid allocating new matrices every frame. osgUtil::CullVisitor internally uses the same approach.
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.
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.
Firstly, this PR reintroduces commit "Recreate a special case for IntersectionVisitor on QuadTreeWorld" we forgot to reapply while reverting a revert commit. Secondly, in cases we still need to build a view for an intersection visitor, we now use the available `osgUtil::IntersectionVisitor::getReferenceEyePoint` instead of falling back to the origin position that was previously causing long rebuild times.
`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`.
* 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