Commit Graph

251 Commits

Author SHA1 Message Date
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
glassmancody.info 02ded8832c temporary fix for artifacts in transparent post-pass 2022-07-31 18:51:42 -07:00
glassmancody.info fd4966f77a temporary fix for auto exposure 2022-07-22 20:41:08 -07:00
Petr Mikheev b3c8c8eb56 Support sky blending in multiview mode 2022-07-09 22:21:48 +02:00
glassmancody.info 89bc756732 tmp_sun_fix 2022-07-05 23:47:23 -07:00
Abdu Sharif c09648c349 Add a missing 0 in fog.glsl 2022-07-04 17:31:03 +00:00
Cody Glassman 03616ae2d3 Fix undeclared shader variable 2022-07-01 14:34:59 +00:00
glassmancody.info 7b958148d0 better fade 2022-06-30 08:23:28 -07:00
psi29a 56187ad977 Merge branch 'soften_me_up_like_one_of_your_french_meshes' into 'master'
Allow soft particle effect on any NIF

See merge request OpenMW/openmw!2015
2022-06-30 13:46:22 +00:00
glassmancody.info b09411d396 allow soft particles on meshes and add extra data extensions 2022-06-29 18:15:12 -07:00
Petr Mikheev d0deb37f5c Fix several issues with sky blending 2022-06-27 21:51:41 +02:00
Mads Buvik Sandvei b0e4c7e76a [Postprocessing] Stereo integration 2022-06-21 15:55:06 +00:00
Petr Mikheev 3bf18c601c Better fog 2022-06-21 02:21:20 +02:00
cody glassman 04843fed6d moddable post-processing pipeline 2022-05-15 10:03:58 -07:00
psi29a 275bebb066 Merge branch 'Stereo-MR' into 'master'
Stereo

See merge request OpenMW/openmw!1757
2022-04-30 16:40:09 +00:00
madsbuvi 79577f37de Rebase artifacts + cleaned up the remaining unnecessary exposures of stereo awareness. 2022-04-29 17:35:24 +02:00
cody glassman 276cb6f170 clamp vertex lighting in fragment shader properly 2022-04-28 20:02:13 -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
madsbuvi 164458dc56 shader fixes 2022-04-27 17:43:51 +02:00
madsbuvi dc3045c970 mono-only version of the shader linking system introduced in the stereo MR 2022-04-26 19:54:24 +02:00
Alexei Dobrohotov dd473d06df Implement gloss-mapping (feature #6541) 2022-02-18 06:24:06 +03:00
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
glassmancody.info d5cba38f4b shader-based object texture blending 2021-12-30 17:08:43 -08:00
Bret Curtis 9336626927 use OPENMW_RESOURCES_ROOT instead 2021-12-08 14:33:49 +01:00
Bret Curtis a9bf53d4ed modified builtin_scripts to be macOS aware; simplified things as the SHADER and MYGUI dir were just pointing to the OpenMW_BINARY_DIR anyway, so removing the code duplication 2021-12-08 14:28:56 +01:00
glassmancody.info 9389cfaa42 mac os driver workaround and shadervisitor fixes 2021-11-20 18:39:20 -08:00
psi29a 68e7a4083e Merge branch 'master' into 'master'
Overhaul raindrop water ripple effect

Closes #6360

See merge request OpenMW/openmw!1316
2021-11-13 21:44:25 +00:00
psi29a bea8df7dd4 Merge branch 'astoecke-fix-6386-water-reflection' into 'master'
Use `gl_FragCoord`  in `water_fragment.glsl` (fixes #6386)

Closes #6386

See merge request OpenMW/openmw!1347
2021-11-12 22:05:05 +00:00
wareya a1d03d178d Update water_fragment.glsl 2021-11-12 06:55:19 +00:00
Alexei Dobrohotov 9880c43c86 Add specular strength shader parameter 2021-11-10 19:58:06 +03:00
Andreas Stöckel fbc7cf5e65 Fix #6386
Use `gl_FragCoords` instead passing the normalised screen-space coordinates
to the fragment shader in a numerically unstable way.
2021-11-09 23:25:06 -05:00
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
Alexei Dobrohotov 9dd36a345f Fix a typo in nv_default shader 2021-11-07 16:02:27 +03:00
wareya 6d98866be0 Merge remote-tracking branch 'upstream/master' 2021-11-06 11:44:12 -04:00
wareya 9b030e174f removing this part was a mistake, made the ripples more repetitive 2021-10-31 15:52:54 -04:00
wareya e1378cd290 Replace uniform with define 2021-10-31 13:18:19 -04:00
wareya 226d3eac0d Improve performance, add simpler ripples, add a setting, fix nighttime brightness 2021-10-31 10:33:28 -04:00
glassmancody.info 40b6bbbdf3 use openmw define system 2021-10-30 12:19:31 -07:00
glassmancody.info 8c3b00164e soft particles 2021-10-30 12:19:31 -07:00
glassmancody.info 07e32c0fa6 remove object shader path 2021-10-25 10:23:16 -07:00
glassmancody.info 9cbbd2fff5 better transitions 2021-10-24 17:13:42 -07:00
glassmancody.info 1e40d27318 introduce sky shaders 2021-10-23 17:53:38 -07:00
wareya 1848f7f915 Overhaul raindrop water ripple effect 2021-10-22 21:33:32 -04:00