Commit Graph

680 Commits (d2d1036d265650d3ed9110a4abfdb581c159804f)

Author SHA1 Message Date
elsid 9d1b7c4a30
Use type alias to avoid long type names and length redefinition for array 3 years ago
elsid 6cfabe252d
Remove redundant ShadowsBinAdder 3 years ago
Dan Church 42bd10f356
Fix FTBFS against older versions of osg
Bring back osg version guard.

Drawable::dirtyGLObjects wasn't available until OpenSceneGraph-3.5.10.
3 years ago
Bo Svensson b0132be53f
do not dirty unchanged arrays (#3164)
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.
3 years ago
Bo Svensson 93848ef01c
avoids virtual function calls in ComputeLightSpaceBounds (#3167)
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.
3 years ago
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.
3 years ago
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
3 years ago
Bo Svensson c2d836c6c4
optimises riggeometry.cpp (#3165)
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.
3 years ago
Bo Svensson 031871cd48
speeds up optimizer (#3162)
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.
3 years ago
elsid daff7aba01
Use different colors for walkable and non-walkable triangles 3 years ago
Bo Svensson b61140b8ba
optimises skeleton.cpp (#3158)
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.
3 years ago
Bo Svensson 5242e2695c
avoids memory allocations within ComputeLightSpaceBounds (#3156)
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.
3 years ago
Bo Svensson 08608da62c
optimizer.cpp 3 years ago
Bo Svensson cd4d76f8c5
discard off-screen lights (#3120)
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.
3 years ago
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.
3 years ago
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.
3 years ago
Bo Svensson 14d15dcfac
cleans up osgacontroller.cpp (#3142)
`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`.
3 years ago
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
3 years ago
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
3 years ago
Andrei Kortunov fc2076db1a
Fix MSVC warnings about local variables redeclaration (#3130) 3 years ago
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
3 years ago
Bret Curtis 8d86d90782 remove whitespace 3 years ago
Bo Svensson 179f91276a
lightmanager.cpp (#3121) 3 years ago
Bo Svensson 52a9b4d989
shadowsbin.cpp uniform 3 years ago
psi29a 01a8998e3b return if source is null in mergeUserData 3 years ago
Bo Svensson afba1884ab
clone.cpp remove dynamic_cast (#3097) 3 years ago
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]
3 years ago
psi29a ac3fda0b3d Merge branch 'string_view' into 'master'
Pass std::string_view instead of const std::string&

See merge request OpenMW/openmw!1209
3 years ago
elsid 6b7434ca69
Pass std::string_view instead of const std::string&
* Starting with Actor::getBodyPartMesh and ending with
  Misc::StringUtils::ciEqual.
* Add tests for Misc::StringUtils::ciEqual.
3 years ago
Bo Svensson d36c373cc7
visitor.cpp early out 3 years ago
glassmancody.info d63eb3325f fix coverity warning and build on some osg 3 years ago
jvoisin 5793f5cf18 Sprinkle a couple of std::move and a const 3 years ago
Alexei Dobrohotov b49f51cbfc Serialize NifOsg::MatrixTransform children properly 3 years ago
psi29a 8ad3d3d792 Merge branch 'freezeandcool' into 'master'
Don't use FreezeOnCull for any particle system (#4744)

Closes #4744

See merge request OpenMW/openmw!1103
3 years ago
Alexei Dobrohotov 1fc7cb8191 Don't use FreezeOnCull for any particle system (#4744) 3 years ago
elsid fa1fb2a6b5
Reset mIsReleased before starting threads
To fix TSAN warning:

