92 Commits
Author SHA1 Message Date
Goober5000andClaude Opus 5 e2be023f84 Replace the Cockpit_active global with computed predicates
Cockpit_active was latched inside ship_render_player_ship(), which only
runs when Viewer_obj is non-null.  External, chase, warp-chase, topdown,
free-camera and dead views all null Viewer_obj, so the flag froze at its
last cockpit-view value and cockpitinactive HUD gauges vanished.  It was
also read before being written each frame (by the show-ship check and the
shadow helpers), so those decisions lagged a frame on any transition.

Replace it with three functions computed on demand:
- ship_cockpit_enabled(sip): the ship has a cockpit model and cockpits
  aren't disabled; used by the Show_ship_only_if_cockpits_enabled checks
- ship_render_player_cockpit(sip): the above, outside topdown view;
  replaces three duplicated copies of that expression
- ship_render_player_cockpit_active(): whether the viewer's cockpit is
  being rendered this frame; used by the HUD cockpit-view-choice checks

With the predicate correct, the VM_CHASE special cases added for #4804
are no longer needed and are removed.  In chase view, cockpitinactive
gauges now also respect pop-up state, No_ets, and setRenderOverride,
which the early return in HudGauge::canRender() used to bypass.

Co-Authored-By: Claude Opus 5 (1M context) <[email protected]>
2026-09-11 23:39:05 -04:00
BMagnu 25eebd96de Shadow Overhaul (#7529)
* Extract shadows into own shader and render pass

# Conflicts:
#	code/def_files/data/effects/main-g.sdr

* Consolidate render queue code

* More cleanup

* Fix missing clear of shadow buffer inter frame

* Request capability for viewport layer rendering

* instanced shadows

* Fix issues

* Switch to PCF+PCSS and proper textures for it

* Smooth PCSS toggle

* Fix for windows

* Fix OGL error

* Cleanup of old flag

* Expose shadow smoothness

* Fix missing uniform

* Make number of shadow cascades dynamic

* Progress on cockpit shadow integration

* Wrangle Cockpit and show-ship shadows into correct behaviour

* Cleanup

* make player ship shadow table options more intuitive

* Cleanup

* Only read from correct set of shadow maps, also stretch first main-scene map to 0

* Remove now non-necessary validation

* Make shadow cascade buffer more typesafe and less wasteful

* Don't allocate cockpit cascades if not used

* Cleanup

* Final fixes

* Fix Warnings

* clang tidy

* Fix missing fallback for shader precaching

* That weird FOV multiplier that always ruins your day

* Avoid shadow geometry artifacts by using hardware depth clamping

* Correctly handle shadow cascade overrides with hardcoded length

* GCC9 and its sad state of C++17 support.

* Address Feedback

# Conflicts:
#	code/graphics/shadows.cpp
2026-07-04 16:08:41 +02:00
BMagnuandGoober5000 20c8417e8b Fullneb Revamp (#7352)
* change to new fog system

* Fix fog conversion issues

* remove unused old neb values

* Update scripting API

* temporary old-value round trip

* Rewrite nebula fog with four explicit parameters

Replace the legacy `+Fog Near Mult` / `+Fog Far Mult` model — which
depended on fixed engine constants — with four parameters that map
directly to renderer behavior:

  +Fog 1000m Visibility    fraction of light surviving 1000m of fog
  +Fog Near Distance       meters from camera where fog begins
  +Fog Skybox Clip Distance  max render distance for the skybox in fog
  +Fog Clip Distance       max render distance for the scene in fog

The deferred-lighting fog shader, material system, model renderer,
object sort, and the Lua mission API all consume the new parameters
directly. The legacy `Neb2_fog_near_mult` / `Neb2_fog_far_mult`
globals are removed.

Mission parsing accepts either the legacy keys or the modern keys.
Legacy values are converted to the modern set at parse time, and a
per-mission flag (`Neb2_fog_use_legacy_values`) records which keys to
write back on save. The flag is cleared only when something actually
changes, so opening and OK'ing an unmodified legacy mission preserves
its on-disk format. Saving uses `optional_string_fred` to preserve
user comments through edit cycles.

