florent.teppe
b6d7293a12
Removed weird lines that I thought were necessary to please the compiler
2022-08-04 09:13:25 +02:00
florent.teppe
68d0698924
Fixed cyclical included check
2022-08-04 09:09:26 +02:00
florent.teppe
aa51d6de2a
Missing chrono include ?
2022-08-04 00:14:53 +02:00
florent.teppe
f78fa989ee
fixed include, cleaned comments and indentation
2022-08-03 20:50:39 +02:00
florent.teppe
6b38d62223
Added lua bindings to toggle hot reload (disabled by default) or to trigger a reload
2022-08-03 19:56:19 +02:00
florent.teppe
4e7c1c5bef
Added break when the operation failed
2022-08-03 19:21:48 +02:00
florent.teppe
8d194a1601
Shaders: rudimentary hot reloader on shaders
...
every frame we poll the files and check if they are older or newer than the last test, if they are newer we find all the shader that included that file and update them
2022-08-03 19:12:45 +02:00
elsid
bef15edf0b
Remove redundant ostream, istream, iostream and sstream includes
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* 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
glassmancody.info
b09411d396
allow soft particles on meshes and add extra data extensions
2022-06-29 18:15:12 -07:00
Petr Mikheev
3bf18c601c
Better fog
2022-06-21 02:21:20 +02:00
jvoisin
21efb74b58
Remove even most boost::
2022-05-26 16:13:07 +02:00
Evil Eye
a64979e25d
Replace empty std::string assignments
2022-05-04 22:33:39 +02:00
madsbuvi
dc3045c970
mono-only version of the shader linking system introduced in the stereo MR
2022-04-26 19:54:24 +02:00
Bo Svensson
2e031f195b
fixes LightBufferBinding messages ( #3223 )
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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
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
jvoisin
cb08f490d7
Sprinkle some const-ref in loop
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This was done on the good advices of clang-tidy
2021-09-04 20:50:59 +02:00
jvoisin
1123dc46ee
Add a ton of const refs
2021-06-23 23:13:59 +02:00
glassmancody.info
bb834fb44e
append filename to shader names
2021-06-05 18:21:03 -07:00
glassmancody.info
690995988b
More formatting, OpenCS cells are unbroken
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
Andrei Kortunov
14cf0ce1dc
Implement instanced groundcover
2021-01-26 22:29:41 +04:00
AnyOldName3
72f7e6a702
Handle all shadow alpha uniforms in shadowsbin
2020-11-12 00:26:30 +00:00
Mads Buvik Sandvei
d5450a7d88
Correctly resetting line numbering during shader processing.
2020-10-03 14:22:34 +02:00
Mads Buvik Sandvei
0d6be9bd18
More accurate detection of cyclic includes
2020-08-06 01:16:19 +02:00
Mads Buvik Sandvei
2ed12a398d
addLineDirectivesAfterConditionalBlocks move check for npos to catch all npos
2020-08-04 01:46:54 +00:00
elsid
40ad87bc4d
Replace OpenThreads by std types
2020-06-25 22:16:09 +02:00
psi29a
b72720f357
Merge branch 'shadow-transparency-rework' into 'master'
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Only alpha-test shadows when necessary
See merge request OpenMW/openmw!170
2020-05-08 21:32:16 +00:00
elsid
edf002aa97
Rename argument shaderTemplate to templateName
2020-05-02 17:56:24 +02:00
elsid
7aaec5e989
Log shader template name on parse error
2020-04-23 19:52:17 +02:00
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
Andrei Kortunov
1cdd33b434
Implement additional stringops to avoid Boost functions
2020-01-09 19:40:22 +04:00
Andrei Kortunov
3032b177a1
Remove redundant includes
2019-02-23 08:02:12 +04:00
AnyOldName3
0124be5713
Merge upstream/master
2018-10-10 21:23:19 +01:00
Andrei Kortunov
e06f0b797a
Replace all NULLs to nullptr
2018-10-09 10:21:12 +04:00
AnyOldName3
3ce96997d1
Remove sneaky tabs.
2018-08-18 00:09:40 +01:00
AnyOldName3
80082308f0
Merge upstream (shadermanager log system revamp)
2018-08-17 18:22:13 +01:00
Andrei Kortunov
1452684d9e
Use new logging system for components
2018-08-14 19:42:41 +04:00
AnyOldName3
b08938485f
Make suspending viewer threads the responsibility of the caller, not the shader manager.
2017-12-17 23:55:19 +00:00
AnyOldName3
229cc9696f
Make updating global shader defines update shaders.
2017-12-17 01:57:53 +00:00
AnyOldName3
974e4d5299
Add check for null shaders when releasing OpenGL objects
2017-11-24 22:43:40 +00:00
AnyOldName3
98cd9fc144
Add preliminary support for global shader defines.
2017-11-22 20:07:07 +00:00
AnyOldName3
7a9df977c7
Add some prerequisits for making shadows disableable
2017-11-21 17:20:57 +00:00
AnyOldName3
166ba22072
Prevent line count changes within conditional blocks (because of conditional includes or @foreach expansion) ruining line numbering.
2017-11-21 16:53:12 +00:00
AnyOldName3
3d18ddc8e4
Take into account previous #line directives when expanding @foreach shader macros
2017-11-17 17:18:33 +00:00
AnyOldName3
590531595b
Create @foreach shader preprocessor macro in preparation for moving shadow setup out of shadermanager.cpp
2017-11-10 02:02:27 +00:00
AnyOldName3
e201e359a9
Move Shadow to Components
2017-11-08 01:44:49 +00:00
AnyOldName3
1a30a917af
Merge upstream/master
2017-11-08 01:31:38 +00:00
AnyOldName3
aa31cbba4f
Attempt (and fail) to make the local map show without unwanted shadow
2017-11-08 01:20:52 +00:00