WARNING: ThreadSanitizer: data race (pid=68597)
  Write of size 1 at 0x7b3800079234 by main thread:
    #0 SceneUtil::WorkQueue::start(unsigned long) /home/elsid/dev/openmw/components/sceneutil/workqueue.cpp:51 (openmw+0x10daa10)
    #1 SceneUtil::WorkQueue::WorkQueue(unsigned long) /home/elsid/dev/openmw/components/sceneutil/workqueue.cpp:39 (openmw+0x10dad97)
    #2 OMW::Engine::prepareEngine(Settings::Manager&) /home/elsid/dev/openmw/apps/openmw/engine.cpp:700 (openmw+0xf7cb5a)
    #3 OMW::Engine::go() /home/elsid/dev/openmw/apps/openmw/engine.cpp:949 (openmw+0xf82688)
    #4 runApplication(int, char**) /home/elsid/dev/openmw/apps/openmw/main.cpp:316 (openmw+0xf62611)
    #5 wrapApplication(int (*)(int, char**), int, char**, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&) /home/elsid/dev/openmw/components/debug/debugging.cpp:205 (openmw+0x125df1c)
    #6 main /home/elsid/dev/openmw/apps/openmw/main.cpp:328 (openmw+0x596323)

  Previous read of size 1 at 0x7b3800079234 by thread T10 (mutexes: write M19275778865205896):
    #0 SceneUtil::WorkQueue::removeWorkItem() /home/elsid/dev/openmw/components/sceneutil/workqueue.cpp:86 (openmw+0x10d9e51)
    #1 SceneUtil::WorkThread::run() /home/elsid/dev/openmw/components/sceneutil/workqueue.cpp:127 (openmw+0x10da52a)
    #2 operator() /home/elsid/dev/openmw/components/sceneutil/workqueue.cpp:114 (openmw+0x10da664)
    #3 __invoke_impl<void, SceneUtil::WorkThread::WorkThread(SceneUtil::WorkQueue&)::<lambda()> > /usr/include/c++/11.1.0/bits/invoke.h:61 (openmw+0x10da664)
    #4 __invoke<SceneUtil::WorkThread::WorkThread(SceneUtil::WorkQueue&)::<lambda()> > /usr/include/c++/11.1.0/bits/invoke.h:96 (openmw+0x10da664)
    #5 _M_invoke<0> /usr/include/c++/11.1.0/bits/std_thread.h:253 (openmw+0x10da664)
    #6 operator() /usr/include/c++/11.1.0/bits/std_thread.h:260 (openmw+0x10da664)
    #7 _M_run /usr/include/c++/11.1.0/bits/std_thread.h:211 (openmw+0x10da664)
    #8 execute_native_thread_routine /build/gcc/src/gcc/libstdc++-v3/src/c++11/thread.cc:82 (libstdc++.so.6+0xd33c3)

  Location is heap block of size 216 at 0x7b3800079220 allocated by main thread:
    #0 operator new(unsigned long) /build/gcc/src/gcc/libsanitizer/tsan/tsan_new_delete.cpp:64 (libtsan.so.0+0x91824)
    #1 OMW::Engine::prepareEngine(Settings::Manager&) /home/elsid/dev/openmw/apps/openmw/engine.cpp:700 (openmw+0xf7cb4c)
    #2 OMW::Engine::go() /home/elsid/dev/openmw/apps/openmw/engine.cpp:949 (openmw+0xf82688)
    #3 runApplication(int, char**) /home/elsid/dev/openmw/apps/openmw/main.cpp:316 (openmw+0xf62611)
    #4 wrapApplication(int (*)(int, char**), int, char**, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&) /home/elsid/dev/openmw/components/debug/debugging.cpp:205 (openmw+0x125df1c)
    #5 main /home/elsid/dev/openmw/apps/openmw/main.cpp:328 (openmw+0x596323)

  Mutex M19275778865205896 is already destroyed.

