psi29a
c058b30322
Merge branch 'riggeometry' into 'master'
...
Refurbish SceneUtil::RigGeometry
See merge request OpenMW/openmw!3472
1 year ago
Alexei Kotov
715efe6cb1
Handle NiParticleBomb (feature #7634 )
1 year ago
Alexei Kotov
76939aae45
Refurbish RigGeometry
...
Restructure/untangle influence data
Don't store the input influence data
Overall cleanup
1 year ago
elsid
08902371b4
Use settings values for Shaders settings
1 year ago
Alexei Kotov
799da630e4
CopyRigVisitor: don't copy unskinned geometry (bug #5280 )
1 year ago
AnyOldName3
15e6ababf1
Merge branch 'soft_particles' into 'master'
...
Apply soft effect to nifs marked with soft effect flag (originally developed by Cody Glassman)
See merge request OpenMW/openmw!3447
1 year ago
elsid
1d94527a19
Avoid using settings in components to get actor model
...
Settings::Values are initialized only for engine. Accessing them from other
binaries leads to a crash.
1 year ago
Petr Mikheev
63d5bd6f8a
Apply soft effect to nifs marked with soft effect flag (developed by Cody Glassman)
1 year ago
elsid
ad509bb954
Use settings values for Models settings
1 year ago
Andrei Kortunov
35561450f1
Do not copy osg::ref_ptr when possible
1 year ago
Andrei Kortunov
d3d7a663c6
Move some objects instead of copying
1 year ago
elsid
dd54857610
Add missing array include
1 year ago
elsid
b4868c6094
Filter evade directions by supported animations
...
To avoid trying those which will not lead to any actor movement due to absent
animation.
1 year ago
elsid
f6fce5ee15
Cleanup includes
2 years ago
glassmancody.info
a659d2eaeb
lua - fix bounding box once and for all
2 years ago
Bret Curtis
ff6944701f
Be more explicit about use of CLAMP_TO_EDGE instead of defaulting to GL CLAMP
2 years ago
psi29a
2686e586e5
Merge branch 'dev-7019' into 'master'
...
Fix improper access of stereo manager by other shared components
See merge request OpenMW/openmw!2437
2 years ago
Evil Eye
9728024978
Replace compare with more idiomatic methods
2 years ago
elsid
5d5e6844d1
Use settings values for Camera settings
2 years ago
glassmancody.info
a7b7f99d72
Expose game object's bounding box in lua api
2 years ago
jvoisin
c7a3f43915
Minor header cleanup
...
This has been done via CLion's "unused include directive",
set to "detect completely unused".
2 years ago
Mads Buvik Sandvei
fe066069d7
/components/ code should not access the stereo manager without checking whether or not stereo is enabled first. Stereo component code should not read settings itself, but rather take settings as parameters.
2 years ago
Evil Eye
8d8207b734
Refactor pathgrid indices to use size_t instead of int
2 years ago
Alexei Dobrohotov
20e799dadc
Use Rig/MorphGeometry state for its child geometry
...
Cherry-pick of ed44095cdc
from 0.48 branch
2 years ago
psi29a
4faa1bf3e8
Merge branch 'moo-bitch-get-out-my-hay' into 'master'
...
Don't use FFP-friendly texture image units for shadow maps
Closes #7102
See merge request OpenMW/openmw!2682
2 years ago
Cody Glassman
ac4787aeec
shade refactor
2 years ago
Alexei Dobrohotov
0f222d270e
Prefer the earliest eponymous nodes in skeletons (bug #3842 )
2 years ago
AnyOldName3
83b940397e
AdD lInE bReAk ThAt ClAnG-fOrMaT wAnTeD
2 years ago
AnyOldName3
7d4410d4fb
Use reserveGlobalTextureUnits for shadow maps
2 years ago
AnyOldName3
9be3d2668a
Break out of loops when uniform is found
2 years ago
florent.teppe
486d15b19e
moved light common to its own file
...
moved esm4light to it's own file
2 years ago
florent.teppe
dc961e3189
Adds the light into the scene.
...
Common struct for ESM3 and ESM4 light
2 years ago
AnyOldName3
80d6f6bc97
Add line break that clang-format wanted
2 years ago
AnyOldName3
0edc8fc77d
Don't use FFP-friendly texture image units for shadow maps
...
This more-or-less gets rid of the shadow system's only depencency on FFP
stuff. All that remains is it using OSG cameras, which OSG provides a
uniform-based implementation of, too, which we can trivially migrate to.
This should mean we're not eating any of the ~8 FPP-friendly texture
units, which is good as Morrowind models can use all of those on their
(although they very rarely do), and instead use some of the ~160
shader-only texture image units. This just requires not calling
glEnable(GL_TEXTURE_2D), accomplished by changing
setTextureAttributeAndModes to setTextureAttribute.
