The shadows distances were tuned/added by swifty with the following logic:
`// these cascade distances are a result of some arbitrary tuning to give a good balance of quality and banding.`
Mods, especially TCs, may have very different sized ships compared to FS, and as such desire more precise control over shadow cascade distances.
This PR exposes those values with settings in the `game_settings.tbl`.
PR is tested and works as expected.
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.
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.
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.
This uses GL_KHR_debug for exposing debug group information. This is
very useful for tools like apitrace where it's used for assiciating
OpenGL commands with a specific application function.
The groups are created using a utility macro which is removed in release
builds so it should have no impact on the release performance.
Replaces calls to double-precision floating point trig functions with
calls to single-precision floating point trig functions as follows:
cos() -> cosf()
sin() -> sinf()
tan() -> tanf()
acos() -> acosf()
asin() -> asinf()
atan() -> atanf()
This allows the compiler to avoid generating unnecessary instructions
that convert a float to a double and then a double back to a float.
Signed-off-by: Peter Mitsis <[email protected]>