  Thread T10 (tid=68609, running) created by main thread at:
    #0 pthread_create /build/gcc/src/gcc/libsanitizer/tsan/tsan_interceptors_posix.cpp:969 (libtsan.so.0+0x61c3a)
    #1 std:🧵:_M_start_thread(std::unique_ptr<std:🧵:_State, std::default_delete<std:🧵:_State> >, void (*)()) /build/gcc/src/gcc-build/x86_64-pc-linux-gnu/libstdc++-v3/include/x86_64-pc-linux-gnu/bits/gthr-default.h:663 (libstdc++.so.6+0xd36aa)
    #2 std::_MakeUniq<SceneUtil::WorkThread>::__single_object std::make_unique<SceneUtil::WorkThread, SceneUtil::WorkQueue&>(SceneUtil::WorkQueue&) /usr/include/c++/11.1.0/bits/unique_ptr.h:962 (openmw+0x10da987)
    #3 SceneUtil::WorkQueue::start(unsigned long) /home/elsid/dev/openmw/components/sceneutil/workqueue.cpp:50 (openmw+0x10da987)
    #4 SceneUtil::WorkQueue::WorkQueue(unsigned long) /home/elsid/dev/openmw/components/sceneutil/workqueue.cpp:39 (openmw+0x10dad97)
    #5 OMW::Engine::prepareEngine(Settings::Manager&) /home/elsid/dev/openmw/apps/openmw/engine.cpp:700 (openmw+0xf7cb5a)
    #6 OMW::Engine::go() /home/elsid/dev/openmw/apps/openmw/engine.cpp:949 (openmw+0xf82688)
    #7 runApplication(int, char**) /home/elsid/dev/openmw/apps/openmw/main.cpp:316 (openmw+0xf62611)
    #8 wrapApplication(int (*)(int, char**), int, char**, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&) /home/elsid/dev/openmw/components/debug/debugging.cpp:205 (openmw+0x125df1c)
    #9 main /home/elsid/dev/openmw/apps/openmw/main.cpp:328 (openmw+0x596323)
3 years ago
glassmancody.info cdf5b315c3 fix mac runner undefined macro 3 years ago
glassmancody.info 09e03fde2e refactor and fix wobbly shores 3 years ago
glassmancody.info cad0b151cb enable shaders path and dehardcode depth formats 3 years ago
glassmancody.info b457dfd8b8 fix water RTTs and minor math error in non-infinite projection matrix 3 years ago
glassmancody.info 70fac33940 initial reverse-z depth implementation 3 years ago
glassmancody.info 1e52ca2b64 properly initialize light settings 3 years ago
psi29a 8c36eb56cf Merge branch 'stereo_friendly_water' into 'master'
Stereo friendly water and statesetupdater

See merge request OpenMW/openmw!563
3 years ago
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
3 years ago
elsid 9a5ec5fd03
Store heightfields as array of heights instead of triangles
To reduce size of RecastMesh and therefore cache size.
3 years ago
elsid d60edb36aa
Make RecastMesh independent from recast scale factor
To avoid scaling until it's required by delaying coordinates conversion until
navmesh generation.
3 years ago
elsid af7059373c
Make RecastMesh independent from the order of RecastMeshBuilder calls
To make sure RecastMesh objects are equal if built with the same data but in
different order. Will be used later when there will be more than one place
building RecasMesh objects.
3 years ago
elsid d4a2dab9d9
Remove redundant else 4 years ago
elsid eece47f70e
Avoid copying osg::ref_ptr when adding or removing item from work queue
Copy constructor does refcounting, and move constructor doesn't.
4 years ago
elsid b8fcd6d3ba
Manage work item lifetime on the client side
Instead of explicit work queue stop before any possibly used engine manager
is destructed. Based on an assumption that any engine manager can be destructed
independently from the work queue destruction. This model is already used in
CellPreloader that conflicts with explicit work queue stop.

After the work queue is requested to be stopped, any client waiting for a not
started work item to be done will wait forever because the work item is dropped
from the queue. Therefore either clients should not wait for own work items to
be completed in destructor or the work queue should not drop items before
clients are destructed. Other approaches are possible but are not considered
due to increasing complexity.

