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850 Commits

Author SHA1 Message Date
psi29a
1a478875f0 Merge branch 'navmesh_agent_bounds' into 'master'
Support different agent collision shape type for pathfinding

See merge request OpenMW/openmw!2030
2022-06-21 16:13:41 +00:00
Mads Buvik Sandvei
b0e4c7e76a [Postprocessing] Stereo integration 2022-06-21 15:55:06 +00:00
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.
2022-06-21 12:57:32 +02:00
Petr Mikheev
3bf18c601c Better fog 2022-06-21 02:21:20 +02:00
glassmancody.info
d7425cc016 change update visitor to only traverse active children in scenegraph 2022-06-11 00:09:33 -07:00
Evil Eye
3c83117e99 Replace new with make_unique in openmw 2022-05-29 13:24:48 +02:00
elsid
215b46503c
Support rendering for navmesh update frequency as a heatmap
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.
2022-05-17 01:54:20 +02:00
cody glassman
0cb63ca4e6 experimental point light bindings 2022-05-15 10:03:58 -07:00
cody glassman
04843fed6d moddable post-processing pipeline 2022-05-15 10:03:58 -07:00
Cody Glassman
882245b935 Lua Bindings: Add view distance bindings to camera 2022-05-09 19:40:48 +00:00
elsid
79676aee15
Make Environment a storage of referencing pointers instead of owned
Engine controls lifetime of managers therefore it should own them. Environment
is only access provider.

This allows to avoid redundant virtual calls and also some functions from
managers base classes can be removed if they are used only by Engine.
2022-05-06 23:44:01 +02:00
psi29a
265fa51128 Merge branch 'respect_water_filtering' into 'master'
Simple water should respect filter settings (#5989)

Closes #5989

See merge request OpenMW/openmw!1813
2022-04-30 17:02:32 +00:00
cody glassman
ed6cd487ee allow updating filtering at runtime 2022-04-29 17:26:09 -07:00
Mads Buvik Sandvei
606a795a54 multiview linker-method 2022-04-28 21:09:06 +02:00
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
2022-04-28 21:05:34 +02:00
elsid
a2d596dbc7
Prepare navmesh scene asynchronously
It is expensive operation to generate new osg::Group for updated navmesh tile
which noticeably slows down main thread primarily because of
SceneManager::recreateShaders call. Move it to the preload work queue that is
used by RenderingManager. Leave to main thread only manipulations on the root
node.

Also move deallocation of no more needed data to the work queue. It's also
quite expensive operation because SceneManager::recreateShaders allocates a
new state set for each osg::Geometry. Deallocating them takes time.

Avoid creating another work item if there is existing one that is not started
yet.

Make sure results are accepted in the proper serialized order by selecting
completed work item with maximum {id, version}.
2022-04-20 23:14:31 +02:00
Petr Mikheev
3af8ea5dfc Update Lua bindings for the camera 2022-04-06 21:55:05 +02:00
glassmancody.info
bbc9c53423 support morrowind stenciling 2022-02-07 11:51:59 -08:00
elsid
16cfdfec19
Avoid unnecessary computation
And fix UBSAN error:

/home/elsid/dev/openmw/apps/openmw/mwrender/renderingmanager.cpp:659:81: runtime error: division by zero
    #0 0x556eac16f4dc in MWRender::RenderingManager::configureAmbient(ESM::Cell const*) /home/elsid/dev/openmw/apps/openmw/mwrender/renderingmanager.cpp:659
    #1 0x556eadfd3d60 in MWWorld::Scene::loadCell(MWWorld::CellStore*, Loading::Listener*, bool, osg::Vec3f const&) /home/elsid/dev/openmw/apps/openmw/mwworld/scene.cpp:467
    #2 0x556eadfe3047 in MWWorld::Scene::changeToInteriorCell(std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&, ESM::Position const&, bool, bool) /home/elsid/dev/openmw/apps/openmw/mwworld/scene.cpp:830
    #3 0x556eadeb8fb3 in MWWorld::World::changeToInteriorCell(std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&, ESM::Position const&, bool, bool) /home/elsid/dev/openmw/apps/openmw/mwworld/worldimp.cpp:978
    #4 0x556eadeba5f1 in MWWorld::World::changeToCell(ESM::CellId const&, ESM::Position const&, bool, bool) /home/elsid/dev/openmw/apps/openmw/mwworld/worldimp.cpp:1008
    #5 0x556eaeb852dd in MWState::StateManager::loadGame(MWState::Character const*, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&) /home/elsid/dev/openmw/apps/openmw/mwstate/statemanagerimp.cpp:533
    #6 0x556eaeb81674 in MWState::StateManager::loadGame(std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&) /home/elsid/dev/openmw/apps/openmw/mwstate/statemanagerimp.cpp:366
    #7 0x556eaebd2aae in OMW::Engine::go() /home/elsid/dev/openmw/apps/openmw/engine.cpp:1025
    #8 0x556eaeba810a in runApplication(int, char**) /home/elsid/dev/openmw/apps/openmw/main.cpp:221
    #9 0x556eaf865e9a in 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
    #10 0x556eaeba8368 in main /home/elsid/dev/openmw/apps/openmw/main.cpp:233
    #11 0x7f89773b3b24 in __libc_start_main (/usr/lib/libc.so.6+0x27b24)
    #12 0x556eac13c09d in _start (/home/elsid/dev/openmw/build/gcc/ubsan/openmw+0x669c09d)
2022-02-03 00:08:45 +01:00
Bret Curtis
74e7cfc023 remove unused includes: part1
remove unused imports: part2

