Commit Graph

57 Commits

Author SHA1 Message Date
elsid 053a3caf7b
Pass cache expiry delay to GenericResourceManager constructor 2023-09-09 19:35:20 +02:00
florent.teppe 1b718f09c5 adding worldspace info to terrain data structures
Rendering manager can have multiple terrain, one for each queried worldspace
Terrain::World has a worldspace member
storage functions require a worldspace parameter.
2023-05-29 11:31:37 +02:00
florent.teppe 93e7b0d946 Terrain has a mandatory worldspace in constructor
getTerrainHeightAt takes a worldspace.

Doesn't change anything for now => Therrain is created with the default ESM3 worldspace, and is never changed.
2023-05-29 11:31:36 +02:00
clang-format-bot ddb0522bbf
Apply clang-format to code base 2022-09-22 21:35:26 +03:00
ζeh Matt ddf43ec42f
Move structs into separate headers, cleanup includes, cleanup forwarders 2022-07-18 19:15:03 +03:00
Evil Eye a95b6e050a Replace new with make_unique in components 2022-05-29 13:24:32 +02:00
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
glassmancody.info cad0b151cb enable shaders path and dehardcode depth formats 2021-08-04 17:39:11 -07:00
Andrei Kortunov 2d869ca9ff Fix node masks signed/unsigned mismatch 2021-04-20 10:52:51 +04:00
Andrei Kortunov 14cf0ce1dc Implement instanced groundcover 2021-01-26 22:29:41 +04:00
bzzt lost a hitlab login da92ad329b move renderbin
Signed-off-by: Bret Curtis <psi29a@gmail.com>
2020-06-13 00:22:28 +02:00
bzzt lost a hitlab login 1f891ca46d billboarding support for tree mods
Signed-off-by: Bret Curtis <psi29a@gmail.com>
2020-06-13 00:22:27 +02:00
bzzt d684f1a78f terrainbased objectpaging
Signed-off-by: Bret Curtis <psi29a@gmail.com>
2020-06-13 00:22:27 +02:00
bzzt ed20d869b4 waterculling for both terrain 2020-04-23 08:53:21 +02:00
Bret Curtis 8a8107e837 as it says; revert vismask and uncomplicate openmw 2020-04-20 20:57:38 +02:00
Andrei Kortunov 84979fa8b7 Move VisMask to components 2020-02-16 16:03:35 +04:00
bzzt aa5a071aef Delete composite map layers in the background thread 2019-03-18 14:00:50 +04:00
bzzt 5bce3cbc68 Don't use MWRender namespace in common terrain components 2019-02-27 00:04:01 +03:00
Miloslav Číž ab8de9fa14 Set node mask to cell borders 2018-06-14 13:18:37 +02:00
Miloslav Číž 414e6caafe Make tb work with distant terrain 2018-06-14 13:14:38 +02:00
Miloslav Číž f18d57429e Move cell border management to World 2018-06-14 12:27:22 +02:00
Miloslav Číž 1b8d500c07 Make tb command work again 2018-06-14 12:01:09 +02:00
Miloslav Číž c3d7ee5a9e Resolve merge conflicts 2018-06-13 08:22:37 +02:00
Miloslav Číž db8aaa74d6 Start cell border debug drawing 2018-06-13 01:48:31 +02:00
scrawl 123f7b83d5
Make the CompositeMapRenderer use available time and add related setting 2018-02-13 00:40:41 +00:00
Kyle Cooley 2abf7f1752 Remove unnecessary cache dump 2017-09-15 12:19:12 -04:00
Kyle Cooley 2eacc2f093 Changes to land creation, add ability to specifically clear terrain cache 2017-09-08 14:37:03 -04:00
scrawl 6ccb6009ee Use the View-based preloading for TerrainGrid as well 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 5a3c645c89 Enable lazy compiling of composite maps 2017-03-14 19:27:56 +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 b1d4bb5708 Add CompositeMapRenderer
Temporarily render all terrain using composite maps for testing purposes
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 35d53acc65 Factor out terrain chunk loading/caching into a new resource manager 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 c5f8ff6e0e Add names to several nodes for debugging purposes 2017-02-02 21:49:52 +01:00
scrawl 0865cea211 Preload terrain 2016-02-09 21:16:11 +01:00
scrawl 98571148b0 Remove custom license for terrain code
Now that it's no longer a stand-alone component, there's not much point in custom licensing it.
2015-06-14 20:44:29 +02:00
scrawl cdd0623009 Terrain rendering 2015-06-03 01:35:41 +02:00
Rohit Nirmal 997347b01e Silence -Wreorder warnings. 2015-04-28 18:48:02 -05:00
jacmoe ee574e08ef MIT License header added to all terrain component files. 2015-02-09 20:16:29 +01:00
scrawl 7252cb63a6 Fix cppcheck issues 2014-09-26 17:48:14 +02:00
scrawl e25fa6c157 Refactor non-distant land terrain path to a grid based implementation (Fixes #1562) 2014-06-29 02:42:36 +02:00
scrawl 6f7fbc867f Fix several leaks 2014-05-01 16:55:15 +02:00
scrawl 1d926816b5 Terrain: background load blendmaps & layer textures. Refactor QuadTree update. 2014-03-05 21:46:37 +01:00
scrawl 97c3efb3ba Terrain: decoupled Chunk from QuadTreeNode. 2014-03-05 21:46:37 +01:00
scrawl edb5a54092 Include some more required Ogre headers explicitely. 2014-03-05 21:46:37 +01:00