Commit graph

3300 commits

Author SHA1 Message Date
Bret Curtis
d48b829b45 replace and purge boost::lexical_cast 2017-06-09 19:08:53 +02:00
Bret Curtis
98752a9702 replace boost::bind 2017-06-09 19:08:53 +02:00
Bret Curtis
b7c27e5e96 remove boost/tuple 2017-06-09 19:08:53 +02:00
Bret Curtis
39185e6f8c purge the rest of boost::shared and any other boost related things that no longer are required
put boost system back in, clean others up

revert Qt

add back boost fstream
2017-06-09 19:08:53 +02:00
Bret Curtis
d785344fad purge all instances of <boost/shared_ptr.hpp>, clean up unused headers 2017-06-09 19:08:53 +02:00
Bret Curtis
07f75e1104 replace boost::shared_ptr in extern and components 2017-06-09 19:08:53 +02:00
Ewan Higgs
38a2de3c51 convert std::autor_ptr to std::unique_ptr, originally by Ewan Higgs and updated by Bret Curtis 2017-06-09 16:49:25 +02:00
Julian Ospald
5d85fa9220
Fix build with osg >= 3.5.6 2017-05-28 17:30:01 +02:00
scrawl
813af876f6 Use a partial binary search in isReservedName (Fixes #3835) 2017-05-07 23:28:56 +02:00
scrawl
8d84869432 Fix commit 8f71b65d38 (don't overwrite the previous user data)
This resulted in a crash/corruption because the KeyframeController, for performance reasons, does not check that the expected user data is there and of correct type.