revert one tidy we will keep for c++20
2022-01-23 17:30:25 +01:00
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
2022-01-23 17:04:48 +01:00
psi29a
d8d7a3b372 Merge branch 'softparticles_patch' into 'master'
Shadervisitor adjustments and Mac OS fix for soft particles

See merge request OpenMW/openmw!1380
2022-01-06 13:13:52 +00:00
Cody Glassman
a7166aa05c Use updated resolutions when setting projection matrix 2022-01-05 10:43:30 +00:00
psi29a
7256654f29 Merge branch 'navmesh_render' into 'master'
Rework navmesh render (#6187)

See merge request OpenMW/openmw!1338
2021-12-02 10:34:41 +00:00
psi29a
e221013692 Merge branch 'recalculate-projection-matrix-on-window-resize' into 'master'
Recalculate the Projection Matrix every time the window is resized.

See merge request OpenMW/openmw!1382
2021-11-30 16:00:31 +00:00
OnlyForF1
c5b33185b5 Recalculate the Projection Matrix every time the window is resized. 2021-11-30 16:00:30 +00:00
Bret Curtis
246912f73a
Merge pull request #3206 from akortunov/groundcover_loading
Use a separate storage for groundcover data
2021-11-29 20:09:21 +01:00
elsid
3c41d0efc3
Render each navmesh tile independently 2021-11-21 17:42:27 +01:00
elsid
6b7363bd59
Replace generation and revision by version 2021-11-21 17:40:54 +01:00
glassmancody.info
9389cfaa42 mac os driver workaround and shadervisitor fixes 2021-11-20 18:39:20 -08:00
Cody Glassman
d85f772269 Depth refactor 2021-11-21 02:25:05 +00:00
Petr Mikheev
f42badd7be Dehardcode camera 2021-11-19 20:37:21 +01:00
Petr Mikheev
47cbdcba15 Camera refactoring 2021-11-19 20:37:21 +01:00
Andrei Kortunov
3275440f0d Use a separate storage for groundcover data 2021-11-14 19:11:42 +04:00
Bo Svensson
a62b22cd31
isolates groundcover content files (#3208)
Specifications developed in PR #3206 require that groundcover content files must not be allowed to corrupt normal content files. With this PR we simply isolate our existing loading logic by instantiating a separate `ESMStore` for `Groundcover`. In addition, we remove some outdated workarounds.
2021-11-13 23:37:53 +01:00
Alexei Dobrohotov
9880c43c86 Add specular strength shader parameter 2021-11-10 19:58:06 +03:00
psi29a
5836d0225f Merge branch 'leave_butter_to_soften' into 'master'
Soft Particles (#6128)

See merge request OpenMW/openmw!980
2021-11-09 14:16:47 +00:00
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.
2021-11-08 10:27:42 +01:00
Alexei Dobrohotov
7a0c13fcf8 Make better use of std::clamp 2021-11-06 08:47:32 +03:00
glassmancody.info
8c3b00164e soft particles 2021-10-30 12:19:31 -07:00
Bo Svensson
7e6533f0f3
refactors screenshot360 (#3202)
With this PR we refactor screenshot360 not to manually adjust node masks.
2021-10-30 19:10:16 +02:00
glassmancody.info
e436147c10 improved toggle world 2021-10-27 09:16:01 -07:00
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`.
2021-10-20 23:02:15 +02:00
elsid
d06e697356
Initialize RenderingManager fields before use
PostProcessor is constructed before mNearClip, mViewDistance, mFieldOfView are
initialized and the constructor calls updateProjectionMatrix that uses these
fields.

