Commit Graph
189 Commits
Author SHA1 Message Date
Asteroth 34b6cf74ab whoops forgot the rval 2023-10-24 15:16:12 -04:00
Asteroth bc33f90e32 early return if z is 0 2023-10-24 14:32:56 -04:00
Asteroth aed90493ec make g3_project_vertex unconditionally project 2023-10-23 17:53:30 -04:00
Goober5000 e621dbe997 Merge pull request #5464 from Goober5000/render_constify
add const where appropriate to the modelrender API
2023-10-21 15:57:24 -04:00
BMagnu 02e84f212a Fix HUD slewing (#5656)
* Fixup HUD for slewing

* Fix Training Message box

* Lead indicator slew

* Fix HUD Message Head

* Correctly render messages

* Fix HUD offset handling

* HUD offset never makes any sense

* Cleanup offset code

* Remove unused parameter

* Fix Talking Head in RTT mode
2023-10-16 01:44:17 +09:00
BMagnu febd8cd2ad Allow an asymmetric FOV / Frustrum (#5657)
* Enable Asymmetric Projection FOV

* Properly apply asymmetric FOV to g3_rotate_ functions

* De-CPP14-ify

* cleanup

* Make GCC happy

* Fix Vertical Asymmetric FOV

* Fix printf
2023-10-15 05:39:24 +09:00
Fabian Woltermann e028162dc2 update batching assertions 2023-07-17 18:54:12 +02:00
Goober5000 17d36156cb add const where appropriate to the modelrender API
See title.  There were some cascade effects, but the changes are mostly contained to the model code.  The calls to `gr_render_model` and `g3_render_primitives` use `const_cast` because constifying that API would require a whole other PR.
2023-06-18 14:05:46 -04:00
Asteroth 60f3aa59d6 Make lasers less kinky (#5446)
* properly handle trapezoidal bitmaps

* clean up

* fixup single segment trails too

* fix
2023-06-07 19:59:07 -04:00
Asteroth 16e0e3d6c4 Use volume particles for poofs (#5412)
* allow volume particles for poofs

* fix
2023-05-26 16:23:06 -04:00
EatThePath 427873a345 remove int3 from the rest of the batching things (#5349) 2023-04-20 07:43:29 -04:00
ETP 633f138afe Remove Int3() from new versions of batching_add_ for modernization 2023-03-27 23:46:54 -05:00
David Gibson d7ebb8f062 Optimizing the trail renderer building code path moderately by avoiding repeated batch_find calls 2023-03-27 23:01:05 -05:00
Fabian Woltermann e8c9a0a3aa do not update the gl buffer for a batch if the batch is empty (#5115) 2023-01-15 19:15:47 +01:00
Fabian WoltermannandFabian Woltermann 87926995df Feature/dear imgui (#4987)
* Add imgui

* migrate render options

* remove wmcgui

* Add subsystem selection and highlighting

* Add a syntactic sugar extension for imgui

* don't rebuild the mission list every frame

* Add imgui_sugar extension

* Move helper functions out of lab_ui, add function to display consolidated table text for object

* add button to export cubemap

* fix entering and exiting the lab

* refactor some of this for greater cleanness

* use techroom lighting when no mission background is set

* minor things

* add imguizmo

* add imguizmo

* Add imgui

* migrate render options

* remove wmcgui

* Add subsystem selection and highlighting

* Add a syntactic sugar extension for imgui

* don't rebuild the mission list every frame

* Move helper functions out of lab_ui, add function to display consolidated table text for object

* add button to export cubemap

* fix entering and exiting the lab

* refactor some of this for greater cleanness

* minor things

* add imguizmo

* add imguizmo

* Add button to reset changes made in the render dialog

* refactoring

* unfuck rebase

* fix issue with loose mission files

* use with_CollapsingHeader for greater uniformity

* add weapon selection functionality

* make primaries and secondaries fire again

* implement animation triggers

* avoid crash when switching back and forth between ships with and without team colors

