Commit Graph
381 Commits
Author SHA1 Message Date
Asteroth 326a0c32d0 fix memory leak and use tmap verts directly 2022-05-07 16:43:23 -04:00
Tyler Blount 33c53198a6 Update model typecast macros, add safe casts, clean up mistakes and unused function 2022-04-26 21:55:43 -07:00
Tyler Blount 64a213c667 Cleanup magic numbers and vertex loading for TMAPs 2022-04-26 18:35:48 -07:00
Asteroth 8a188c56f6 add a doxy 2022-04-20 15:37:04 -04:00
Asteroth 3e2030bf01 clean up 2022-04-20 15:21:42 -04:00
Asteroth 13a465825e swap tmap_num and nverts 2022-04-18 17:59:08 -04:00
Asteroth 943e5c395b first version of bsp space optimizations 2022-04-18 17:12:01 -04:00
Tyler Blount 75cdc8efa2 Some extra feedback changes and documentation 2022-04-15 20:36:54 -07:00
Tyler Blount a804d21764 Error reports for TMAP2 2022-04-14 20:03:17 -07:00
Tyler Blount e742920c93 Clang tidy fixes 2022-04-13 11:26:16 -07:00
Tyler Blount 8066ac02cc Fix CI warnings 2022-04-13 11:26:16 -07:00
Asteroth 38e02566c7 remove center and radius fields 2022-04-13 11:26:16 -07:00
Tyler Blount 60c39c698a Initial changes required to bump per-subobject vertex limit 2022-04-13 11:26:16 -07:00
Taylor Richards d75174992d release model interp data on level close for standalones 2022-01-18 06:39:50 -05:00
Goober5000 9d6eec939c refactor submodel flags and add $rotate_accel
1) Changes the submodel flags to use a flagset instead of several booleans
2) Adds `rotate_accel` to allow submodel rotation acceleration to be specified

Submodel acceleration can now be instant; dumb-rotating submodels always instantly accelerate (and have always done so)
2021-11-17 21:45:01 -05:00
Joshua Glatt 144d484c85 Replace rand() calls with a Random class (#3332) 2021-05-04 18:26:06 -07:00
Baezon 89a8cbcbae review tweaks 2021-01-29 01:04:15 -05:00
Baezon ab64183981 Merge remote-tracking branch 'upstream/master' into generic-debris-enhancement 2021-01-28 22:57:42 -05:00
Baezon 61931520d1 Merge remote-tracking branch 'upstream/master' into generic-debris-enhancement 2021-01-27 23:06:45 -05:00
Baezon d9a7e786b5 Merge remote-tracking branch 'upstream/master' into burst-seed 2021-01-15 12:52:25 -05:00
asarium 522fa1ac6a Make model point picking more flexible
This works around the Windows only limitation where the standard random
function only returns up to 2^15 which limits how many vertices in the
model can be picked.

Since we already have a function that handles this properly and returns
values in the entire integer range, using that fixes that low limit.
2020-12-25 15:36:25 +01:00
Baezon c65ae50b81 version 1 of generic debris enhancements 2020-12-17 01:58:00 -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
Baezon 9b3905a4bb v1 2020-10-02 02:53:13 -04:00
Goober5000 1ba8c66a3a tweak the api 2020-06-07 22:47:13 -04:00
Goober5000 156bc2c5d4 fix the way SEXPs check ship distances
Retail has a hud_find_target_distance function that returns the distance between the player position and a bounding box.  This is useful for the HUD because it shows the distance to the perimeter of an object like a jump node or a large ship.  However, this function was re-used for the `distance` SEXP, resulting in the awkward situation where the distance is measured from one ship's center to another ship's bounding box.  This can lead to unexpected results and it also means that the SEXP returns a different distance when the arguments are swapped.

This PR deprecates the original SEXP and introduces the new SEXPs `center-distance` and `bbox-distance` which use consistent methods for both ships.  It also renames the `distance-ship-subystem` SEXP to `center-distance-subsystem` and adds a new `bbox-distance-subsystem` SEXP.
2020-06-07 22:36:46 -04:00
CasparKielwein d901470880 remove unused functions in model/ code. 2018-12-28 10:29:22 +01:00
asarium 8f4d51b14a Convert ade_get_args to variadic template based solution
This maintains the type information which can be used for enforce
const-correctness and also for implementing more advanced ways of
handling the type information.
2018-09-26 19:15:42 +02:00
Goober5000 6fa422c5e7 fix issue #1708 2018-05-29 17:04:31 -04:00
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
asarium 0b4ca71eba Enable modernize-deprecated-headers 2018-04-25 11:12:41 +02:00
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 22f0ba89a4 Use a C-struct for managing GPU model data layout
In previous versions of FSO the GPU data of a model was stored in
various different layouts depending on what data was required for
rendering that model. Since the transform batching code was added to the
model loading code this wasn't the case anymore since all data had to
use the same vertex stride even if the data wasn't used.

