Commit Graph

372 Commits (e7c9c57017c5b1203577eb2e2d2a16e73eaca422)

Author SHA1 Message Date
elsid 053a3caf7b
Pass cache expiry delay to GenericResourceManager constructor 1 year ago
elsid d3dca99a76
Preload terrain in single pass
Otherwise there is lodFlags mismatch because some of the neighbours are removed
during preloading. This makes rendering culling create land chunk nodes again
for the same position, lod because lodFlags are different.
1 year ago
elsid 6d120f92e0
Lookup for terrain template using std::map::lower_bound instead of linear search 1 year ago
elsid c10f28a413
Pass references to fillVertexBuffers instead of osg::ref_ptr 1 year 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
fteppe 22dc383f63 fixes errors and warnings
Applies review comments

getWorldspaceTerrain => returns a reference because never null
crashfix in navigator
updateLandPositions fixes naming of it
const ESM4::Land* MWWorld::Store<ESM4::Land>::search(ESM::ExteriorCellLocation cellLocation) const removes useless else
ExteriorCellLocation uses default initializers
get terrain height returns -MAX_FLOAT when there is no esm4 terrain.

applied review comments

use default initlializer when possible
factorise code
uses pattern matching in for loop.
2 years ago
florent.teppe a9e0489867 fixes stutters => bugs in the way cells were updated. 2 years ago
florent.teppe 0e4d21a40c takes the right terrain bounds. 2 years ago
florent.teppe 7bc4fc6bf9 Fix issues on terrain change
terrain Preloader now preloads the right terrain
2 years ago
florent.teppe feb60f5ad8 One landsize variable instead of two.
fixes issues in constant values.
2 years ago
florent.teppe d0211acf9e Fixes bug in terrain loading + collision heightmap works
although terrain rendering is 100% broken right now
2 years ago
florent.teppe c35c7b3640 ESM4::Land loaded, added to store and to land objects
it does not work yet. Some things are displayed, but it looks all wrong.
2 years ago
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.
2 years ago
florent.teppe 93e7b0d946 Terrain has a mandatory worldspace in constructor
getTerrainHeightAt takes a worldspace.

Doesn't change anything for now => Therrain is created with the default ESM3 worldspace, and is never changed.
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
Cody Glassman ac4787aeec shade refactor 2 years ago
Alexei Kotov 0ba179c332 Discard terrain base layer alpha in non-shader rendering path (bug #6657) 2 years ago
glassmancody.info e778ffee9b po2 scaling for average luminance 2 years ago
elsid 843753da14
Remove unused includes 2 years ago
psi29a 66e14fa3bd Merge branch 'fix_extra_semi_warning' into 'master'
Fix and prevent -Wextra-semi warning

See merge request OpenMW/openmw!2455
2 years ago
elsid 063fff7fa4
Fix and prevent -Wextra-semi warning 2 years ago
elsid 6b8ed4c64f
Use sorted vector for ViewData::contains implementation 2 years ago
clang-format-bot ddb0522bbf
Apply clang-format to code base 2 years ago
elsid cc8c7002ea
Cleanup components includes 2 years ago
Andrei Kortunov de58c9dff3 Get rid of obsolete osg::Geode where it is possible 2 years ago
ζeh Matt c5d85c1854
Revert removal of <atomic> 2 years ago
ζeh Matt ddf43ec42f
Move structs into separate headers, cleanup includes, cleanup forwarders 2 years ago
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.
3 years ago
Evil Eye a95b6e050a Replace new with make_unique in components 3 years ago
cody glassman 04843fed6d moddable post-processing pipeline 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
Bret Curtis 74e7cfc023 remove unused includes: part1
remove unused imports: part2

revert one tidy we will keep for c++20
3 years ago
Bret Curtis a126e29a19 relative to absolute path 3 years ago
Bret Curtis d1fb854521 move most of the files from esm to esm3, keep common code in esm; this is make space for a future with esm4
esm typo

esm typo
3 years ago
glassmancody.info 2c52695361 fix regression where LEQUAL was used instead of LESS for depth function 3 years ago
Cody Glassman d85f772269 Depth refactor 3 years ago
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.
3 years ago
Bo Svensson d88d006984
fixes getViewDistance (#3207)
I have been informed by @akortunov that my addition of `Groundcover::getViewDistance` is not working in some cases. Investigations revealed that some `ViewData` code interacting with my additions had been quite thoroughly optimised in a way that was not sufficiently documented and interfered with the new feature. With this PR we repair `getViewDistance` while preserving such optimisations and add a necessary comment to avoid issues in the future. In addition, we now rebuild views when the global `mViewDistance` changes.
3 years ago
Bo Svensson 41318a585f
fixes enable and disable commands (#3186)
This PR fixes a recent regression concerning enable and disable commands with object paging. In addition, we add a necessary comment to avoid such issues in the future.
3 years ago
Bo Svensson a854a6e04a
removes UnrefQueue (#3181)
Currently, we use an `UnrefQueue` which supposedly aims to transfer destruction costs to another thread. The implications of this unusual pattern can not be well understood because some allocators might free resources more efficiently if they are freed by the same thread that allocated them. In addition, `UnrefQueue` complicates the validation of thread safety in our engine. Lastly, our current usage of `UnrefQueue` triggers `ref()`, `unref()` atomic operations as objects are passed into the queue. These operations could be more expensive than the actual destruction.

With this PR we thus remove `UnrefQueue`. We can expect these changes to have a minor impact at most because we free most resources elsewhere in `ResourceSystem::updateCache`.
3 years ago
Bo Svensson 01605433cb
quadtreeworld.cpp (#3174)
Currently, we disable a paging root node that we only need in exterior cells by setting its node mask to 0 when transitioning into an interior cell. Node masks are not ideal for this usage case because Node::getBound is unaware of masks. With this PR we just detach the unused node from the scene graph. _shadowedScene->getBound() in the MWShadowTechnique should return a much better value in interior cells with these changes.
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
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 3f731cd102
attempts to fix spellcasting freezes (#3146)
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.
3 years ago
Bret Curtis b7c1d9edb0 remove unnecessary includes 3 years ago
Bo Svensson d8707a763f
fixes build (#3134)
* quadtreeworld.cpp

* renderingmanager.cpp [ci skip]

* quadtreeworld.hpp

* cellborder.hpp

* cellborder.cpp
3 years ago
Bret Curtis 803195a05f add back some explicit includes 3 years ago
Bret Curtis 9fabf99250 remove mDebugChunks from chunkManager 3 years ago
Bo Svensson 01cc61087b
improves paging preloader (#3126)
* Return check for distance when we try to reuse data

* [ci skip]

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* cellpreloader.cpp

* [ci skip]

* [ci skip]

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* quadtreeworld.cpp

* chunkmanager.cpp

* chunkmanager.cpp

* cellpreloader.cpp

* jvoisin

* whitespace

* whitespace
3 years ago