* add control to set team color setting to renderer texture dialog

* make sure the table text updates when the ship class changes

* let rotating subsystems rotate

* do not add imgui.h to pstypes

* code cleanup

* add subsys highlighter from fred

* Highlight non-modelled subsystems as well

* add cmdline flag to show the imgui demo dialogue

* fix compiler warnings reported by CI

* fix error when building the subsystem list

* refactor variable/method naming

* code cleanup

* remove vestigial code

* update to imgui 1.89.1

* add credits entry for imgui

* use the imgui namespace

* Separate the background dialog out into its own window

* make sure the subsystem highlights are placed correctly

Co-authored-by: Fabian Woltermann <[email protected]>
2022-12-18 16:29:20 +01:00
Fabian Woltermann a8328a8ee7 bumps the MAX_INSTANCE_DEPTH constant to 32.
This bump should be sufficient to cover complex animation states. This fixes #4794
2022-10-17 18:59:51 +02:00
Kiloku 01a4d01fd3 Draw 3d lines in space with Lua (#4331)
* Add support for drawing batched 3D lines of arbitrary color and thickness.

* Add draw3dLine lua function.

* Move line texture out of graphics.h into graphics.cpp, also rename it for proper code style.

* Move line texture generation to batching.cpp, create dedicated batching_add_line function and add support for a line with variable thickness at the start and end.

* Use references in the verts loop

* Add bound checks for line widths

* Warn if the Lua script uses invalid widths
2022-06-04 09:10:15 -05:00
BMagnu 3aa6cd8a87 Add cockpit FoV (#4220)
* Add cockpit FoV

* Add override documentation for SEXP
2022-04-29 03:45:18 +09:00
Asteroth 943e5c395b first version of bsp space optimizations 2022-04-18 17:12:01 -04:00
Tyler Blount 2688e7cec5 More CI fixes 2022-04-13 11:26:16 -07:00
Tyler Blount 8066ac02cc Fix CI warnings 2022-04-13 11:26:16 -07:00
Tyler Blount 60c39c698a Initial changes required to bump per-subobject vertex limit 2022-04-13 11:26:16 -07:00
Asteroth 4474b0087d comments 2021-08-10 23:41:35 -04:00
Joshua Glatt 144d484c85 Replace rand() calls with a Random class (#3332) 2021-05-04 18:26:06 -07:00
asarium 9da5cc17a3 Add type safe handle for graphics buffers
This converts the previous plain-int type for a buffer handle to an
instance of our ID class which provides type safety.
2020-10-25 12:16:05 +01:00
plieblang 3dbe27e772 Clean up map::iterator usage 2019-05-24 13:43:04 -07:00
CasparKielwein c72fa0917b remove unused functions in render code.
Left those functions in 3dmath alone, as it is more of a library.
2018-12-29 16:45:47 +01:00
Fabian Woltermann c2c8acbf13 REdo properly 2018-08-20 17:12:38 +02:00
Fabian Woltermann ac58950ac5 Revert "vm_vec_random_cone needs to be called with the smaller angle first."
This reverts commit 5b01036723.
2018-08-20 17:10:31 +02:00
Fabian Woltermann 5b01036723 vm_vec_random_cone needs to be called with the smaller angle first.
This also adds a check to that function to swap the values around should that not be the case
2018-08-10 17:26:42 +02:00
asarium eeed22b91a Enable misc-unused-parameters
clang-tidy was used for fixing the warnings. It is not clear if this is
actually an improvement so this may still be disabled later.
2018-04-25 11:57:55 +02:00
asarium 8c88b68327 Use OpenGL vertex array objects for better performance
The original OpenGL Core changes only used a single vertex array object
for specifying the data layout of our vertex data. This uses the OpenGL
extension GL_ARB_vertex_attrib_binding to extend that so that each
vertex_layout uses a separate vertex array object which should improve
performance by reducing the CPU overhead while switching the vertex
layout. Since we need to use offsets into the vertex buffers at some
points this can not be done with the core functions since those do not
support specifying an offset when binding a vertex buffer.
GL_ARB_vertex_attrib_binding does support that and also features an
improved API for specifying the vertex layout. If that extension is not
available then the rendering engine will fall back to the current code.