This made these changes possible where a standard C-struct is now used
for managing the layout of the data in GPU memory. This makes the code
easier to read and also easier to extend in the future since all layout
data is available in the struct.
2017-09-20 17:39:31 +02:00
asarium c585314ff1 Use a uniform buffer object for storing deferred lighting data
This converts the deferred lighting shader to use uniform buffers for
the dynamic data sent to the GPU while rendering the lighting effects.
This doesn't affect performance but the deferred lighting code is a
nicely isolated piece of rendering code where I could test how the
rendering code could use the uniform buffers.

This is related to #910.
2017-09-03 12:40:33 +02:00
asarium f1bf0a411c Use OpenGL texture arrays for animations
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.
2017-08-25 11:31:02 +02:00
asarium f8d0a9bc7d Remove most remaining OpenGL header includes 2017-08-18 17:53:23 +02:00
asarium abdef9f7b0 Add tracing scopes to the mission load code
This makes it easier to determine what takes the most time while loading
the mission (loading models) and how we could optimize that load time
(optimize model loading).

This is not a bug fix but it also shouldn't cause any regressions since
there are no actual code changes so this could be merged before the
release of 3.8.
2017-03-28 17:23:22 +02:00
asarium 833df59d0e Remove GLSL version checks that are always true
These checks were from a time when we supported lower OpenGL version
than 3.2. Since we don't do that anymore and show an error if the
drivers don't support that, these conditions always evaluated to true
and could be removed.
2017-02-02 22:35:03 +01:00
asarium 7195ec9856 A few more fixes... 2017-01-04 00:28:22 +01:00
asarium 6922d3ca2c Integrate the existing monitor system into the new tracing system
This writes the monitor updates as counter events into the event trace
file.
2016-12-21 16:10:01 +01:00
niffiwan a9261477ba Add func def to .h & remove extern 2016-10-03 22:31:56 +10:00
niffiwan 484d810896 Cleanup some non-HTL code
This was probably missed in removal of -nohtl
Also "fixes" Coverity 1363380
2016-10-03 12:22:57 +10:00
MageKing17 bce17561ed Change pointless .size() calls into .empty() calls.
The codebase had quite a few instances of .size() being called and then checked to see if it was 0 or not (or less than 1, or greater-than-or-equal-to 1, which are basically equivalent), when .empty() could be called instead (negated or not, depending on what the original condition was).
2016-09-07 18:36:12 -07:00
SamuelCho c67f7b66aa Reconciled changes with new shield rendering code. 2016-08-31 00:34:26 -07:00
SamuelCho b75a354505 Cleaned up more rendering code. Shrunk the vertex struct since we don't use spec_rgb anymore. Removed any declarations using the old geometry batcher. Streamlined desaturation in the model shader to use the main color uniform. Removed old unneeded interp_ code. Removed stored geometry shader parameters from the shader constants since we're no longer using the EXT version of geometry shaders. 2016-08-30 23:22:09 -07:00
SamuelCho 17bd4a2fa8 Reconciled shield changes with recent changes. 2016-08-30 20:36:08 -07:00
Risto Toijala 67677e06b8 Small imporvements to debugging
Add missing new line to BSP Parse timing and make it nprintf("Model").

Log value of HUD_config.rp_dist when it is not valid.

Fail reading a .plr file  if it has a zero-length section.
2016-08-29 19:06:16 +03:00
asarium 3fcb731621 Refactor shader handling
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.
2016-08-29 12:38:38 +02:00
SamuelCho ba826df963 Removed a bunch of unused rendering code. 2016-08-28 18:47:34 -07:00
SamuelCho bb78e74646 Improved shields. Added shield decal rendering technique. Fixed inaccurate shield normals and shield collision detection timing. Bumped up shield impacts count to 200. 2016-08-28 15:36:10 -07:00