FRED2 and QtFRED background editors both expose the four parameters
in place of the old multipliers, with friendly labels and tooltips.
Both editors validate input (visibility clamped to [0, 1]; near
distance must be > 0; skybox and scene clip distances may be 0 to
disable fog at that range) and use a snapshot-and-compare at close
time so that a no-op open-then-OK never spuriously rewrites a legacy
mission in the modern format.

FRED2's background dialog is also reorganized so that "Display bg
bitmaps in nebula", "Override nebula fog palette", the RGB row, and
the four fog parameters all sit inside the Nebula group box; the
"Old Nebula" group box is restored below it with its Pattern, Color,
Pitch, Bank, and Heading controls back inside the frame. The dialog
now overrides PreTranslateMessage so that the new fog tooltips —
and the previously broken "Save sun/bitmap angles in correct format"
tooltip — actually fire.

QtFRED's BackgroundEditor.ui adds four QDoubleSpinBox controls in
the existing nebula form layout, with per-field decimals chosen to
avoid scientific notation, and per-field min/max declaring the
validation rules. The QtFRED help page is updated to describe the
new fields.

* fix tooltips

* restore forward-renderer fog

* Clang Tidy

* address feedback

* Refine nebula fog rewrite

- Rename Neb2_fog_use_legacy_values to Neb2_fog_save_legacy_values
  to reflect that the flag governs save format, not runtime
  behavior.
- Decide both the save flag and the legacy-to-modern conversion
  purely from whether the file contains modern fog keys, dropping
  the prior heuristic based on required_fso_version. A mission
  without modern keys (legacy- or retail-format) converts on load
  and saves back in legacy format; missions with modern keys are
  saved as modern.
- Snapshot the four fog values as floats at editor open and use
  fl_equal for the no-change comparison in both FRED2 and QtFRED,
  replacing the FRED2 CString comparison and the QtFRED strict
  inequality.
- Document the on-disk invariant in missionsave: when not saving
  legacy keys, the four modern keys must always be written (never
  gated on "only if non-default"), since the parser uses their
  presence to decide whether to run the conversion on next load.

---------

Co-authored-by: Goober5000 <[email protected]>
2026-05-28 14:43:48 +09:00
Mike NelsonandAsteroth 070a8e18fa Adds Props as a new object type (#6836)
* First draft of prop object type

* Add prop editor dialog in FRED

* prop sexps

* lua table prop support

* lab support

* lua mission access to props

* prop collision support

* use std::optional so the object->instance id is always valid

* allow props to block suns

* minor cleanup and remove arbitrary limit. Still limited to 500 objects.

* Sort props by category

* cleanup

* implement collision hooks

* parse prop flags and further ensure props are inited and closed correctly

* Add Cyborg's multi suggestions

* fix missing header

* add props to empty slots if available

* add multi signature

* fix rebase issues and match collisions to the new multithread style

* appease Clang the Conquerer

* save/parse mission prop classes by name

* Clean up comments and finish TODOs

* fix string errors

* clang wants this to be static now

* address feedback

* address feedback

* Use model num from prop info instead

* merge prop and ship collision group sexps together

* fix rebase bug

* address feedback

* fix name shadowing

* ship heavy submodel

* clang

---------

Co-authored-by: Asteroth <[email protected]>
2026-02-16 14:41:34 +01:00
BMagnu 83f08291af Rollback insignia fix (#7196)
* Revert "Move insignia post-processing to model load"

This reverts commit 665d7145b6.

* Revert "Cleanup of old insignia stuff"

This reverts commit fdf98a1f3a.

* Revert "render insignias as decals"

This reverts commit 24cdeb3c95.

* Isolate reverts to insignias

* Fix oversight

* clang tidy
2026-01-23 11:11:47 -05:00
BMagnu 9b82daeefc Proper Ambient Light (#6849)
* Remove ambient handling from amin / decal pass

* Add ambient light to deferred pass

* Make decals work and fix double insignia rendering

* Fix decal vertex shader

* render insignias as decals

* Cleanup of old insignia stuff

* Move insignia post-processing to model load

* perform envmap lighting in deferred shader

* Remove Envmapping from main shader

* Fix MSVC warning

* exclude def_files from clang tidy
2025-07-22 00:17:22 +02:00
Kestrellius 787c19e71f Fix laser frustum culling (#6741)
* the naive method

