* New configuration table for HDR tonemapping and related data.
* lighting profiles conslidation and cleanup
* Appease CI
* Lighting profiles parser now parses all tonemapping options
* simplified light profile parsing logic further
* Refrences for tonemapping functions added
* cleaned unused function definition
* Extra documentation for lighting tables
* Fixed lighting profile value label error
* Converted current_piecewise_values to const reference
* Basic per-render-model + per-ship tools
* Tidy up settable transparency for standalone use
* Force Alpha Premultiplied on external Alphamult
* Fix sexp description.
This is an effort to be able to use the same GLSL code for both Vulkan
and OpenGL. This is done by first compiling the Vulkan GLSL code to
SPIR-V and then using a custom tool (which uses SPIRV-Cross) to convert
that back into GLSL 1.50 compatible code.
The required tool will be downloaded by CMake when glslc is found in the
path. This is included in the Vulkan SDK. To avoid having a hard
dependency on this, the generated files are included in the VCS and are
only regenerated when glslc is found on the system.
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.
Having recalled that other SCP folks stated pow shoud not be used to do simple squaring, I figured it might be a good idea to update the two instances I found where that was the case.
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 generic way to get matrix data to shaders without using
(old-school) uniforms. This is another step towards more compatibility
with how new APIs (Vulkan) do things to increase the odds for a Vulkan
port at some point.
This was previously using the wrong direction of the conversion so it
produced wrong values. This should fix that and should hopefully bring
the nebula experience back to how it is supposed to look.
This adds a new AI goal which is equivalent to play-dead except that it "sticks". It doesn't clear the goal list
so it will continue playing dead until the goal is removed or another goal with a higher priority is added.
This makes the deferred fog rendering code use the nebula background
instead of the single fog color for the background.
This is not an ideal solution since objects fade to the fog color
instead of the color of the background but it's better than rendering no
background.
This allows to use the built-in lua "require" function with our file
system. This will help organize complicated scripts and it will also
allow to use libraries which were designed for this system.
To enable this change, this includes a new mechanism which allows to
load scripts from the default file system so that the files don't need
to be included in every mod. The default files can be overridden by a
mod if a special mod-table option has been set, similar to how external
shaders are handled right now.
This removes the clipping plane submodel removal code and replaces it
with shader code that generates vertices outside the clipping volume if
a model should not be rendered. This even improved performance since
clipping no longer needs to be active for all model rendering
operations.
This should finally fix#1579.
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.
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.
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.
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.