Alexei Kotov
ccd36e9413
Support light fade settings in legacy lighting method
...
This doesn't change launcher descriptions because the launcher settings are going to be omitted
2024-06-12 22:44:12 +03:00
Alexei Kotov
71c1b536b4
Discard culled lights specifically for post-processing light buffer
2024-06-01 22:05:32 +03:00
Alexei Kotov
cbe61e2c93
In TextureType, use osg::Object's name field
2024-05-31 14:42:48 +03:00
psi29a
a2e83d9a21
Merge branch 'dayofviewindependence' into 'master'
...
Make object light lists (mostly) view-independent
See merge request OpenMW/openmw!4128
2024-05-30 08:08:55 +00:00
psi29a
8cf6fde8b6
Merge branch 'fix_debug_render' into 'master'
...
Fix debug render for recast mesh and navmesh
See merge request OpenMW/openmw!4127
2024-05-28 07:38:00 +00:00
Alexei Kotov
c92d016e43
Don't sort scene light list by camera distance if the limit isn't reached and PP doesn't need it
...
Also don't clip it to the single UBO scene light limit if the lighting method isn't actually single UBO
2024-05-26 02:29:05 +03:00
Alexei Kotov
916706c6c1
Make object light lists (mostly) view-independent
...
Remove frustum culling
Sort lights by object proximity
Restore multiple camera rendering optimization
2024-05-26 02:29:05 +03:00
elsid
10e14a3c21
Replace release by assigning nullptr
...
release does not call a destructor if it's the last reference. This is not a
right choice here. Even though the functions accept raw pointers they convert
them into osg::ref_ptr. So it's ok to share the ownership.
2024-05-24 01:08:15 +02:00
elsid
4b8897e33e
Use state sets without transparency support for recast mesh and agents paths
2024-05-24 00:05:10 +02:00
elsid
98d530d8cb
Share state sets for recast mesh tiles and actors paths
2024-05-24 00:05:09 +02:00
Alexei Kotov
fd9361f62c
Some attenuation setup fool-proofing
2024-05-24 00:52:54 +03:00
Alexei Kotov
e0e4b84e40
Disable specularity for negative lights
2024-05-24 00:50:29 +03:00
Alexei Kotov
debc37d93a
Fade out specularity according to light fade settings as well
2024-05-24 00:49:37 +03:00
Alexei Kotov
908f3891fb
Add helper method for texture type recovery
2024-05-19 02:26:40 +03:00
Alexei Kotov
84f4ba4ca1
Support defining the texture type with a state attribute ( #6240 )
...
Named textures are still supported for easier native format compatibility (and so that I don't have to edit the documentation)
2024-05-18 23:11:20 +03:00
elsid
020b31395b
Reserve arrays before merging
2024-05-09 17:21:56 +02:00
AnyOldName3
ee3d012a6a
Use CLAMP_TO_EDGE for shadows
...
Partially mitigates https://gitlab.com/OpenMW/openmw/-/issues/7944
The border was necessary in the olden days when the FFP might have shadows, but they require shaders now.
2024-04-29 01:21:29 +01:00
Alexei Kotov
f0e4793321
Remove allow shadow map overlap setting ( #7939 )
2024-04-26 13:50:03 +03:00
AnyOldName3
04f1dc282b
Merge branch 'fix-osga-rotate-wildly' into 'master'
...
Fix OSGAnimation issues
See merge request OpenMW/openmw!3989
2024-04-20 15:37:09 +00:00
Sam Hellawell
2653b76db9
getTranslation/getTransformForNode refactor, unit tests
2024-04-17 08:16:48 +01:00
Alexei Kotov
443e341ae7
Generalize unsized pixel format computation
2024-04-16 02:52:25 +03:00
Alexei Kotov
3c0c1717a9
Fix red-green normal map handling for terrain
2024-04-15 12:02:52 +03:00
Sam Hellawell
8c2c66d59e
.nif check, matrix mult feedback, auto usage, reuse NodeMap typedef
2024-04-11 02:16:06 +01:00
Sam Hellawell
a51d560174
Move bone rename logic to ColladaDescriptionVisitor, undo formatting/refactoring
2024-04-05 01:59:40 +01:00
Sam Hellawell
2288a691d2
Replace osgAnimation bone underscore naming at load time, map bone instances, reset root bone transform each frame
2024-04-04 00:10:51 +01:00
Sam Hellawell
7897ff7ac9
Fix weapon sheathing for non-nif meshes
2024-03-25 21:03:59 +00:00
AnyOldName3
a761e417f1
Accept that it's too much work to defer light manager creation in the CS and instead use something akin to the old approach
2024-02-24 16:59:11 +00:00
AnyOldName3
dec8d32b3a
FIx static destruction order chaos
2024-02-24 00:54:40 +00:00
AnyOldName3
2bc091fc05
Include missing header
...