* bugfixing

* respect radius
2025-06-03 00:46:27 +02:00
Mike Nelson 5078826340 Lab Weapon Viewer (#6704)
* Activate Lab Weapon viewer

* Allow displaying weapon tech models

* check for a valid tech model when switching

* enable render options for weapons and tech models

* Some cleanup

* Clang

* address feedback
2025-05-26 07:40:08 -04:00
wookieejedi 7a07c995ca Add Mod Option to Limit 'Show Ship' when Toggling Cockpits (#6513)
* Add Mod Option to Limit 'Show Ship' when Toggling Cockpits

FotG uses cockpits and 'show ship', and also provides a way for players to toggle off cockpits. Unfortunately, if the player disables cockpits, 'show ship' still appears and looks very odd (since it appears the player is flying a ship with a hole in the center where the cockpit would be). Other mods have made entire ships with their cockpits, but FotG needs to use 'show ship' to match team colors and moving external ship animations.

This PR adds a game_settings option that allows mods to set to only use 'show ship' if cockpits are enabled.

Tested and works as expected.

* simplify logic

* fix typo
2025-01-13 19:30:30 +00:00
Mike Nelson 7f20b9cf64 Unlimited Asteroid/Debris Field Types & Subtypes (#6021)
* base working version of unlimited debris types

* Proper FRED support

* make qtFRED handle asteroids properly

* fix qtFRED assertion

* further clean out MAX_RETAIL_DEBRIS_TYPES

* These should be sizes not POFs

* Move this to it's own method

* convert asteroid subtypes to a vector

* unlimit asteroid subtypes

* fix some global shadowing

* signed/unsigned mismatch

* Address feedback
2024-06-10 22:06:10 +02:00
ETP 4a3c7fc9a9 Batched buffers are rendered soon after this anyway and the overhead is considerable.
Also removed what appears to be accidentally duplicated lines
2023-11-18 15:52:55 -05:00
BMagnu 41312265d5 Decouple MSAA from deferred end (#5467) 2023-06-21 06:17:56 +09:00
Goober5000 f0542553d6 make animated ship effects use the new timestamps
In addition to type-safety, this now adjusts ship effects properly for time compression and pausing.
2022-10-04 21:42:47 -04:00
BMagnu 5593bd168d Add optional deferred lighting pass for cockpits (#3445)
* Add deferred cockpit lighting

* Put deferred Cockpits behind a flag

* (hopefully) fix bad in-case initializer

* clear non base color buffer in subsequent deferred passes

* Proper deferred Cockpit rendering

* undo whitespace changes
2022-09-17 15:29:35 -04:00
David Gibson 1c2b83f6aa Removing dead code paths 2021-10-17 11:05:37 -05:00
Baezon 6ec1f45997 neb fog set up fixes 2021-04-01 02:17:49 -04:00
Baezon 3c53b74e5e switch to exponential nebula fog 2021-03-04 23:02:24 -05:00
CasparKielwein 977a8aff91 remove unused compiler flag DYN_CLIP_DIST 2019-12-19 21:54:36 +01:00
Matthew Khouzam 5c064afd95 Update objectsort.cpp 2018-11-28 23:12:55 -05:00
Matthew Khouzam 6ee41c06d8 Update objectsort.cpp 2018-11-28 23:12:34 -05:00
Matthew Khouzam 58fa411ad3 Update objectsort.cpp 2018-11-28 23:11:57 -05:00
Matthew Khouzam 08c2449672 Update objectsort.cpp 2018-11-28 23:11:27 -05:00
Matthew Khouzam 726af82c56 objectsort: remove useless check
if an object is a ship, it is a model. No need
to check twice.
2018-11-28 20:41:45 -05:00
Matthew Khouzam 0121eb6123 objectsort: Move nebula detection to common area
Run nebula test once per frame rather than once
per object.

Use a common function to avoid drifting errors.
2018-11-27 23:45:09 -05:00
asarium 68372b18a2 Enable performance clang-tidy warnings 2018-04-13 12:08:56 +02:00
asarium 91d6d90c9b Merge branch 'master' into qtfred2_/sync 2018-03-08 10:34:00 +01:00
asarium c463709399 Remove gr_set_fog
Specifying the fog rendering options is now handled by the materials
system and the implementation of gr_set_fog was pretty much empty so I
removed it.
2018-02-24 19:37:39 +01:00
asarium 99f69c903e Add screen space decal rendering system
This allows to render screen space decals into the deferred lighting
buffers no matter how complex the underlying geometry is.

