Commit Graph

2042 Commits

Author SHA1 Message Date
psi29a 80d52e3da8 Merge branch 'cursor' into 'master'
Support high-resolution cursor textures

Closes #6933

See merge request OpenMW/openmw!2262
2022-09-11 18:32:18 +00:00
psi29a 435eacdaad Merge branch 'debug_draw_commands' into 'master'
API to draw primitives

See merge request OpenMW/openmw!2345
2022-09-11 17:17:16 +00:00
Andrei Kortunov a2c02d2999 Support high-resolution cursor textures (feature 6933) 2022-09-11 20:54:20 +04:00
florent.teppe 43b0ae1ce7 all debug renders now use the same shader and it works
remove debug draw shader, now that debug and debugdraw serve the same function

remove debug draw code from actors to clean

replaced int uniforms with bool for better readability

clang format

cleanup, remove unused func, and mistake whitespace

fix namespace

added more colors

fixed missing whitespace
2022-09-11 17:54:01 +02:00
florent.teppe 21971c08ba debug draw shader uses the generic functions
renamed files

roundabout way to change case with windows noticing

fixed type

fix filename in cmakelist.txt

ported shader and c++ code so glsl 120 can be used instead of 330

new debug shader and old one are almost unified

for some reason, even though I get no compilation issue, old debug draws don't work, only the new one implemented by this MR

remove useless const cast
2022-09-11 17:53:59 +02:00
florent.teppe bd1bbc0ab8 removes mutex, and uses double buffering to avoid writing on a resource that will be read by the draw thread
changes when the buffers are reset -> at the end of the draw, because that's when we are certain the data isn't needed anymore

removed useless variable
fixed typo
include osg::vec3 instead of osg vec3f

compile linux

compile ?

applied clang format to the new files
2022-09-11 17:53:56 +02:00
florent.teppe 2a980ecb50 cleaned some code and fixed some naming issues
Moved debug draw to components, fixed some whitespace issues, added include guard

fixed uniform name, removed old files

Fixes some more whitespace weirdness
2022-09-11 17:53:53 +02:00
florent.teppe 12b3424dd7 initial work to get lines in
lines need the same synchronisation system as the other primitives

This two points are there because if I resize to 0 it crashes, si I need a pice of line at 0.,0.,0. so there is no crash.Not ideal

Lines are colored

didn't commit updated shader file
2022-09-11 17:53:51 +02:00
florent.teppe 76008e1ff8 Multiple shapes to draw
adds wireCube primitive

scale of the command taken into account

shading light is more vertical
2022-09-11 17:53:47 +02:00
florent.teppe 93af569a68 can place a cube at 0,0,0 Useless for now
Arbitrarly draw cubes at certain position with a certain color

Adds exemple of how it looks in the actor update code.

draws a green cube if alive, red else
2022-09-11 17:53:41 +02:00
psi29a 7e8a933be9 Merge branch 'doc_fix' into 'master'
Remove deprecated setting from docs

See merge request OpenMW/openmw!2385
2022-09-08 09:43:23 +00:00
Andrei Kortunov 6ec9616ddd Localize the 'show effect duration' option 2022-09-08 07:46:56 +04:00
glassmancody.info 137baa4f75 remove deprecated setting 2022-09-07 19:17:47 -07:00
Andrei Kortunov cbe923eaa7 Revert changes in the progress bars layout 2022-09-05 10:33:26 +04:00
Abdu Sharif 7344a176b5 Fix bloomlinear options 2022-09-01 06:51:26 +00:00
Andrei Kortunov 3037f190be Implement per-font resolution 2022-08-30 12:16:30 +04:00
psi29a 945448cdf1 Merge branch 'font_fixes' into 'master'
Improve built-in default fonts

See merge request OpenMW/openmw!2302
2022-08-30 07:54:20 +00:00
Andrei Kortunov 3178868cc3 Improve built-in default fonts 2022-08-30 07:54:20 +00:00
Andrei Kortunov 8bac073f9c Enlarge character selection menu to fit long character or class names 2022-08-28 21:35:11 +04:00
Arnaud Dochain 5d089c9e46 Bloom shader (MR2313) french localisation 2022-08-28 14:38:07 +00:00
psi29a d9ea6e36fa Merge branch 'remove_forgotten_code' into 'master'
Remove forgotten commented-out debugging code