(Fixes #3829)
2017-05-05 05:27:00 +02:00
scrawl
45d9e38616 Fix check for default material 2017-04-22 14:27:45 +02:00
Allofich
e095817ac2 Treat =< and => as == in scripts
(Fixes #3744)
2017-04-21 22:26:13 +09:00
Allofich
ff3e307059 Pass parameters by const reference 2017-04-20 23:47:03 +09:00
scrawl
8f71b65d38 sceneutil/attach: inherit the UserDataContainer to avoid the resource cache from being cleared incorrectly 2017-04-14 15:04:53 +02:00
MiroslavR
c962b6dd6d Fix correctActorModelPath to work properly when both backward and forward slashes are used in the path (Fixes #3822) 2017-04-09 18:34:36 +02:00
MiroslavR
395e97cf40 Remove evil "implicit GetJournalIndex" hack from expression parser 2017-04-03 01:44:26 +02:00
Allofich
3780d94214 Cast LAND_SIZE to integer to avoid linking error 2017-03-28 01:57:31 +09:00
Allofich
2a505b427d Remove second LAND_SIZE definition 2017-03-27 03:45:53 +09:00
scrawl
f676b62711 Remove unused variable 2017-03-23 19:35:07 +01:00
scrawl
c992cb6e82 Fix texture not being applied on rendering the composite map (Fixes #3791) 2017-03-19 19:15:22 +01:00
MiroslavR
06dc94552f Log a warning if size in SCHD (script header) does not match SCDT (bytecode) size instead of failing 2017-03-18 15:42:24 +01:00
scrawl
a070551af3 Attempt to fix naming conflict on windows 2017-03-15 17:51:00 +01:00
scrawl
3d58ba7301 Fix boolean test 2017-03-15 17:50:13 +01:00
scrawl
fd215caa02 Add local LandCache to cut down on store searches 2017-03-14 19:27:57 +01:00
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
7f5beb3172 Remove unused includes 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
fb8ac06524 Reduce the minSize of quad tree nodes for better performance 2017-03-14 19:27:56 +01:00
scrawl
a041546b54 Use the quad tree's minSize in the LodCallback 2017-03-14 19:27:56 +01:00
scrawl
e4e8821902 Refactor update of lodFlags 2017-03-14 19:27:56 +01:00
scrawl
2aa09639a9 Re-enable terrain intersections 2017-03-14 19:27:56 +01:00
scrawl
db00d47ca2 Hold a ref to the intersection visitor's view if possible 2017-03-14 19:27:56 +01:00
scrawl
11bee6ee35 Avoid compiling composite maps that are no longer referenced 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
d055dc25bf Add custom traversal for local map camera to avoid loading terrain nodes that are exactly outside the border to another cell 2017-03-14 19:27:56 +01:00
scrawl
7d50b6c2e2 Add QuadTreeWorld::cacheCell to preload cells at max LOD for local maps 2017-03-14 19:27:56 +01:00
scrawl
6ccb6009ee Use the View-based preloading for TerrainGrid as well 2017-03-14 19:27:56 +01:00
scrawl
3c29e2dbeb Refactor ownership of terrain views 2017-03-14 19:27:56 +01:00
scrawl
28fd492711 Don't use terrain LOD for the map camera 2017-03-14 19:27:56 +01:00
scrawl
e7a0878c10 Add CompositeMapRenderer info to the stats panel 2017-03-14 19:27:56 +01:00
scrawl
c921620ef3 Compile the drawables of a composite map one by one to avoid frame drops for larger maps 2017-03-14 19:27:56 +01:00
scrawl
47ca8aeee5 Use the time elapsed instead of # compiled as limit 2017-03-14 19:27:56 +01:00
scrawl
8a6d909b22 Fix composite map being compiled twice 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
4baa795152 Add preloading implementation to QuadTreeWorld 2017-03-14 19:27:56 +01:00
scrawl
9db71e3f62 Recompute the LOD stitching when the view changes 2017-03-14 19:27:56 +01:00
scrawl
ef704db877 Fix reset of changed flag 2017-03-14 19:27:56 +01:00
scrawl
1c15686353 Remove non required use of WorkQueue 2017-03-14 19:27:56 +01:00
scrawl
433900fca5 Fix waiting on initial quad tree build 2017-03-14 19:27:56 +01:00
scrawl
4dbd224249 Hide the terrain in non-exterior cells 2017-03-14 19:27:56 +01:00
scrawl
2580de11a4 Refactor ownership of ViewDataMap 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
99e18f0d68 Clear the ViewData on exit 2017-03-14 19:27:56 +01:00
scrawl
bb991850da Add LOD stitches 2017-03-14 19:27:56 +01:00
scrawl
6bd286d924 Fix unnecessary resizing in ViewData 2017-03-14 19:27:56 +01:00
scrawl
8c151364df Add special handling for CullVisitor to QuadTreeWorld.
- Cull only against bounding box, not bounding sphere, as this appears to perform better.
- Also traverse into non visible nodes to compute their LOD, this is to avoid nodes having to be loaded in when the player turns the view around, and will avoid unnecessary refs/unrefs of rendering data in the View. This should probably be turned off at some point for static cameras, such as the local maps.
2017-03-14 19:27:56 +01:00
scrawl
f19a88be9d Reject QuadTreeNodes with invalid bounds 2017-03-14 19:27:56 +01:00
scrawl
7d004bf757 Preliminary rendering of QuadTreeWorld 2017-03-14 19:27:55 +01:00
scrawl
e36bdb490e Add view data structure for efficient collection of LOD nodes to use for a given camera/intersection 2017-03-14 19:27:55 +01:00
scrawl
0efc54c749 Subdivide the composite maps 2017-03-14 19:27:55 +01:00
scrawl
0756fc4ae6 Optimize getBlendmaps for the general case that most points are within the given cell 2017-03-14 19:27:55 +01:00
scrawl
81c9853fe9 Fix handling in getBlendmaps when the chunk is >1 ESM::Cell 2017-03-14 19:27:55 +01:00
scrawl
b384087e28 Fix handling in fillVertexBuffers when the chunk is >1 ESM::Cell 2017-03-14 19:27:55 +01:00
scrawl
819860081f Remove custom bounding box 2017-03-14 19:27:55 +01:00
scrawl
ce8c4ad4f5 Add quad tree implementation (no rendering yet) 2017-03-14 19:27:55 +01:00
scrawl
14225a42c6 Remove unused pointer to IncrementalCompileOperation 2017-03-14 19:27:55 +01:00
scrawl
c487df0abb Move updateTextureFiltering and material into the base class 2017-03-14 19:27:55 +01:00
scrawl
5eff286c71 Use separate node mask and parent for CompositeMapRenderer to allow the loading screen to pre compile composite maps. 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
scrawl
b1d4bb5708 Add CompositeMapRenderer
Temporarily render all terrain using composite maps for testing purposes
2017-03-14 19:27:55 +01:00
scrawl
e323b2fa7b Use the SceneManager's ShaderManager 2017-03-14 19:27:55 +01:00
scrawl
0fc465da59 Store the min/max height in LandData 2017-03-14 19:27:55 +01:00
scrawl
051c17a184 Make reportStats const 2017-03-14 19:27:55 +01:00
scrawl
80a0398f9d Load LandData into the LandObject to avoid threading conflicts when the same data is being loaded by two threads 2017-03-14 19:27:55 +01:00
scrawl
20d30bb8d7 Move mDataLoaded into LandData 2017-03-14 19:27:55 +01:00
scrawl
16b5cadd9e Fix order of operations w.r.t clearing cache 2017-03-14 19:27:55 +01:00
scrawl
2c68ed4fb4 Remove no longer required use of UnrefQueue as the new resource manager will naturally clear the cache from the worker thread 2017-03-14 19:27:55 +01:00
scrawl
35d53acc65 Factor out terrain chunk loading/caching into a new resource manager 2017-03-14 19:27:55 +01:00
scrawl
274690f790 Refactor BufferCache to allow caching buffers of different sizes 2017-03-14 19:27:55 +01:00
scrawl
9a3a64f0c4 Add resource manager for ESM::Land to allow data to be unloaded when no longer required 2017-03-14 19:27:55 +01:00
scrawl
804f873649 terrain: factor out texture caching into a separate class 2017-03-14 19:27:55 +01:00
scrawl
4cd4457d21 Add support for Functors to ObjectCache 2017-03-14 19:27:55 +01:00
scrawl
9d72d9f0c9 Change order of operations in SceneManager::updateCache to allow deleting of StateSets that just got unreferenced by the scene 2017-03-14 19:27:55 +01:00
scrawl
eef63a880a terrain: use a custom drawable for multi-pass render instead of osgFX::Effect
osgFX::Effect is awkward to use because of the lazy-definition of passes, no support for compileGLObjects, useless 'Technique' abstraction and having to define silly methods like 'effectAuthor()'

