Commit Graph
133 Commits
Author SHA1 Message Date
Goober5000 67ea05fefd add some vector scripting functions
createRandomVector
perturb (for vectors)
perturb (for matrixes)
randomInCircle
randomInSphere
2020-08-30 09:36:24 -04:00
Goober5000 5bc1d9da30 constify_ctext 2020-06-26 14:47:39 -04:00
asarium a13b503b83 Add more features for the new Options UI
The largest new feature is that it is now possible to include other
files into the RML by using the "include" tag. This is useful for making
markup files more modular.

Also added some more options for existing things (e.g. built-in detail
options).
2020-02-08 13:28:53 +01:00
CasparKielwein 10c8e16cda remove unused function in nebula code 2018-12-29 16:45:47 +01:00
asarium 8f06e338a4 Add typesafe handle types and use it in game sound system
This adds a new class which allows to create type safe resource handle
types. At the moment, the engine uses ints pretty much everywhere for
providing handles to resources created by the specific subsystems. Since
all ints are the same to the C/C++ typesystem it is perfectly legal to
pass a sound handle to the graphics API as a buffer handle which will
obviously cause issues.

This adds a new type called "ID" which is a wrapper class for a generic
handle but with added type safety. An instance of this class cannot be
passed to a function expecting another type of handle which provided
compile-time type safety for these APIs.

As an initial test I converted the game sound handles to this new type.
I already found a bug in the mainhall system thanks to this new type.
The mainhall used the game sound handles as sound instance handles which
probably meant that that specific code never really worked right. I
removed the code since there was no better alternative for fixing it.
2018-04-22 16:22:45 +02:00
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 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 0522566790 Replace direct usages of Snds vector with a function call
This will make it easier to validate the used handles and is generally
better since it doesn't require a global sounds vector.
2017-10-09 15:02:29 +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 33496419f9 Boost the color of nebula bitmaps to make them visible again
The HDR changes made the nebula bitmaps a lot less visible. This fixes
that by boosting the color of the bitmaps when they are rendered.

I choose 3 since that gives a similar look to 3.7.4 but that can be
further tweaked if desired.

I also added two debug scopes to help track down where that stuff was
actually rendered.

This fixes #712.
2017-02-07 18:33:15 +01:00
MageKing17 cd06284f50 Merge pull request #1172 from The-E/MoreTraceScopes
Adds more trace scopes
2017-02-02 10:04:08 -08:00
Fabian Woltermann b3a8824d68 Adds more trace scopes to get a better look at the internals of render_frame 2017-02-02 15:07:43 +01:00
Fabian Woltermann 2c4c337907 Removes the palette code entirely. 2017-02-01 18:57:52 +01:00
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
asarium a685642554 And another batch of 64-bit fixes 2016-08-12 09:42:55 +02:00
asarium 1bcd5400d3 Move build system to CMake 2016-07-22 12:07:19 +02:00
SamuelCho ac46ee4030 Fixed nebula missions from breaking scene render targets following the nohtl removal. 2016-07-12 23:36:05 -07:00
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
SamuelCho dd73d8fb63 New lighting model based off of Blinn-Phong and Fresnel-Shlick. Introduced -reflect maps. New gloss parameters for specular power. High dynamic range rendering. Improved bloom pass. 2016-07-05 23:15:08 -07:00
niffiwan 90b35b72fb Add support for streaming apngs
includes:
 full-colour & hud-colour headanis
 cbanims & intelanims
 mainhall animations (including playing in reverse)

Notably does not support ship/weapon select anims as they need
keyframes and there isn't anywhere to specify them in the apng format
2016-05-10 19:42:20 +10:00
The E e0defd287a Renaming vm_vec_crossprod to vm_vec_cross 2015-12-01 20:36:34 +01:00
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
Echelon9 ca9ae8bb8e Fix: nebula/neb.cpp:1422:37: warning: declaration of ‘eye’ shadows a global declaration [-Wshadow] 2015-07-06 23:01:21 +10:00
Echelon9 767b39fbbc Fix: nebula/neb.cpp:1416:33: warning: declaration of ‘eye’ shadows a global declaration [-Wshadow] 2015-07-06 22:59:55 +10:00
Echelon9 c5493bb480 Scripted sort and uniq on (internal) project includes. Improves search time and as a by product removed a number of duplicative includes. 2015-06-22 20:24:30 +10:00
asarium 9aed627ce7 Replace longjmp with exceptions
Also added a EditorConfig file
2015-04-24 15:03:59 +02:00
Echelon9 8cbb46f40c Fix Coverity #1224006 Uninitialized scalar variable in nebl_generate_section()
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@10848 387891d4-d844-0410-90c0-e4c51a9137d3
2014-07-05 10:38:07 +10:00
The_E 7be5b03c62 From MageKing17: Patch form Mantis 3067 (Nebula flashing not following player view point)
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@10845 387891d4-d844-0410-90c0-e4c51a9137d3
2014-07-05 10:38:07 +10:00
niffiwan 322d1f39e0 Fix mantis 2945 (From MageKing17)
Don't set PF_PROJECTED in g3_transfer_vertex() as it's not projecting
the vertex
Note: displaying nebula emp/lightning used to depend on unitialised data!