See merge request OpenMW/openmw!2319
2022-08-25 08:55:42 +00:00
wareya e7879e52df Remove forgotten commented-out debugging code 2022-08-25 08:55:42 +00:00
elsid ab1ddc690e
Do not check getPolyHeight status
It may fail in some cases depending on a platform without obvious reason.
2022-08-24 23:30:36 +02:00
psi29a f36e13444e Merge branch 'font_loading' into 'master'
Cleanup fonts loading

See merge request OpenMW/openmw!2309
2022-08-21 20:11:02 +00:00
psi29a 537c6e96ab Merge branch 'bloom_shader' into 'master'
Add wareya's linear bloom shader

See merge request OpenMW/openmw!2313
2022-08-21 12:53:46 +00:00
jvoisin 84c72b1c0a Add dots at the end, and add the .ru translation 2022-08-21 12:43:29 +02:00
Andrei Kortunov 9e1ab590f1 Cleanup fonts loading 2022-08-21 13:19:04 +04:00
psi29a 4078f19c74 Merge branch 'SHADER_HOT_RELOAD' into 'master'
Shaders: Hot reload, togglable by lua debug command

See merge request OpenMW/openmw!2238
2022-08-21 09:08:27 +00:00
jvoisin 534f0377d5 Add wareya's linear bloom shader 2022-08-20 19:50:34 +02:00
psi29a 7bb1856b74 Merge branch 'font_fixes' into 'master'
Font fixes

See merge request OpenMW/openmw!2297
2022-08-18 12:53:37 +00:00
Andrei Kortunov 2cae8bea5d Improve layout of Interface tab 2022-08-18 14:21:39 +04:00
Andrei Kortunov 2cd2b42e33 Improve handling of larger font size 2022-08-18 13:29:12 +04:00
Andrei Kortunov c3d3f3140b Allow to change font settings in the launcher 2022-08-18 13:29:12 +04:00
Alexei Kotov 15f4b5515d Clarify object paging merge factor docs 2022-08-18 05:55:17 +03:00
psi29a 1e4dd46688 Merge branch 'fontconfig' into 'master'
Allow users to decide if they need to import bitmap fonts

See merge request OpenMW/openmw!2270
2022-08-17 21:16:31 +00:00
Andrei Kortunov 43f552f48f Allow users to decide if they need to import bitmap fonts 2022-08-17 22:12:15 +04:00
Joakim Berg b3b1628439 Update BuiltInShaders/sv.yaml 2022-08-16 09:51:53 +00:00
Arnaud Dochain 19f4e58fed French i10n translations 2022-08-09 20:04:12 +02:00
florent teppe baadc06e98 Merge branch 'master' into 'SHADER_HOT_RELOAD'
# Conflicts:
#   apps/openmw/mwrender/postprocessor.hpp
2022-08-09 09:26:55 +00:00
cody glassman ac4b29be08 cleanup default shaders and remove confusing main shader 2022-08-07 06:42:48 -07:00
florent.teppe df69fc7659 Post processing shaders now use the same lua commands, no more launcher option to enable live reload 2022-08-07 00:19:19 +02:00
florent.teppe 15751c57a0 Lua debug api doc 2022-08-04 13:36:24 +02:00
Alexei Kotov a50b0eccc0 Fix loading screen scene snapshot layer 2022-08-01 20:08:56 +03:00
psi29a 454684bad3 Merge branch 'custom_actor_collision_shape_type' into 'master'
Support cylinder and rotating box collision shape types for actors (#6138)

Closes #6138

See merge request OpenMW/openmw!2043
2022-08-01 11:00:23 +00:00
psi29a c8e5b90ac4 Merge branch 'postpass_hotfix' into 'master'
[Postprocessing[ Temporary fix for artifacts in transparent post-pass (#6919)

See merge request OpenMW/openmw!2222
2022-08-01 06:23:49 +00:00
glassmancody.info 02ded8832c temporary fix for artifacts in transparent post-pass 2022-07-31 18:51:42 -07:00
Petr Mikheev 9a4df75f3c Merge branch 'luaIngredient' into 'master'
Lua Bindings for Ingredient Records

See merge request OpenMW/openmw!2205
2022-07-31 20:31:29 +00:00
Christian Haro 86bb3195a0 Lua Bindings for Ingredient Records 2022-07-31 20:31:29 +00:00
Andrei Kortunov 888f4d2ac1 Add a post processing API to work with fog 2022-07-30 21:44:18 +04:00
elsid 8b8e4f78b6
Support cylinder and rotating box collision shape types for actors
Cylinder collision shape should give the best consistency between physics
simulation and pathfinding. Rotating box is already used by some actors, so
add it to have the same collision shape type for all actors.
2022-07-30 14:28:21 +02:00