This can be used for producing even leaner builds for standalone
servers. It also provides a nice architecture verification since now
using internal OpenGL functions will cause a compilation or linking
failure.
This elimiates all of the remaining "old style" uniforms from our
shaders. This might not be optimal for all situations but I have
confirmed that it is at least not worse at the moment.
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.
This appears to be a leftover from the development of the shadow
rendering code. The shadow FBO was allocated twice but only one was
used. This removed the unused code and also ports the improved error
handling of that code over to the actual shadow FBO creation code.
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.
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.
If a 32-bit color shadow framebuffer is not supported this will first
try to fall back to 16-bit and if that still doesn't work it will
disable shadows completely. This should fix the rendering artifacts
reported on the forums here:
http://www.hard-light.net/forums/index.php?topic=93867.msg1854164#msg1854164
This introduces a new function in the OpenGL state tracker which
combines setting the active texture unit and enabling a texture. The
reason this is a good idea is that this new function can filter out
unneeded calls to glActiveTexture if the texture is already enabled on
that specific unit. This happens very often when rendering several
submodels of a model which share their textures.
This is unlikely to yield significant performance improvements but
avoiding unneded OpenGL calls is always a good idea.
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.
FotG needs a tint shader for a feature; basically toggle screen tinting
when a key is pressed as a visual indicator of which mode your ship it
in. Was previously done in a custom shader.
Immediately clearing the z-buffer is definitely not a good way of
saving it for later use. This fixes the lightshaft rendering (which was
broken by my fix in #1282) by removing the depth buffer clear from the
z-buffer restore function. The z-Buffer is cleared anyway before
rendering into it so it shouldn't make a difference.
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.
GL_EXT_gpu_shader4 is part of the GLSL 1.50 language standard so the
FXAA shader doesn't need to check against that. I also added a
conditional define for FXAA_GATHER4_ALPHA if the GLSL version supports
it which is the case when it's >= 4.00.
The other issue was a minor change from inout to out where Mesa
complained that the target variable might not have been initialized.
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.
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.