Consolidated these functions and replaced the `find_submodel_point_*` functions with their closest `world_find_` counterparts. (One of those functions may not have actually worked correctly.) Also use the correct coordinate logic when returning normals from collision info in scripting.
Related to #3985 although not yet a fix for it.
* Split glow current brightness calculation into a new function for reuse and clarity
* Readability cleanup pass on model_render_get_point_activation
* created a new code path to add the lights for the player's ships' glowpoints without rendering their sprites.
* cleaning up unused args from new glowpoint functions
* cleanup redundant externs
* Documentation and naming pass
1) Changes the submodel flags to use a flagset instead of several booleans
2) Adds `rotate_accel` to allow submodel rotation acceleration to be specified
Submodel acceleration can now be instant; dumb-rotating submodels always instantly accelerate (and have always done so)
* Scale distant combat related effects so they stay visible
- Effects scaled so that they always maintain a minimum pixel size
- Supports lasers, beams, all trails, muzzle flashes, and thrusters
- Disabled by default, but can be configured through the game_settings.tbl
* Added comments clarifying when min pixel size scaling happens.
* Convert some NULLs to nullptr to make CLANG happy
* Basic per-render-model + per-ship tools
* Tidy up settable transparency for standalone use
* Force Alpha Premultiplied on external Alphamult
* Fix sexp description.
Since instance-specific fields have been moved to polymodel_instance and submodel_instance, the gun_submodel_rotation field should also be moved. This is also reworked a bit to keeping track of the rotation via the normal submodel instance angles.
This removes an unnecessary look_at field as well.
This is in preparation for using persistently mapped buffers for uniform
buffers. Since that functionality is not available in the OpenGL version
we are targetting I implemented a fall-back which simply uses
glBufferSubData.
I did a benchmark with these changes and there was no change in
performance to the current master version.
Allows jump nodes to use instrinsic/dumb rotation again by exposing the jump node class to the model instancing code and adding a check for it in modelread.
This PR adds a table entry that allows modders to specify the RGBI values for the damage and emp arc colors (which were previosuly hardcoded).
This option adds the table entry to `Game_settings.tbl` under `#Graphic Settings` with the lines:
```
$EMP Arc Color:
+Primary Color Option 1: rgb
+Primary Color Option 2: rgb
+Secondary Color Option 1: rgb
$Damage Arc Color:
+Primary Color Option 1: rgb
+Primary Color Option 2: rgb
+Secondary Color Option 1: rgb
```
This provides a cleaner fix for the bug where using show ship caused detail_box calculations to incorrectly work on the player's ship.
It also reverts the changes made by PR #2018.
This PR fixes issue #2015, which is a bug where using `show ship` caused detail_box calculations to incorrectly use world coordinates for submodels on the player's ship, rather then the correct local coordinates.
Add a submodel property that overrides the hard-coded distance
multipliers applied to the distances at which details boxes & spheres
are rendered. The distance multipliers are set by the "model detail"
setting in the options screen. Note that this is different to the LOD
distance multipliers which are not hard-coded.
This allows some more creative uses of detail boxes & spheres, e.g. to
stop models subobjects from being rendered when they're out of player
view. Past testing showed a reasonable performance improvement with
complicated models.
This is a submodel property rather than global, or a ship flag, to allow
flexibility, i.e. a single model could choose this option only for the
submodels that want to use detail boxes/spheres in this fashion, which
other detail boxes/spheres use the conventional approach.
Code & ideas originally from zookeeper, I've just packaged it up for
the PR.
This has been rebased & squashed based on feedback in the PR
This is a system for storing arbitrary data in the config file and then
easily retrieving it later on. This has full Lua support for exposing
the available options in a custom UI and changing the values of the
options. This ported some of the existing command line options over to
the new system which is opt-in for the moment by using a mod_table flag.
In commit 9e4c6df219 (PR #1265), the model_render_params::set_replacement_textures() override that accepts a vector of texture replacements was added, which includes allocating its own Replacement_textures array. However, unlike its counterpart from missionparse.cpp, this array doesn't then have all of its elements set to -1. Since it works just fine there, I copied that code here so both versions should behave the same.
This adds support for rendering models using thick lines (that means
lines wider than 1 pixel) which is required by the hardpoint HUD gauge.
This feature was present before the switch to OpenGL code and had to be
removed since the core profile does not support rendering lines wider
than 1 pixel.
This uses a geometry shader for converting all the triangles from a
model to 3 quads along the triangle lines which are as thick as set by
the model renderer. Geometry shaders are quite slow if they generate a
lot of geometry (and this generates 4 times the usual amount of geometry
in the shader) so it's probably not a very fast rendering operation but
it is only needed once per frame so it shouldn't be too bad.
I also added support for the RenderDoc API since I needed that for
debugging and it might be useful in the future. It will only become
active if RenderDoc is actually attached to the process so in most cases
the new code will do nothing.
There were actually two bugs here that were fixed:
1. The model draw list code disabled the fog rendering when it thought
it was it deferred rendering mode but did not account for explicitly
disabling the deferred renderer.
2. The fog effect was applied to both the emissive color and the base
color simultaneously which caused visual errors when rendering fogged
objects using the deferred renderer.
This fixes#1717.