Also changes from using glTexGen and its eye plane matrices to pass the
shadow space matrix for each light to explicit uniforms. Thankfully, the
maths was a simple combination of the valid region matrix and eye plane
matrix maths.
As of this commit, I believe this kills shadows in one eye for stereo
rendering.
2 years ago
AnyOldName3
66e5415895
Log screenshot capture
2 years ago
AnyOldName3
77de37b1ed
Revert "Merge branch 'fix_macos_build' into 'master'"
...
As well as fixing the MacOS build, it meddled with a bunch of files that
already did the right thing.
This reverts commit 8162541a14
, reversing
changes made to e16c451d08
.
2 years ago
elsid
c324482338
Use separate header to define missing GL constants
2 years ago
elsid
843753da14
Remove unused includes
2 years ago
jvoisin
3cbf1dc042
First pass with include-what-you-use
2 years ago
elsid
bb8b5e2108
Add META_Node to clang-format StatementMacros
2 years ago
elsid
063fff7fa4
Fix and prevent -Wextra-semi warning
2 years ago
Andrei Kortunov
890be1b590
Fix crash in the editor
2 years ago
clang-format-bot
ddb0522bbf
Apply clang-format to code base
2 years ago
AnyOldName3
84f8a6848a
Renormalise line endings
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This should replace accidental CRLF with LF
2 years ago
elsid
50d8bd9cdd
Disable clang-format for files that should have minimal diff with OSG
2 years ago
elsid
219b9e7cbf
Revert "Use raw string literals for shaders"
...
This reverts commit 0e72055385
.
2 years ago
elsid
0e72055385
Use raw string literals for shaders
2 years ago
Project579
a13709c510
Replace implicit convertions from std::filesystem::path to std::string with correctly converting functions.
2 years ago
Project579
e5c417c968
Make sure all paths are passed as std::filesystem::path instead of std::string where possible.
2 years ago
Evil Eye
2222b47e3d
Make Settings::Manager::getString return a reference
2 years ago
glassmancody.info
1f2d9f2280
don't recycle statesets for light cullcallback for now
2 years ago
Evil Eye
0df45a90b3
Use string_view in the remaining Class methods and push string_views closer to the MyGUI boundary
2 years ago
elsid
5dc612aa54
Replace ciCompareLen with ciStartsWith where possible
...
`ciCompareLen(a, b, b.size()) == 0` expression is an equivalent of checking for
equality of `a` prefix with size `b.size()` with `b`.
`ciCompareLen(a, b, a.size()) == 0` is also the same thing but `a` is a prefix
`b` should start with.
2 years ago
unknown
206711876d
Address feedback
2 years ago
unknown
827a2f0b77
Use string_view in animation code
2 years ago
elsid
cc8c7002ea
Cleanup components includes
2 years ago
psi29a
b551e69b6f
#5534 remove OSG 3.4 support and require at least 3.6.5 support
2 years ago
psi29a
bb9884c024
Merge branch 'split_stringops' into 'master'
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Split components/misc/stringops.hpp into multiple headers
See merge request OpenMW/openmw!2233
2 years ago
glassmancody.info
c513ec7824
null check
2 years ago
glassmancody.info
2cea4f3172
stop excessive allocations with lightmanager callback
2 years ago
elsid
f99ed6f1db
Split components/misc/stringops.hpp into multiple headers
...
Replace all ciEqual overloads with one having std::string_view as argument.
2 years ago
Evil Eye
55134d1e31
Use string_view in the CharacterController
2 years ago
elsid
0614b82452
Restore UnrefQueue to destruct animation asynchronously
2 years ago
Andrei Kortunov
de58c9dff3
Get rid of obsolete osg::Geode where it is possible
2 years ago
psi29a
6cc3ec12db
Merge branch 'ci-werror' into 'master'
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Windows, MSVC: Enable warnings as errors on CI
See merge request OpenMW/openmw!2146
3 years ago
elsid
0e12d331f9
Simplify iteration over Bone::mChildren
3 years ago
elsid
e4f599575e
Use unique_ptr to manage Bone lifetime
3 years ago
Project579
02ef9c953e
MSVC: Fix all warnings at level 4, upgrade Qt5 to 5.15.2 to also reduce warnings, disabled 5054 warnings due to Qt5's use of deprecated operators in C++20 .
3 years ago
Mads Buvik Sandvei
b277fa48c7
Refactor multiview to avoid littering OSG_HAS_MULTIVIEW and multiview-related uniforms around the code, keep them all in multiview.cpp.