git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@10828 387891d4-d844-0410-90c0-e4c51a9137d3
2014-06-19 20:12:54 +10:00
The_E 505e1e77f5 From MageKing17: Patch for Mantis 3012 (Various issues with ships in nebula)
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@10821 387891d4-d844-0410-90c0-e4c51a9137d3
2014-06-19 20:12:53 +10:00
CommanderDJ 358e2ab4fc Fix Mantis 2773: Models turn black when full nebula enabled in FRED.
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@10819 387891d4-d844-0410-90c0-e4c51a9137d3
2014-06-19 20:12:53 +10:00
Echelon9 4033465143 Fix Coverity reports of Uninitialized scalar variable with the vertex struct. Should vertex ever be converted to a class from a struct, these memsets as well as the pre-existing ones will need to be removed in favour of a proper constructor of the then vertex class.
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@10732 387891d4-d844-0410-90c0-e4c51a9137d3
2014-06-02 18:29:59 +10:00
z64555 8d5fbab768 z64555's debug console. Take 2. Includes changes to most (not Xcode) project files to include the added files of r10621
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@10622 387891d4-d844-0410-90c0-e4c51a9137d3
2014-05-08 19:18:37 +10:00
The_E 98355da7d5 Revert 10619: Missing files
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@10620 387891d4-d844-0410-90c0-e4c51a9137d3
2014-05-08 19:18:36 +10:00
z64555 2b2ba832f8 z64555's debug console.
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@10619 387891d4-d844-0410-90c0-e4c51a9137d3
2014-05-08 19:18:36 +10:00
Goober5000 5aa3bddf70 change object from a struct to a class, since it contains the objsnd_num field :-/
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@9995 387891d4-d844-0410-90c0-e4c51a9137d3
2013-11-10 18:28:55 +10:00
Goober5000 0f1971c5aa change the ship struct to a class, and remove use of memcpy and memset for setting/copying the entire ship class
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@9885 387891d4-d844-0410-90c0-e4c51a9137d3
2013-10-07 20:02:31 +10:00
Goober5000 db351f77dd this gets rid of the "conversion to ushort" warning, strangely 2012-07-29 07:34:46 +00:00
Goober5000 3eeb334d77 allow skyboxes to be rendered at a custom orientation 2012-07-24 03:53:25 +00:00
Echelon9 e21ad72877 Utilise the CLAMP() utility macro in a further range of appropriate locations 2012-05-02 15:15:48 +00:00
Echelon9 f2856015ad PVS-Studio fixes: Resolve some warnings about use of pointers before checking for a null pointer 2012-03-04 08:51:59 +00:00
Goober5000 149797ae75 the proper way to fix Mantis #2441 is by modifying the team_visibility_update function
also, clarify terminology: in-frustum/not-in-frustum replaces visible/invisible
and do some minor rewrites for additional clarification
2012-01-22 05:37:09 +00:00
Zacam f6ad6b14b6 Synchronization of differences between Antipodes and Trunk. Cause unknown, just commit drift issues. Regular auditing will catch these faster, but people need to pay more attention when syncing Trunk changes over to Antipodes. 2012-01-13 17:49:57 +00:00
Zacam 72a80fb925 From CommanderDJ: Since "neb2_eye_changed()" contains "Neb2_regen" why not use it instead? 2011-11-29 04:07:42 +00:00
Zacam fd66bdcab3 From CommanderDJ: Nebula distance check for set-object-position's regeneration of local nebula. 2011-11-29 01:54:34 +00:00
Echelon9 19ae6528e0 Cases of commented out Int3() indicate areas of old, redundant code. 2011-11-17 11:07:53 +00:00
Zacam b306018b92 This is now in the .14 Branch, we'll keep it there and leave the "final" code for putting to Trunk when AP is merged/Final is released. 2011-09-27 21:23:46 +00:00
IssMneur 3ec2689d39 A bunch of audio code hacks to address the concerns in http://www.hard-light.net/forums/index.php?topic=77889.0 until proper fixes of the sound code are completed.
+F -donotenforce = to turn off concurrent playback limit for sounds.
+F -percent_flashtobang = sets the default percentage of nebula flashes get converted to bangs.  Default is 50, max 100, min 0.
+T lightning.tbl +flash_to_bang_percent: = sets the percentage of nebula flashes that get converted to bangs for the storm type.
-- Audio gain of OpenAL is set to 65% of max.
2011-09-27 03:04:11 +00:00
IssMneur 0717ad3d13 PVS-Studio fix: V512 A call of the 'memcpy' function will lead to overflow of the buffer '& x'. (pstypes.h:131) 2011-09-08 05:39:53 +00:00