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.
This was causing issues since the new bitmap data was never stored in
the internal buffer FSO uses for getting the image data. Instead, it was
only uploaded to the GPU texture which could be deleted at any time.
This was the case when changing the "3D Hardware Texture" setting which
causes a texture flush.
This fixes#1961.
The changes from #1752 changed how the offset was computed but the
cubemap code did not update the initial offset computation to account
for this.
This fixes#1921.
Previously, the game uploaded all mipmap levels found in the image files
and then selected which ones it will use by using GL_TEXTURE_BASE_LEVEL.
This unnecessarily used additional GPU memory which is especially bad if
the player already needs to use a lower detail level. This fixes that by
only uploading the necessary mipmap levels.
This appears to be a leftover from the development of the shadow
rendering code. The shadow FBO was allocated twice but only one was
used. This removed the unused code and also ports the improved error
handling of that code over to the actual shadow FBO creation code.
This should make the line draw list class behave identically to the old
line rendering functions. This caused a few issues where the lines were
drawn outside the scissor area which made them invisible.
This fixes#1655.
The original issue was reported by Novachen in #1754 where a significant
slowdown was encountered in the controls menu (Ship and Misc tabs). I
traced the cause of the slowdown to repeated uploads of the NanoVG font
atlas texture even though no changes were necessary.
The root cause of the issue was that NanoVG did not handle invalid UTF-8
sequences at the end of a string properly. The UTF-8 decoder returned a
success code even though no code point was decoded which lead the rest
of the code to believe that the font atlas needed to be recreated.
This fixes#1754 by properly handling that case.
This also fixed an assertion failure if NanoVG was asked to render
2D elements without any vertices.
The files are now exclusively stored in the top level user directory to
make the shader cache not dependent on the current mod. This also adds
some code which removes all old shader cache files which may be stored
in the old (per-mod) location.
The amount of output parameters is becoming quite large which makes it
harder to add new input parameters. For that reason I converted the
existing output parameters to a struct which cleans up the function
signature a lot.
This was causing issues when using the new scripting API in JAD where
there were a lot of 2D operations which filled up the immediate mode
buffer. The reason was that GL_ARB_vertex_attrib_binding the relative
offset is limited and the movie code adds the immediate buffer offset to
the vertex layout which then hit the offset limit set by OpenGL.
This fixes that by using the normal byte offset method which is already
used by the render_primitives functions.
I added this hack a long time ago and it always bothered me why I didn't
come up with a better solution. This is the better solution which uses
the popup_active function for determining if gr_flip is called within a
popup.
This was not present previously which meant that the command line values
were simply ignored by the engine. This adds the scaling back in which
should restore the lighting behavior to the previous status.
This automatically removes old shader cache files from the mod directory
when FSO is started. Those old files are likely to not be used anymore
so this will reduce the amount of disk space FSO uses for the shader
cache.
This adds an identification of the OpenGL implementation to the shader
content hash to avoid issues when using the same FSO install with
multiple graphics drivers.
Also adds support for querying the supported binary formats and
gracefully handling missing support for the format of a stored shader.
This can be useful when downgrading the version of a graphics driver
since the older version may not support the binary format yet.
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 can be used for mark parts of the code which should be unreachable
in normal execution. In debug mode, if such a statement is reached an
Error dialog is shown which aborts the execution. In release mode the
macro is replaced with a compiler specific expression that lets the
compiler know that this part is unreachable which allows it to optimize
the code better.
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.
Multiple function pointer dereferences are valid in C but do not change
the result of the operation. The graphics API had some function
definitions which used multiple pointer dereferences while the rest of
the functions did not.
This changes all occurences of the double dereferences to normal GR_CALL
declarations to keep the style in the API definitions consistent.
This changes how the bitmap slots are managed by the bmpman system.
Instead of allocating a fixed-size array when the game starts this will
manage multiple "blocks" of bitmap slots. When the engine runs out of
slots in the already allocated blocks it simply creates a new block and
allocates the new slot in that.
This removed the hard limit on how many bitmaps can be loaded at the
same time and should fix issues encountered by mods which use a lot of
bitmap slots (I'm looking at you Spoon).
This implements the idea described in #1503.