Commit Graph
22 Commits
Author SHA1 Message Date
asarium f12a8ff432 Add scrolling text element for libRocket
This emulates the "scrolling text" effect that is present in briefings.
It is not exactly the same since it just goes pixel wise and not by
character but it looks good enough.
2020-08-10 09:38:30 +02:00
asarium 7173299ca7 Add new libRocket UI system
This new system allows to create a user interface that goes beyond the
existing UI system.
2018-09-16 13:55:29 +02:00
asarium 357cd76252 Render hardpoint model outlines using geometry shaders
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.
2018-06-07 16:44:41 +02:00
asarium f1c79c2ca7 Fix override warnings produced by clang-tidy 2018-04-13 12:08:06 +02:00
asarium 520e532c56 Add normal map rendering to decals
This changes the decal system so that it is able to modify the normal
map of the scene. I tested this with some existing normal maps but I am
not entirely sure if the tangent matrix I construct uses the right
values so some additional testing with normal maps made specifically for
decals would be good.

This also fixed the issues introduced by the changes to how directional
lighting was handled. Now a decal can have a diffuse and a glow map. The
diffuse map is used to change the values of the color buffer and also
supports ambient lighting. The glow map renders into the emissive buffer
and should be used for effects that should not receive lighting.
2018-03-06 11:38:01 +01:00
asarium 31931777bc Fix stencil rendering in hardpoint rendering
There were actually multiple issues here. The addition of color mask and
stencil state to the material system overwrote the state set by the
hardpoint renderer so the stencil buffer was never written or read
correctly. I fixed this by introducing three new model render flags
(there were a few open slots in the bit mask so I used those) which set
the correct state using the material system. That also makes setting up
the rendering environment much easier.

Second, gr_opengl_stencil_set used mixed up parameter values which were
probably broken when I introduced more detailed stencil state tracking.
I restored those values to how they were in 3.8.

This fixes the other issue reported in #1640.
2018-03-05 14:28:59 +01:00
niffiwan 1c04be91bb Merge pull request #1624 from asarium/cleanup/grFog
Remove gr_set_fog
2018-03-04 10:52:42 +10:00
asarium 0d188fe076 Use deferred shader for applying directional lights
This moves all lighting operations into the deferred shading phase of
the rendering pipeline. Previously, directional lights were applied to
all objects while they were being rendered. This was probably done to
avoid doing multiple full screen passes later but caused some problems
since the color information in the G-buffers was not correct for doing
later lighting operations.

This was especially noticable in dark scenes where point lights would
appear to ignore the color of the rendered objects. This should be fixed
with these changes.

I did some performance testing and to my surprise this actually improves
performance in very demanding scenes. My guess would be that applying
the shadows while rendering the objects caused a lot of overdraw which
is not the case anymore since shadows are only computed for visible
pixels. In simple scenes the opposite happens which leads to decreased
performance in those cases but in my opinion the improvement in
demanding scenes outweights this performance decrease.
2018-02-25 12:43:45 +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 b9b556c7a5 Add a NanoVG renderer using the generic rendering API
One of the main points of contention when adding the NanoVG based
TrueType text rendering was that it required an external Opengl
renderer which may interfere with our rendering engine by changing
OpenGL state without telling the rest of the engine. Since the rendering
interface for NanoVG is abstract and can be easily replaced, I did just
that and replaced it with an implementation that uses only generic
graphics functions without relying on the specific graphics API.

This will improve the interoperability of NanoVG with our engine and
should make later changes to the rendering engine easier since there is
no external rendering code which may interfere with our own code.
2017-12-02 18:31:00 +01:00
asarium c6975fda3c Use uniform buffer blocks for passing uniform data to shaders
This uses UBOs for building a buffer object of uniform data before
using that data to draw objects. This should reduce the CPU overhead by
reducing the amount of glUniform calls required for executing a single
draw call. This is especially useful if rendering is limited by the CPU
which should help performance for people with slower CPUs.

This fixes #910.
2017-09-13 11:54:16 +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 72fa41a284 Use the generic rendering interface for cutscenes 2017-08-18 17:53:23 +02:00
asarium 3f7728d328 Fix member initialization order of model_material
Since there are so many member I decided it would be better to use the
new member assignment syntax since that automatically guarantees the
right initialization order.
2016-12-14 11:06:15 +01:00
SamuelCho b754fa56b9 Simplified material/shader handling. 2016-08-31 00:45:15 -07:00
SamuelCho 17bd4a2fa8 Reconciled shield changes with recent changes. 2016-08-30 20:36:08 -07:00
SamuelCho bb78e74646 Improved shields. Added shield decal rendering technique. Fixed inaccurate shield normals and shield collision detection timing. Bumped up shield impacts count to 200. 2016-08-28 15:36:10 -07:00
SamuelCho f693413e26 Removed orphaned GL_state code. 2016-08-28 14:24:10 -07:00
SamuelCho 75ae6ba4db Removed experimental uniform handling code. 2016-08-20 21:31:43 -07:00
SamuelCho 08793c9231 Removed shadowed variable references from the materials code. Removed vestigal OpenGL vertex component code. 2016-08-20 20:52:17 -07:00
SamuelCho a481999a24 OpenGL Core support. Introduction of material based draw system. Rewrote geometry batcher. 2016-08-17 00:13:19 -07:00