Handling the multi-pass rendering inside the Drawable also avoids redundant culling tests against the same bounding box for each pass.
2017-03-14 19:27:55 +01:00
scrawl
34130fc5cc Fix handling in LightListCallback when the node is not a Group 2017-03-14 19:27:55 +01:00
scrawl
b78a9f89af Refactor LightListCallback to allow for integration in custom Drawables. 2017-03-14 19:27:55 +01:00
scrawl
c1fe9f2a89 Avoid warping the mouse cursor more than necessary
Apparently, the SDL_WarpMouseInWindow can be very expensive (anywhere from 0.1-5ms) due to XSync() in the implementation.

This was causing no-grab=1 configurations to suffer from terrible stuttering when turning the view.
2017-03-14 00:31:27 +01:00
scrawl
928e2061f7 Remove redundant tolower 2017-03-13 02:48:23 +01:00
scrawl
13a6070629 Remove warning spam in skeleton.cpp
If the root bone is missing, that is caused by all bones being missing which will have been logged already.
2017-03-13 02:48:22 +01:00
scrawl
21aad00612 Don't pass key events to the viewer when Alt modifier is held
Fixes the stats panel briefly showing up when using 'Alt+F4' to exit.
2017-03-08 01:27:04 +01:00
scrawl
fc95a45cb6 Don't pass repeat key events to the viewer's eventQueue 2017-03-08 01:27:04 +01:00
Nikolay Kasyanov
7f429f26e1 Allow getting available version information even when clone is shallow 2017-03-07 21:53:49 +01:00
scrawl
c1b1d502ee Fix up commit 330e5fefd1 2017-03-04 21:48:31 +01:00
scrawl
4051018862 optimizer: fix FlattenStaticTransformsVisitor not respecting the is permissible callback 2017-03-04 21:48:31 +01:00
scrawl
5866f0f80b Add OPENMW_OPTIMIZE env variable to help debugging optimizer-related issues
Example:

OPENMW_OPTIMIZE=OFF
OPENMW_OPTIMIZE="~FLATTEN_STATIC_TRANSFORMS"
2017-03-04 21:48:31 +01:00
scrawl
29556a1802 More consistent wording of errors/warnings
A Warning indicates a potential problem in the content file(s) that the user told OpenMW to load. E.g. this might cause an object to not display at all or as intended, however the rest of the game will run fine.

An Error, however, is more likely to be a bug with the engine itself - it means that basic assumptions have been violated and the engine might not run correctly anymore.

The above mostly applies to errors/warnings during game-play; startup issues are handled differently: when a file is completely invalid/corrupted to the point that the engine can not start, that might cause messages that are worded as Error due to the severity of the issue but are not necessarily the engine's fault.

Hopefully, being a little more consistent here will alleviate confusion among users as to when a log message should be reported and to whom.
2017-03-04 21:48:31 +01:00
scrawl
62cc091414 Fix incorrect setting of TexMat in terrain material 2017-03-02 18:07:01 +01:00