CellPreloader already tries to wait for all created work items to be done so
keep it that way and extend the model to AsyncScreenCaptureOperation and Scene.
Additionally abort all scheduled work items when owner is destructed. This
prevents a long exit when multiple screenshots are scheduled right before
exiting the game.
4 years ago
elsid 5103120eef
Notify about saved screenshot
Show message about saved screenshot via schedule message box. Since screenshot
saving happens not in the main thread calling messageBox directly is unsafe.
WindowManager::scheduleMessageBox delays message box showing until next update
in the main thread.
4 years ago
elsid f7a6be053d
Stop engine work queue before destructing environment
To avoid access to null and dangling pointers from active work items on
quitting.
4 years ago
elsid f8e02000ec
Write screenshots to file asynchronously 4 years ago
elsid 33aa4d0822
Move WriteScreenshotToFileOperation to components 4 years ago
AnyOldName3 84a9facedf Disable coverage adjustment for blended objects 4 years ago
Evil Eye 2be27da791 Merge branch 'const_refs' into 'master'
Add a ton of const refs

See merge request OpenMW/openmw!954
4 years ago
Evil Eye 9f7980ecd7 Merge branch 'refenreces' into 'master'
Sprinkle some references where it makes sense

See merge request OpenMW/openmw!952
4 years ago
jvoisin cf11870b1c Sprinkle some references where it makes sense 4 years ago
jvoisin 895864099c Simplify NodeMapVisitor::apply
No need to run a find() before a std::replace
4 years ago
jvoisin 1123dc46ee Add a ton of const refs 4 years ago
Bret Curtis 868a5b35e3 workaround shadow issue on macOS, https://gitlab.com/OpenMW/openmw/-/issues/6057 4 years ago
jvoisin 7f4f2c042e Use sizeof(GLfloat) instead of sizeof(GL_FLOAT)
GL_FLOAT is an enum, with the value 0x1406, while GLFloat is the actual type.
Source: https://www.khronos.org/opengl/wiki/OpenGL_Type
4 years ago
elsid d4f28ac979
Avoid resetting buffer object when configuring light buffer layout
Otherwise this casues RaceSelectionPreview to have no light until first change.
4 years ago
Andrei Kortunov 11c57978b6 Fix crashes on exit in the LightManager (bug #6044) 4 years ago
Andrei Kortunov c54ef55ebb Revert "Replace raw pointer by observer_ptr to avoid dangling pointer dereferencing"
This reverts commit 5373cf1cd5.
4 years ago
elsid d520b440aa
Copy LightBuffer data into a new object when changing layout
Before this change LightBuffer copy constructor copied only mData pointer into
a new object. Then memcpy was applied to an overlapping source and destination
that is UB.

Replace configureLayout function by a special constructor. That copies all
mData values and a pointer to a buffer object into a newly allocated object.
4 years ago
elsid 5373cf1cd5
Replace raw pointer by observer_ptr to avoid dangling pointer dereferencing
When game exit is requests when initial loading screen is active LightManager
can be destructed in the main thread before LightManagerStateAttribute::apply
is completed by different thread. Given that it uses raw pointer at some point
it becomes dangling because object is destructed this leads to UB and eventual
SIGSEGV.
4 years ago
Andrei Kortunov 2e8873af51 Add new scene nodes to scene graph serializer blacklist 4 years ago
jvoisin d45184a730 Sprinkle some const-ref to avoid unnecessary copies 4 years ago
Chris Djali f0cef87cd8
Merge pull request #3069 from akortunov/msvc_warnings
Rework warnings settings
4 years ago
Andrei Kortunov 18a4c81b5c Merge branch 'fix_toggleborders' into 'master'
Fix ToggleBorders debug view with 'Shaders' lighting method

See merge request OpenMW/openmw!792
4 years ago
AnyOldName3 ceb6a280ff Fix typo
Hopefully this will actually let us make better use of shadow bounds,
but I wouldn't count on it.
4 years ago
glassmancody.info 9f314d1d6f Fix ToggleBorders 4 years ago
Andrei Kortunov 6d351b2bdd Fix MSVC 4706 warnings 4 years ago
Bret Curtis 50d6cd2a34
Merge pull request #3070 from akortunov/coverity
Fix an another portion of Coverity warnings
4 years ago
Bret Curtis c6c92b5712
Merge pull request #3071 from akortunov/master
Fix an another batch of MSVC complaints
4 years ago
AnyOldName3 ff46eceabe Merge branch 'maybe-reintroduce-5904' into 'master'
Fix crash on startup