==16218== Conditional jump or move depends on uninitialised value(s)
==16218==    at 0x722EBE: min<float> (stl_algobase.h:235)
==16218==    by 0x722EBE: MWRender::RenderingManager::updateProjectionMatrix() (renderingmanager.cpp:1183)
==16218==    by 0x7D022F: MWRender::PostProcessor::PostProcessor(MWRender::RenderingManager&, osgViewer::Viewer*, osg::Group*) (postprocessor.cpp:144)
==16218==    by 0x728B41: MWRender::RenderingManager::RenderingManager(osgViewer::Viewer*, osg::ref_ptr<osg::Group>, Resource::ResourceSystem*, SceneUtil::WorkQueue*, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&, DetourNavigator::Navigator&) (renderingmanager.cpp:452)
==16218==    by 0xBB5E65: MWWorld::World::World(osgViewer::Viewer*, osg::ref_ptr<osg::Group>, Resource::ResourceSystem*, SceneUtil::WorkQueue*, Files::Collections const&, std::vector<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> >, std::allocator<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > > > const&, std::vector<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> >, std::allocator<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > > > const&, ToUTF8::Utf8Encoder*, int, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&) (worldimp.cpp:190)
==16218==    by 0xDEEA6F: OMW::Engine::prepareEngine(Settings::Manager&) (engine.cpp:789)
==16218==    by 0xDF2068: OMW::Engine::go() (engine.cpp:959)
==16218==    by 0xDE7B8F: runApplication(int, char**) (main.cpp:220)
==16218==    by 0x1006593: wrapApplication(int (*)(int, char**), int, char**, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&) (debugging.cpp:205)
==16218==    by 0x7152C3: main (main.cpp:232)
==16218==

==17455== Conditional jump or move depends on uninitialised value(s)
==17455==    at 0x4F8613F: osg::Matrixd::makeFrustum(double, double, double, double, double, double) (Matrix_implementation.cpp:916)
==17455==    by 0x4EC0E11: osg::Camera::setProjectionMatrixAsPerspective(double, double, double, double) (Matrixd:580)
==17455==    by 0x722DDA: MWRender::RenderingManager::updateProjectionMatrix() (renderingmanager.cpp:1167)
==17455==    by 0x7D01EF: MWRender::PostProcessor::PostProcessor(MWRender::RenderingManager&, osgViewer::Viewer*, osg::Group*) (postprocessor.cpp:144)
==17455==    by 0x728BA1: MWRender::RenderingManager::RenderingManager(osgViewer::Viewer*, osg::ref_ptr<osg::Group>, Resource::ResourceSystem*, SceneUtil::WorkQueue*, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&, DetourNavigator::Navigator&) (renderingmanager.cpp:453)
==17455==    by 0xBB5E25: MWWorld::World::World(osgViewer::Viewer*, osg::ref_ptr<osg::Group>, Resource::ResourceSystem*, SceneUtil::WorkQueue*, Files::Collections const&, std::vector<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> >, std::allocator<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > > > const&, std::vector<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> >, std::allocator<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > > > const&, ToUTF8::Utf8Encoder*, int, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&) (worldimp.cpp:190)
==17455==    by 0xDEEA3F: OMW::Engine::prepareEngine(Settings::Manager&) (engine.cpp:789)
==17455==    by 0xDF2038: OMW::Engine::go() (engine.cpp:959)
==17455==    by 0xDE7B5F: runApplication(int, char**) (main.cpp:220)
==17455==    by 0x1006563: wrapApplication(int (*)(int, char**), int, char**, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&) (debugging.cpp:205)
==17455==    by 0x7152C3: main (main.cpp:232)
==17455==
2021-10-16 00:43:31 +02:00
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.
2021-10-11 11:27:50 +02:00
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.
2021-10-06 11:21:30 +02:00
Bo Svensson
2568f119a4
reapplies PR without npe (#3137)
* avoids creating empty statesets on drawables

Currently, we attempt to skip creating state on drawable nodes when this state matches the default state. This attempt is incomplete because we still create an avoidable empty stateset in the default case.

* renderingmanager.cpp

* nifloader.cpp

* nifloader.cpp

* shadervisitor.cpp
2021-10-01 10:11:00 +02:00
Andrei Kortunov
e109d86489 Revert "avoids creating empty statesets on drawables (#3132)"
This reverts commit 957c25a491b86772b02ab9057679ad1fc970f353.
2021-09-29 21:01:22 +04:00
Bo Svensson
d8707a763f
fixes build (#3134)
* quadtreeworld.cpp

* renderingmanager.cpp [ci skip]

* quadtreeworld.hpp

* cellborder.hpp

* cellborder.cpp
2021-09-29 17:10:58 +02:00
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
2021-09-29 15:40:37 +02:00