3 years ago
elsid
9ac3bb753e
Move declaration private static member variables of LightManager to .cpp
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There is no need to expose them to other translation units.
3 years ago
elsid
4211cf1c24
Use uniform indent and apply openmw naming policy
3 years ago
glassmancody.info
a0265ffb89
only enable soft particles when enabled in settings
3 years ago
elsid
2d6e048d88
Fix C4589 msvc warning
...
Constructor of abstract class 'SceneUtil::KeyframeController' ignores initializer for virtual base class 'osg::Object'
3 years ago
glassmancody.info
b09411d396
allow soft particles on meshes and add extra data extensions
3 years ago
elsid
1a5932a669
Move std::ostream& operator<< to .cpp
3 years ago
psi29a
1a478875f0
Merge branch 'navmesh_agent_bounds' into 'master'
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Support different agent collision shape type for pathfinding
See merge request OpenMW/openmw!2030
3 years ago
psi29a
a822044199
Merge branch 'riggeoosgaext' into 'master'
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custom class for osgAnimation::RigGeometry, Collada animated deforming body parts
See merge request OpenMW/openmw!1682
3 years ago
Nelsson Huotari
334c6dde0b
custom class for osgAnimation::RigGeometry, Collada animated deforming body parts
3 years ago
elsid
1a12c453d6
Support different agent collision shape type for pathfinding
...
Actors may have different collision shapes. Currently there are axis-aligned
bounding boxes and rotating bounding boxes. With AABB it's required to use
bounding cylinder for navmesh agent to avoid providing paths where actor can't
pass. But for rotating bounding boxes cylinder with diameter equal to the front
face width should be used to not reduce of available paths. For example rats
have rotating bounding box as collision shape because of the difference between
front and side faces width.
* Add agent bounds to navmesh tile db cache key. This is required to distinguish
tiles for agents with different bounds.
* Increase navmesh version because navmesh tile db cache key and data has changed.
* Move navmesh version to the code to avoid misconfiguration by users.
* Fix all places where wrong half extents were used for pathfinding.
3 years ago
Petr Mikheev
3bf18c601c
Better fog
3 years ago
elsid
fdd84265b3
Use proper agent height and radius when render actor path
...
That are based on half extents used to find path over navmesh which is different
for interior and exterior cells.
Use common functions to get agent height and radius for actor path rendering and
navmesh generation.
3 years ago
glassmancody.info
8146b05c92
pass only lights with visible geometry
3 years ago
glassmancody.info
327b8ecdcb
pass sorted lights to light postprocess light buffers
3 years ago
Cody Glassman
ce49aa1202
Attach lights at origin when missing AttachLight node
3 years ago
Evil Eye
a95b6e050a
Replace new with make_unique in components
3 years ago
psi29a
a14285bff5
Merge branch 'light_tweaks' into 'master'
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[Postprocessing] Tweaks to light collection
See merge request OpenMW/openmw!1928
3 years ago
cody glassman
30a64ee82a
move to world space, fix bug with uniform size updates
3 years ago
jvoisin
6feb92a9bf
Remove boost::filesystem from a couple of files
3 years ago
elsid
215b46503c
Support rendering for navmesh update frequency as a heatmap
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Useful when need to find tiles with high number of updates.
Add debug Lua package with new functions to toggle render mode and set navmesh
render mode.
3 years ago
cody glassman
0cb63ca4e6
experimental point light bindings
3 years ago
cody glassman
04843fed6d
moddable post-processing pipeline
3 years ago
madsbuvi
31a97141b7
Mac
3 years ago
Mads Buvik Sandvei
606a795a54
multiview linker-method
3 years ago
madsbuvi
dd5901d351
Initial commit
...
Multiview shaders.
Refactor Frustum management
Rewrite shared shadow map
cull mask should respect stereo
Stereo savegame screencap
LocalMap refactoring
use the vertex buffer hint instead of the display list patch to enable/disable display lists
Character preview fixes
3 years ago
ζeh Matt
b39aea4346
Move extremeEdges into queue instead of copying
3 years ago
ζeh Matt
19df9c3d17
Use vector for edge queue
3 years ago
ζeh Matt
0790af962e
Cleanup code in mwshadowtechnique.cpp
3 years ago
psi29a
1ac7eaa6b0
Merge branch 'NiFltAnimationNode' into 'master'
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Add NiFltAnimationNode support
Closes #6684
See merge request OpenMW/openmw!1732
3 years ago
Wolfgang Lieff
ead73fce31
initial NiFltAnimationNode support
3 years ago
Alexei Dobrohotov
81e9212db9
Slightly optimize MergeGroupsVisitor's xenophobia
3 years ago