In CPU intensive scenes I observed a frametime improvement of 1-2 ms.
2017-11-21 12:02:10 +01:00
asarium 4c1ed2f66a Move graphics matrix handling out of OpenGL code
All transformations are now handled by shaders so there is nothing
special going on in the graphics API specific code anymore. Since model
uniform buffers require access to these matrices I moved the matrix
handling out of the graphics API code.
2017-09-05 12:36:32 +02:00
asarium c585314ff1 Use a uniform buffer object for storing deferred lighting data
This converts the deferred lighting shader to use uniform buffers for
the dynamic data sent to the GPU while rendering the lighting effects.
This doesn't affect performance but the deferred lighting code is a
nicely isolated piece of rendering code where I could test how the
rendering code could use the uniform buffers.

This is related to #910.
2017-09-03 12:40:33 +02:00
asarium 250bf919a7 Remove graphics functions for explicit clipping planes
The function implementations were empty anyway and the code that called
them wasn't used anymore.
2017-09-02 13:20:41 +02:00
asarium f1bf0a411c Use OpenGL texture arrays for animations
This converts all usages of bmpman textures to OpenGL texture arrays.
That means that all frames of an animation are stored in a single OpenGL
texture object and can be accessed at the same time in a single draw
call. This should significantly reduce the overhead of drawing lots of
particles since all particles of a single animation can be drawn with a
single draw call.

This fixes #1169.
2017-08-25 11:31:02 +02:00
asarium a02c2deb69 Render correct number of vertices for shield icon
I also added a few graphics debug scopes since I needed those for
tracking down which code renders the shield icons.

This fixes #1261.
2017-02-25 12:59:51 +01:00
z64555 39912e025b Use vm_vec_equal, like you intended. 2017-02-08 18:38:56 -06:00
asarium 9013d398db Fix wrong usage of cockpit depth buffer
The root issue of #976 was that the code that reset the depth buffer of
the scene framebuffer was actually setting the depth buffer of the bloom
framebuffer since that didn't get reset properly. To fix this I
introduced a system in our GL_state which keeps track of a stack of
"bound" framebuffers which allows us to return to the previous
framebuffer with a simple function call.

I also added support for GL_KHR_debug since that help me while debugging
which texture was in use. In the future I'll probably extend that to
other areas of the OpenGL code as needed.

This fixes #976.
2017-02-05 12:03:26 +01:00
Samuel Cho 347dca5e60 Renamed draw_list to a more descriptive model_draw_list. Removed unlit maps since those aren't needed anymore. Changed transforms in model_draw_list to use the transform_stack instead of using duplicate code. Removed some unused graphics code. Fixed scaling when using batched transforms. 2017-01-02 20:15:37 -08:00
asarium 6922d3ca2c Integrate the existing monitor system into the new tracing system
This writes the monitor updates as counter events into the event trace
file.
2016-12-21 16:10:01 +01:00
asarium b13c816ecb Fix missing braces warnings 2016-12-14 11:31:35 +01:00
asarium d64196eff0 Refactor tracing subsystem
The new design is centered around the Event Trace JSON format but it
should still be possible to adapt it for other profiling tools. The old
profiling system has been removed.
2016-11-24 10:26:21 +01:00
z64555 de12c0ae0c Fixes issue #1097:
primative_batch_buffer:desired_buffer_size was not properly initialized in vc120 compilers during debugging. Default constructors proved insufficient, and std:map::operator[] seems to ignore them anyway. This fix gets around that by explicitly clearing desired_buffer)size from within batching_init_buffer()
2016-11-20 16:01:50 -06:00
asarium 26f45732da Move profiling functions into separate folder 2016-09-14 12:26:53 +02:00
asarium a5ac021076 Add a few more debug scopes 2016-09-05 15:31:20 +02:00
SamuelCho b75a354505 Cleaned up more rendering code. Shrunk the vertex struct since we don't use spec_rgb anymore. Removed any declarations using the old geometry batcher. Streamlined desaturation in the model shader to use the main color uniform. Removed old unneeded interp_ code. Removed stored geometry shader parameters from the shader constants since we're no longer using the EXT version of geometry shaders. 2016-08-30 23:22:09 -07:00
asarium 46d5c81b57 Fix FRED2 waypoint rendering crash 2016-08-30 23:12:55 +02:00
asarium 1a212868a0 Add support for outputting profiling data as JSON
This output is compatible with the Chromium tracing viewer which
provides a very nice visual overview of what FSO does in a frame.
2016-08-29 20:18:51 +02:00
SamuelCho d20aa57508 Fixed jumpnode colors not matching HUD. 2016-08-29 01:02:40 -07:00