See merge request OpenMW/openmw!709
4 years ago
Andrei Kortunov d10399e083 Cast double constant to float explicitely 4 years ago
Andrei Kortunov 7d5c5f8a24 Do not assign negative values to unsigned variables 4 years ago
Andrei Kortunov 987b231fdd Fix an another portion of Coverity warnings 4 years ago
psi29a d0883f9a0d Merge branch 'light_settings_tweak' into 'master'
Lighting patch

Closes #5957 and #5959

See merge request OpenMW/openmw!752
4 years ago
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.
4 years ago
Andrei Kortunov 0c7ddd3938 Remove redundant qualifiers 4 years ago
Andrei Kortunov bce6effe95 Fix uninitialized variables in the LightManager 4 years ago
glassmancody.info 531a6e1979 Code review fixes, remove implicit GLSL casts 4 years ago
glassmancody.info 92033bca64 Fixed error in calculating viewspace sun dir, minor cleanup 4 years ago
glassmancody.info 9e80091aff clear up force shaders and make it less convoluted 4 years ago
glassmancody.info 8ce65232ff fix race condition with sun uniform 4 years ago
glassmancody.info d4e7d25d14 Make life not suck for whoever wants to edit lighting shaders 4 years ago
glassmancody.info eecb9886a9 Shader cleanup, fix indicies 4 years ago
glassmancody.info 4ba473b684 Finalize settings, torch fix 4 years ago
glassmancody.info 71c30a31df in-game settings, some require restart 4 years ago
glassmancody.info 3d713e8602 Fix incorrect minimum ambient 4 years ago
glassmancody.info 280fd2b162 Merge remote-tracking branch 'upstream/master' into why_are_the_christmas_lights_still_up 4 years ago
glassmancody.info d195602a9d Switch to shared layout, some rewording 4 years ago
glassmancody.info 690995988b More formatting, OpenCS cells are unbroken 4 years ago
glassmancody.info 328ec85757 Code review cleanup, add setting documentation 4 years ago
glassmancody.info 05a5cee132 Brighter point lights and light fade 4 years ago
glassmancody.info 43ac32921c Rewrite, support different lighting methods 4 years ago
glassmancody.info 9d9074c244 Add shared UBO 4 years ago
glassmancody.info dda735c54a initial commit 4 years ago
AnyOldName3 168f26fc80 Fix crash on startup 4 years ago
AnyOldName3 c6033b4de6 Fix #5904 4 years ago
AnyOldName3 0431ba4c87 Merge branch 'alpha-meddling-shader-side-mip-meddling' into alpha-meddling 4 years ago
AnyOldName3 46a1715d8a Actually return something 4 years ago
AnyOldName3 f5a87ee46d Refactor out duplicated RTT setup code 4 years ago
AnyOldName3 153ab57ae3 Make assignment in while loop condition obviously intentional 4 years ago
AnyOldName3 4f510d85ba Merge remote-tracking branch 'upstream/master' into alpha-meddling 4 years ago
psi29a c33b2e0100 Merge branch 'dehardcodebaseanim' into 'master'
Dehardcode Base_animation and improve Collada support

