Commit Graph
815 Commits
Author SHA1 Message Date
niffiwan 8f2aec3b9a add small bsp tree optimisation
don't add no_collide (& similar) submodels to the bsp trees
this has been in the fotg branch for ages without causing any apparant
issues
2018-03-01 20:00:59 +10:00
Fabian Woltermann 4de3451d6c Merge pull request #1628 from The-E/fix/lab-glowpoints
Make glowpoints in the lab work correctly
2018-02-26 12:16:33 +01:00
Fabian Woltermann 354246caf4 Make sure that glowpoints attached to rotating subobjects actually do rotate in the lab 2018-02-26 09:49:13 +01:00
asarium 0d188fe076 Use deferred shader for applying directional lights
This moves all lighting operations into the deferred shading phase of
the rendering pipeline. Previously, directional lights were applied to
all objects while they were being rendered. This was probably done to
avoid doing multiple full screen passes later but caused some problems
since the color information in the G-buffers was not correct for doing
later lighting operations.

This was especially noticable in dark scenes where point lights would
appear to ignore the color of the rendered objects. This should be fixed
with these changes.

I did some performance testing and to my surprise this actually improves
performance in very demanding scenes. My guess would be that applying
the shadows while rendering the objects caused a lot of overdraw which
is not the case anymore since shadows are only computed for visible
pixels. In simple scenes the opposite happens which leads to decreased
performance in those cases but in my opinion the improvement in
demanding scenes outweights this performance decrease.
2018-02-25 12:43:45 +01:00
m!m 857582a980 Merge pull request #1608 from The-E/LightTypeEnum
Use an enum class to mark light types
2018-02-17 19:24:51 +01:00
Fabian Woltermann 95ed536225 change the light type to an enum class 2018-02-14 17:07:42 +01:00
Fabian Woltermann 3b21b2469f A clean, up-to-date patch of the new lab code 2018-02-14 16:19:38 +01:00
Fabian Woltermann 119b5d662b Addressing feedback and CI issues 2018-02-12 08:57:39 +01:00
Fabian Woltermann 8aee62b818 Make sure directional lights are always rendered; this kinda spiralled out into a bit of general cleanup regarding the lighting code. 2018-02-10 14:09:32 +01:00
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 a47dcc0548 Fix fall-through warnings introduced by GCC7 2017-11-19 12:12:42 +01:00
Fabian Woltermann 16993b236f Merge pull request #1479 from asarium/opengl/modelUniformBuffers
Use uniform buffer blocks for passing uniform data to shaders
2017-11-14 09:33:45 +01:00
asarium 686bf15879 Ensure that init_render is called before rendering the scene
This was previously not enforced and some code did not call this
function at the correct time which caused crashes since data was not
initialized correctly. This adds a check to ensure that the function was
called and fixes the code that uses the model_draw_list.
2017-09-24 15:53:14 +02:00
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 c6975fda3c Use uniform buffer blocks for passing uniform data to shaders
This uses UBOs for building a buffer object of uniform data before
using that data to draw objects. This should reduce the CPU overhead by
reducing the amount of glUniform calls required for executing a single
draw call. This is especially useful if rendering is limited by the CPU
which should help performance for people with slower CPUs.

This fixes #910.
2017-09-13 11:54:16 +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 4c1ed2f66a Move graphics matrix handling out of OpenGL code
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.
2017-09-05 12:36:32 +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 e4775948d7 Remove include of OpenGL header in non-OpenGL code 2017-05-28 10:35:33 +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
Fabian Woltermann 8774f0480d Delete the = operator as well 2017-02-26 14:03:08 +01:00
Fabian Woltermann 17b33317de Addressing feedback. This disables the copy operator for model_render_params and changes the one place where it was actually used. 2017-02-26 13:45:03 +01:00
Fabian Woltermann 9e4c6df219 Applies table-based texture replacement settings in the lab, techroom and the weapon/ship select screens 2017-02-25 21:38:58 +01:00
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
Fabian Woltermann eea97601b5 Merge pull request #1132 from asarium/cleanup/stringConst
More string const correctness fixes
2017-01-04 10:48:58 +01:00
asarium 7195ec9856 A few more fixes... 2017-01-04 00:28:22 +01:00
asarium f819db3ac5 More string const correctness fixes 2017-01-04 00:12:41 +01:00
asarium 1106898454 Remove usage of a static global variable in draw_list
Instead, this uses a lambda function which is better since it doesn't
require storing any global pointers.
2017-01-03 09:43:48 +01:00
Fabian Woltermann dd6e706412 Merge pull request #1125 from asarium/cleanup/stringConst
Fix some string literal conversion warnings
2017-01-03 08:45:51 +01:00
Samuel Cho 347dca5e60 Renamed draw_list to a more descriptive model_draw_list. Removed unlit maps since those aren't needed anymore. Changed transforms in model_draw_list to use the transform_stack instead of using duplicate code. Removed some unused graphics code. Fixed scaling when using batched transforms. 2017-01-02 20:15:37 -08:00
asarium 9a8bfc0217 More const correctness 2017-01-02 13:17:59 +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
asarium 49bb57478c Fix misleading indentation warning 2016-12-14 11:13:47 +01:00
asarium 3fb6b7c51c Fix member initialization order of polymodel 2016-12-14 11:05:51 +01:00
asarium d64196eff0 Refactor tracing subsystem
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.
2016-11-24 10:26:21 +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
Goober5000 d9c9647919 Merge pull request #947 from MageKing17/cleanup/miscellaneous
Some miscelleaneous cleanup commits.
2016-09-17 23:15:17 -04:00
asarium 26f45732da Move profiling functions into separate folder 2016-09-14 12:26:53 +02:00
asarium e0395ab51a Remove memory tracking code 2016-09-08 12:22:35 +02:00
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
asarium f693d49f95 Remove variable name from GR_DEBUG_SCOPE 2016-09-05 15:29:49 +02:00
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
Fabian Woltermann ee689cbb9f Merge pull request #912 from asarium/feature/chromeTracing
Add support for outputting profiling data as JSON
2016-08-30 09:29:07 +02:00
asarium 1a212868a0 Add support for outputting profiling data as JSON
This output is compatible with the Chromium tracing viewer which
provides a very nice visual overview of what FSO does in a frame.
2016-08-29 20:18:51 +02:00
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