Commit Graph
120 Commits
Author SHA1 Message Date
Goober5000 4182ea7fae fix a couple of issues
Prevent model instances from being overridden when they conflict with the model.  Fixes #3062.

Also fixes another spot that might be a problem.
2021-01-02 01:08:54 -05:00
Goober5000 8ef92c944d move gun_submodel_rotation from model to instance
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.
2020-12-23 00:45:31 -05:00
Goober5000 c18b1b63fd another model to model_instance refactor
Remove arc information from bsp_info and move it to submodel_instance.  Add a model instance to each debris chunk to keep track of it.
2020-12-20 14:51:05 -05:00
Goober5000 88c1d8a02a consolidate model instance code 2020-12-18 01:32:43 -05:00
Goober5000 7c92dd9f7c hoist model_get and model_get_instance out of a bunch of functions 2020-12-16 11:55:31 -05:00
Baezon f2a367b75e NULL -> nullptr 2020-11-20 12:02:13 -05:00
Baezon 76a1b557b9 review tweaks and copy paste errors 2020-11-20 12:02:13 -05:00
Baezon aa8849f4e5 improved warp collision 2020-11-20 12:02:13 -05:00
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
Tyler Blount 37bf779e77 Remove unused variable 2020-06-02 13:02:48 -06:00
Tyler Blount 28fd52aa51 Change tertiary thruster depth 2020-06-02 11:52:29 -06:00
asarium 362645ce27 Reformat code with clang-format 2020-01-12 12:57:00 +01:00
asarium a3651026b1 Improve how the engine handles uniform buffers
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.
2020-01-12 11:59:23 +01:00
asarium bfe507a53a Cleanup some unused functions in the graphics subsystem 2020-01-02 17:05:26 +01:00
FSCyborg e62b64bac8 Fix Dumb_Rotate Regression
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.
2019-11-11 11:22:13 -05:00
m!m 7b8c156980 Merge pull request #2022 from asarium/opengl/smaa
Add SMAA post processing step
2019-07-11 18:02:47 +02:00
asarium 1eb1923751 Add SMAA 2019-06-30 13:28:05 +02:00
wookieejedi cff070dc07 Update to using tuples and error checks
Incorporates m!m's feedback.
2019-06-22 16:07:55 -04:00
wookieejedi 7b3ad77f36 Adds Table Option to Modify Arc Colors
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
```
2019-06-21 14:58:05 -04:00
Goober5000 3ca4ba16fe Merge pull request #1892 from asarium/feature/optionsUI
Add new options system
2019-04-29 17:16:21 -04:00
wookieejedi 473e2588bf Cleaner fix for show-ship bug with detail_box calculations
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.
2019-04-22 10:28:41 -04:00
wookieejedi 0c92134de5 fix detailbox using show ship
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.
2019-04-20 20:45:14 -04:00
niffiwan 2833ae150f detail boxes can ignore default distance scaling
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
2019-04-06 15:24:27 +10:00
asarium ad1ede7b74 Add new options system
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.
2019-03-02 14:02:21 +01:00
Goober5000 699c9e8d52 Merge pull request #1966 from Goober5000/per_ship_warp_type
per-ship warp type
2019-01-12 13:27:43 -05:00
MageKing17 6d2ebd1ed7 Remember to initialize Replacement_textures array after allocation.
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.
2019-01-11 05:21:22 -08:00
Goober5000 bb0df2dc43 stage 1: replace individual parameters with an index into Warp_params 2019-01-08 23:03:36 -05:00
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
m!m 56c34eee6d Merge pull request #1685 from asarium/build/clang-tidy-2
Enable and fix more clang-tidy warnings
2018-05-01 19:35:46 +02:00
asarium 64b08f51c0 Fix fog rendering in forward renderer
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.
2018-04-28 13:53:09 +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
Fabian Woltermann dd2074d91d Reworks the lighting settings according to the discussion in #1634.
This fixes #1634
2018-03-10 08:15:59 +01:00
asarium 4fa43ed639 Avoid reusing model material instance when setting fog
The rendering material used by the model render list was reused by
multiple draw call submissions so a non-transparent mesh would reset the
fog value set before which would break meshes submitted after that.

There are still some issues with how the fog is rendered which causes
differences between how opaque and transparent meshes are drawn but I
will fix that in another pull request.

This fixes #1645.
2018-03-06 17:34:29 +01:00
asarium 39f24bce23 Improve handling of nebula fog for deferred lighting
The previous method of rendering nebula fog didn't work correctly with
deferred shading since it changed the color of the material which
obviously caused some issues when it received light from a beam or a
weapon. This wasn't very noticable before because the directional lights
were handled correctly but since all the lighting operations have been
moved into the deferred shading phase it is very obvious that something
is wrong with our nebula rendering.

This fixes that by introducing a new shader which does a fullscreen pass
after resolving all the lights. It applies the usual fog formula based
on the depth of the fragment but it can only use a fixed distance range.
FSO support specifying a range for every object type but the default
range I chose should work properly for all ship types.

The new code only applies to opaque meshes. Transparent meshes are
fogged using the standard formula.
2018-03-05 22:40:05 +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
Fabian Woltermann 4de3451d6c Merge pull request #1628 from The-E/fix/lab-glowpoints
Make glowpoints in the lab work correctly
2018-02-26 12:16:33 +01:00
Fabian Woltermann 354246caf4 Make sure that glowpoints attached to rotating subobjects actually do rotate in the lab 2018-02-26 09:49:13 +01:00
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
m!m 857582a980 Merge pull request #1608 from The-E/LightTypeEnum
Use an enum class to mark light types
2018-02-17 19:24:51 +01:00
Fabian Woltermann 95ed536225 change the light type to an enum class 2018-02-14 17:07:42 +01:00
Fabian Woltermann 3b21b2469f A clean, up-to-date patch of the new lab code 2018-02-14 16:19:38 +01:00
Fabian Woltermann 119b5d662b Addressing feedback and CI issues 2018-02-12 08:57:39 +01:00
Fabian Woltermann 8aee62b818 Make sure directional lights are always rendered; this kinda spiralled out into a bit of general cleanup regarding the lighting code. 2018-02-10 14:09:32 +01:00
asarium acc018507b Pack vertex and index data into one buffer
This changes the model loading code such that all index and vertex data
is packed in a single GPU buffer for each data type (index and vertex
data are still in separate buffers). This reduces the amount of buffer
rebinding needed when rendering a scene which will reduce the CPU
overhead. Furthermore, this opens up possibilities of future
improvements for which it is beneficial if all data is in the same
buffer (e.g. MultiDrawIndirect rendering).

To manage where to put the data in the GPU buffer I implemented a
custom HeapAllocator which manages where data can be put. It uses a very
primitive first-fit algorithm but that is sufficient for this usage
type. This does add quite a lot of overhead while allocating GPU model
data (I did some tracing and some allocation calls took as long as
130ms).

This fixes #1457.
2018-01-27 13:54:36 +01:00
asarium a47dcc0548 Fix fall-through warnings introduced by GCC7 2017-11-19 12:12:42 +01:00
asarium 686bf15879 Ensure that init_render is called before rendering the scene
This was previously not enforced and some code did not call this
function at the correct time which caused crashes since data was not
initialized correctly. This adds a check to ensure that the function was
called and fixes the code that uses the model_draw_list.
2017-09-24 15:53:14 +02:00
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 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 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
Fabian Woltermann 17b33317de Addressing feedback. This disables the copy operator for model_render_params and changes the one place where it was actually used. 2017-02-26 13:45:03 +01:00