See merge request OpenMW/openmw!510
4 years ago
AnyOldName3 3e273a759a Clarify method name now we're using it differently 4 years ago
Nelsson Huotari bae27e8199 dynamic_cast to static_cast 4 years ago
Nelsson Huotari b28d8251aa Clone animation tracks 4 years ago
Nelsson Huotari 1221889cf7 Limit conversion of underscores to nodes origating from osgAnimation library 4 years ago
Nelsson Huotari 5b88d16a50 Clean-up 4 years ago
Nelsson Huotari 2162b97fef Handle case in osgAnimation bone names 4 years ago
Nelsson Huotari 7d3f2bc113 Convert underscores in bone names to whitespaces 4 years ago
madsbuvi 7edaa50195 another approach 4 years ago
Nelsson Huotari 3194520dcd Move base_anim settings to settings-default.cfg 4 years ago
Andrei Kortunov f175beb304 Define template ref classes in components 4 years ago
Andrei Kortunov 801e2d6ad0 Avoid to use uninitialized variables 4 years ago
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.
4 years ago
AnyOldName3 8f4b856b44 Initial A2C implementation 4 years ago
AnyOldName3 11b4af49ce Allow shadowsbin to optimise clockwise-wound meshes when face culling is off 4 years ago
AnyOldName3 a36ed5f129 Optimise out redundant call
We already had the results
4 years ago
AnyOldName3 657da50d99 Ensure GL_BLEND is disabled when drawing shadow maps 4 years ago
AnyOldName3 cc2ce9fa3e Explicitly default-construct array
The docs seem to imply this is automatic when the array contains a
class-type, which osg::ref_ptr is, but I got a crash log that doesn't
make sense if that's true.
4 years ago
AnyOldName3 0b5d5eab4c Move is faster 4 years ago
AnyOldName3 05ad44d0b1 Set correct array size 4 years ago
AnyOldName3 ce2bcba5d4 Replace deprecated alpha test in shader visitor 4 years ago
Nelsson Huotari 8b2bf12e8f Use bip01 for root bone name 4 years ago
Nelsson Huotari 6c1f6169c0 Fix root movement glitch 4 years ago
Nelsson Huotari 256aa5e71d Use const auto& 4 years ago
AnyOldName3 5ad297e6ff Guarantee glow updater regenerates shaders on completion
Previously, it would edit the odd numbered stateset, then regenerate
shaders for the even-numbered one, then edit the even numbered one, and
regenerate shaders for the odd numbered one (or vice versa if it
finished during an even numbered frame). This would leave one of the
shader programs still trying to use the state that had been removed.
4 years ago
Andrei Kortunov 8084a336b5 Replace zeroes and nulls by nullptrs 4 years ago
Nelsson Huotari 55dcc6582a Don't duplicate getFileExtension, use OpenMW's namespaces 4 years ago
Nelsson Huotari 3232faa703 Use const ref instead of value 4 years ago
Nelsson Huotari 32d4344803 Don't copy osga-data in base class keyframecontroller, fix warnings. 4 years ago
Nelsson Huotari 6e77ad1f6a OSG-Collada animation support 4 years ago
Nelsson Huotari f78a5d795c Separate keyframes logic to provide basis for osgAnimation integration. 4 years ago
AnyOldName3 37661bffea Merge branch 'shadowdisable-fix' into 'master'
Make disableShadowsForStateSet a no-op when shadows are disabled

See merge request OpenMW/openmw!205
4 years ago
AnyOldName3 7768556ce6 Set dummy state when disabling shadows indoors
As we don't reconfigure all shaders without shadows when we disable them
indoors (as it'd probably add a hitch to transitioning in and out) we
need to set up dummy state so the shaders don't do anything illegal.

This hadn't had symptoms for most objects as when indoors, nearly
everything would be drawn first in one of the water RTTs, which had
dummy state to disable shadows already. This wasn't true of the water
plane itself, though, yet somehow it took until just now for anyone to
report that.

This resolves vtastek's issue where the water would be invisible indoors
4 years ago
AnyOldName3 1e0df23d14 Merge branch 'shadows-bin' into 'master'
Use a custom renderbin to avoid pointless OpenGL state switches

See merge request OpenMW/openmw!402
4 years ago
AnyOldName3 fcfd340c69 Actually copy alpha blended drawables to the new stategraph 4 years ago
AnyOldName3 55f65752fd Don't bind unnecessary colour buffer when drawing shadow maps 4 years ago
AnyOldName3 cdbf19a508 Tidy up run-on lines 4 years ago
AnyOldName3 296dce470a Spelling fix 4 years ago
AnyOldName3 72f7e6a702 Handle all shadow alpha uniforms in shadowsbin 4 years ago
AnyOldName3 5d046bc95d Mark override 4 years ago
Alexei Dobrohotov 53f91a3aa5
Merge pull request #3018 from akortunov/emplace
Use emplace_back instead of push_back
4 years ago
AnyOldName3 449506fef1 Attempt to explain what shadowsbin is doing 4 years ago