I thought I'd seen this class defined in one of the existing headers
with a different name, but I was muddling its forward declaration and a
different class being in a non-obvious header.
2024-02-23 00:15:23 +00:00
AnyOldName3
ec4731d454
Cope with scene widgets being destroyed in a weird order
...
I can't actually test this as the CS still doesn't get far enough with this MR.
2024-02-23 00:15:23 +00:00
AnyOldName3
36a75cdb29
Get the GLExtensions instance when a context is created
2024-02-23 00:15:23 +00:00
AnyOldName3
3335ccbc32
Capitulate
2024-02-20 23:51:42 +00:00
AnyOldName3
8c92f6ee87
Make uniform a signed int again
2024-02-20 23:10:23 +00:00
AnyOldName3
d282fdb77a
Eliminate unused uniform
2024-02-20 23:10:03 +00:00
AnyOldName3
132c43affa
Fix warning
...
Also attempt to make an equivalent warning fire with MSVC, then have to fix other stuff because /WX wasn't working, then back out of enabling the warning because none of the ones I could find disliked the old code.
2024-02-20 22:14:13 +00:00
AnyOldName3
7391bf2814
Fix OpenGL errors
...
There's no reason to use the AndModes variant as we never (intentionally) attempt to sample from a shadow map via the FFP.
2024-02-20 21:23:23 +00:00
AnyOldName3
535c5e328a
Affect correct texture units when disabling shadows for stateset
...
Knowing which are right required making the function non-static, so the shadow manager had to become a singleton as the results of passing it around to where it's needed were hellish.
I'm seeing a bunch of OpenGL errors when actually using this, so I'll investigate whether they're happening on master.
I'm hesitant to look into it too much, though, as I'm affected by https://gitlab.com/OpenMW/openmw/-/issues/7811 , and also have the Windows setting enabled that turns driver timeouts into a BSOD so a kernel dump is collected that I can send to AMD.
2024-02-20 21:02:31 +00:00
psi29a
f9820e2061
Merge branch 'debugdrawdebugged' into 'master'
...
Try to uncursify debug primitive drawer (#7767 )
Closes #7767
See merge request OpenMW/openmw!3852
2024-02-17 18:56:21 +00:00
Alexei Kotov
38ab09a52e
Try to uncursify DebugDrawer scene representation
2024-02-09 20:49:40 +03:00
Andrei Kortunov
6760fa4945
Localize screenshot messages
2024-02-08 12:50:12 +04:00
Andrei Kortunov
251d01304f
Use move semantics for osg::ref_ptr
2024-01-21 13:48:33 +04:00
elsid
4d6350539c
Move FindLowestUnusedTexUnitVisitor to unnamed namespace
...
It's not used anywhere except this translation unit so no need to make the
symbol available everywhere else.
2024-01-15 22:23:59 +01:00
elsid
3ad79e3b3e
Pregenerate glow texture names
...
To avoid strings generation and allocations every time model is added to a
scene.
2024-01-11 23:54:20 +01:00
Cody Glassman
187f63d3d3
support postprocess distortion
2023-12-21 10:56:38 -08:00
jvoisin
abbb620ea2
Merge branch 'nifogproperty' into 'master'
...
Handle NiFogProperty (feature #5173 )
Closes #5173
See merge request OpenMW/openmw!3642
2023-12-12 18:30:11 +00:00
Alexei Kotov
9cdaf2c29b
Handle NiFogProperty (feature #5173 )
2023-12-09 17:13:16 +03:00
Alexei Kotov
c1088e5f70
Streamline passing influence data to skinning
2023-12-08 20:58:34 +03:00
Alexei Kotov
820fc068d1
Support point specular lighting ( #6188 )
...
Fix passing light specular colors with shader lighting methods (with help from wazabear)
2023-11-04 17:58:51 +03:00
elsid
f4efbcc1c4
Use settings values for Shadows settings
2023-11-02 16:36:44 +01:00
Cody Glassman
09928ba265
use a dynamic falloff range for soft effect and use shader flags
2023-10-28 10:23:55 -07:00