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54 commits

Author SHA1 Message Date
elsid
053a3caf7b
Pass cache expiry delay to GenericResourceManager constructor 2023-09-09 19:35:20 +02:00
elsid
6d120f92e0
Lookup for terrain template using std::map::lower_bound instead of linear search 2023-08-29 20:25:20 +02:00
elsid
c10f28a413
Pass references to fillVertexBuffers instead of osg::ref_ptr 2023-08-06 19:17:43 +02:00
florent.teppe
d0211acf9e Fixes bug in terrain loading + collision heightmap works
although terrain rendering is 100% broken right now
2023-05-29 11:32:13 +02:00
florent.teppe
1b718f09c5 adding worldspace info to terrain data structures
Rendering manager can have multiple terrain, one for each queried worldspace
Terrain::World has a worldspace member
storage functions require a worldspace parameter.
2023-05-29 11:31:37 +02:00
clang-format-bot
ddb0522bbf
Apply clang-format to code base 2022-09-22 21:35:26 +03:00
elsid
bef15edf0b
Remove redundant ostream, istream, iostream and sstream includes
* Replace by std::to_string and operator+ where possible.
* Move the code requiring to include <sstream> from .hpp to .cpp files.
2022-07-05 01:41:28 +02:00
cody glassman
04843fed6d moddable post-processing pipeline 2022-05-15 10:03:58 -07:00
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
Bret Curtis
9fabf99250 remove mDebugChunks from chunkManager 2021-09-27 21:38:12 +02:00
Bo Svensson
01cc61087b
improves paging preloader (#3126)
* Return check for distance when we try to reuse data

* [ci skip]

* [ci skip]

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* [ci skip]

* [ci skip]

* cellpreloader.cpp

* [ci skip]

* [ci skip]

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* [ci skip]

* quadtreeworld.cpp

* chunkmanager.cpp

* chunkmanager.cpp

* cellpreloader.cpp

* jvoisin

* whitespace

* whitespace
2021-09-27 21:32:18 +02:00
Bo Svensson
3f68ddd8f4
alternate debug chunks (#3127)
* quadtreeworld.cpp

* chunkmanager.cpp

* chunkmanager.hpp

* quadtreeworld.hpp

* chunkmanager.cpp

* quadtreeworld.cpp

* quadtreeworld.cpp

* quadtreeworld.cpp [ci skip]

* quadtreeworld.hpp

* quadtreeworld.cpp

* quadtreeworld.cpp

* quadtreeworld.cpp

* chunkmanager.cpp

* chunkmanager.cpp
2021-09-27 21:25:39 +02:00
Cédric Mocquillon
d7352ded36 Add configurable color and offset 2021-09-11 21:53:05 +02:00
Cédric Mocquillon
4b7d0bba53 Avoid adding redundant osg;;Group in non debug mode 2021-09-11 21:53:04 +02:00
Cédric Mocquillon
98a0819d52 Debug terrain chunks 2021-09-11 21:53:04 +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
Andrei Kortunov
14cf0ce1dc Implement instanced groundcover 2021-01-26 22:29:41 +04:00
AnyOldName3
eb80c997b8 Avoid OSG setting array binding from multiple threads 2021-01-22 19:44:22 +00:00
Andrei Kortunov
065ed5138e Use emplace_back instead of push_back 2020-10-18 10:27:35 +04:00
Andrei Kortunov
808c905e1f Initialize fields to avoid undefined behaviour 2020-06-18 14:50:06 +04:00
bzzt lost a hitlab login
da92ad329b move renderbin
Signed-off-by: Bret Curtis <psi29a@gmail.com>
2020-06-13 00:22:28 +02:00
bzzt lost a hitlab login
ce505a9bb3 crashfix + optimiziation
Signed-off-by: Bret Curtis <psi29a@gmail.com>
2020-06-13 00:22:27 +02:00
bzzt
d684f1a78f terrainbased objectpaging
Signed-off-by: Bret Curtis <psi29a@gmail.com>
2020-06-13 00:22:27 +02:00
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. 2020-04-23 11:12:10 +02:00
bzzt
480302d634 terrainclusterculling 2019-11-20 13:37:00 +00:00
bzzt
a730365ea1 Creanup Distant Terrain code
- Cull terrain in the stock osg::CullVisitor
- Do not compile composite maps for shadow camera
- Do not abuse userdata for composite maps
2019-06-05 19:09:57 +04:00
Bret Curtis
1e9eac568f
Merge pull request #2249 from akortunov/cache
Implement generic caching system
2019-03-25 13:32:23 +01:00
Capostrophic
786f3e5fc3 Remove unused and unfinished blendmap packing feature 2019-03-22 22:15:28 +03:00
Bret Curtis
d56733149c
Merge pull request #2201 from akortunov/optimize_terrain
Optimize terrain
2019-03-18 08:59:10 +01:00
bzzt
36fa51b6ad Fix bounding box calculation for terrain shapes 2019-03-18 10:27:09 +04:00
bzzt
e131e6699c Match vertex colors data type to source 2019-03-17 07:24:22 +03:00
Andrei Kortunov
2ed05a5195 Implement generic caching system 2019-03-14 09:10:19 +04:00
Capostrophic
0cdc46dfd6 Move forcePPL and clamp to global shader defines (bug #4869) 2019-03-05 23:36:08 +03:00
Andrei Kortunov
56fea4b062 Add setting to control composite geometry size 2019-03-01 18:02:40 +04:00
bzzt
fd94d7f7ff Make Distant Terrain more configurable (feature #4890) 2019-03-01 14:51:13 +04:00
Andrei Kortunov
e06f0b797a Replace all NULLs to nullptr 2018-10-09 10:21:12 +04:00
scrawl
4fba157d3b Implement releaseGLObjects for cached resources 2017-08-26 19:29:12 +00:00
Kyle Cooley
3b9326d238 Clear terrain cache and reload terrain 2017-08-20 22:34:41 -04:00
scrawl
088d5604bf Use a shader if required to display the composite map
Fixes composited terrain not respecting the 'clamp lighting' setting.
2017-03-14 19:27:56 +01:00
scrawl
5044816770 Remove unused code 2017-03-14 19:27:56 +01:00
scrawl
b66c2abfe3 Build the bounding sphere in the loading thread (only relevant for TerrainGrid) 2017-03-14 19:27:56 +01:00
scrawl
9e9c028f1d Skip light collection for far away terrain 2017-03-14 19:27:56 +01:00
scrawl
0782839a42 Avoid redundant culling tests on the transform/drawable 2017-03-14 19:27:56 +01:00
scrawl
9eed7fa6f5 Fix composite map when force shaders is enabled 2017-03-14 19:27:56 +01:00
scrawl
683e625c6c Rewrite CompositeMapRenderer to be based on Drawable and share the FBO 2017-03-14 19:27:56 +01:00
scrawl
5a3c645c89 Enable lazy compiling of composite maps 2017-03-14 19:27:56 +01:00
scrawl
bb991850da Add LOD stitches 2017-03-14 19:27:56 +01:00
scrawl
0efc54c749 Subdivide the composite maps 2017-03-14 19:27:55 +01:00
scrawl
819860081f Remove custom bounding box 2017-03-14 19:27:55 +01:00
scrawl
7e4450da55 Change the renderOrder of composite maps to ensure they are updated before water reflections or other cameras that may be using it. 2017-03-14 19:27:55 +01:00