Currently there is only limited support for using this in the engine.
Only weapon impact decals are supported at the moment for testing
purposes.
2018-01-12 17:09:49 +01:00
asarium cdd391caa8 Move light handling out of OpenGL code
There is nothing specific to OpenGL in that code anymore since it's all
handled in the shaders at this point. This will make the lighting
information available in the normal graphics code which allows to use
those values when filling the uniform buffer for the model rendering.
2017-09-10 11:48:38 +02:00
asarium f8d0a9bc7d Remove most remaining OpenGL header includes 2017-08-18 17:53:23 +02:00
asarium 32b6696162 Fix qtfred code 2017-05-25 23:42:44 +02:00
asarium 2997633d0d Fix double rendering of effect ships
This fixes #653.
2017-01-27 00:03:28 +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 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
asarium 6dbf200cc3 Move lua to scripting folder 2016-10-03 21:38:29 +02:00
m!m 5bbb00d589 Merge pull request #977 from SamuelCho/FredAllocationFix
Make sure we tell the batcher to render in FRED.
2016-09-18 10:50:00 +02:00
SamuelCho 54c73bdbc3 Make sure we tell the batcher to render in FRED. 2016-09-17 11:51:29 -07:00
asarium 26f45732da Move profiling functions into separate folder 2016-09-14 12:26:53 +02:00
asarium f693d49f95 Remove variable name from GR_DEBUG_SCOPE 2016-09-05 15:29:49 +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 3fcb731621 Refactor shader handling
This fixes a few of the bad design descisions of previous shader
iterations. This uses a dedicated class for managing the resources and
uniform locations of a shader program.

Uniforms are also stored in this object which makes a lot more sense
than storing them in the OpenGL state where they had to be reset every
time a new shader was used.

There are still a lot of possible enhancments to make, e.g. by using
uniform blocks and buffers instead of standard uniforms which would make
uniform location handling easier.

Another optimization that I will investigate is reducing the amount or
different compiled shaders by turning some of the current compile-time
defines into bool uniforms.
2016-08-29 12:38:38 +02:00
SamuelCho ba826df963 Removed a bunch of unused rendering code. 2016-08-28 18:47:34 -07:00
MageKing17 6987914a2c Merge pull request #901 from SamuelCho/gl_state_cleanup
OpenGL state tracking cleanup
2016-08-28 16:59:02 -07:00
SamuelCho f693413e26 Removed orphaned GL_state code. 2016-08-28 14:24:10 -07:00
asarium d7e3b61210 Add debug group support
This uses GL_KHR_debug for exposing debug group information. This is
very useful for tools like apitrace where it's used for assiciating
OpenGL commands with a specific application function.

The groups are created using a utility macro which is removed in release
builds so it should have no impact on the release performance.
2016-08-28 14:13:42 +02:00
SamuelCho a481999a24 OpenGL Core support. Introduction of material based draw system. Rewrote geometry batcher. 2016-08-17 00:13:19 -07:00
Fabian Woltermann 770fce8de5 Bitset flags -- take 2 (#775)
This introduces a new mechanism for handling bit flags. Instead of using an int (or two, or three) to write bits into, this uses the std::bitset in a wrapper class that accepts an enum class as input. This means that certain classes of errors we've had a few of in the engine, where a coder used the wrong set of flags or checked them against the wrong variable (SF_STEALTH vs SIF_STEALTH, for example) can now be detected at a compiler level rather than not at all.
2016-08-12 16:13:50 -07:00
z64555 ed3c9f1621 Cleanup of fred.h and fred.cpp 2016-08-02 04:21:22 -05:00
MageKing17 70529dbd5a Deprecate -nohtl and -brief_lighting.
-nohtl hasn't worked for years, and -brief_lighting was always supposed to be a temporary flag before making the behavior always on.
2016-07-08 09:39:29 -07:00
Goober5000 bd3cd7eb18 Merge pull request #195 from Echelon9/fix/sort-uniq-includes
Review and refactor #include's
2015-08-19 00:05:02 -04:00