Commit Graph
80 Commits
Author SHA1 Message Date
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
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 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
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 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
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 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
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
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
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
Fabian Woltermann 7b47965509 Merge pull request #896 from asarium/ogl/shaderRefactor
Refactor shader handling
2016-08-29 13:26:05 +02:00
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 d20aa57508 Fixed jumpnode colors not matching HUD. 2016-08-29 01:02:40 -07:00
SamuelCho ba826df963 Removed a bunch of unused rendering code. 2016-08-28 18:47:34 -07:00
MageKing17 6987914a2c Merge pull request #901 from SamuelCho/gl_state_cleanup
OpenGL state tracking cleanup
2016-08-28 16:59:02 -07:00
SamuelCho f693413e26 Removed orphaned GL_state code. 2016-08-28 14:24:10 -07:00
asarium d7e3b61210 Add debug group support
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.
2016-08-28 14:13:42 +02:00
asarium 173041e03a Remove is_minimum_GLSL_version()
Since OpenGL Core is required now that function would always return true
so it can be removed.
2016-08-26 22:16:30 +02:00
asarium ef97279a67 Fix newly introduced warnings 2016-08-26 21:03:14 +02:00
SamuelCho c6243cbfd9 Mopped up some graphics related warnings. 2016-08-25 23:04:47 -07:00
SamuelCho 67916a4efb Cleaned up various warnings from orphaned variables or added by the new rendering code. 2016-08-24 21:28:24 -07:00
SamuelCho 151081e533 Fixed shadowed variables in model_render_insignias. 2016-08-20 22:17:00 -07:00
SamuelCho a481999a24 OpenGL Core support. Introduction of material based draw system. Rewrote geometry batcher. 2016-08-17 00:13:19 -07:00
Fabian Woltermann 770fce8de5 Bitset flags -- take 2 (#775)
This introduces a new mechanism for handling bit flags. Instead of using an int (or two, or three) to write bits into, this uses the std::bitset in a wrapper class that accepts an enum class as input. This means that certain classes of errors we've had a few of in the engine, where a coder used the wrong set of flags or checked them against the wrong variable (SF_STEALTH vs SIF_STEALTH, for example) can now be detected at a compiler level rather than not at all.
2016-08-12 16:13:50 -07:00
asarium c40ede030a Another batch of 64-bit warning fixes. 2016-08-11 22:19:50 +02:00
asarium f5c0234d3b Fix uninitialized values in modelrender 2016-08-10 13:28:36 +02:00
asarium bbeaaa1565 Add a new particle effect system
This is similar to the script I wrote a few years ago but unlike that
one, this solution doesn't kill the performance.
2016-08-04 11:08:39 +02:00
asarium 16be3b7cc5 Add support for TrueType fonts
This allows to use standard TrueType Fonts for text rendering in FSO. It uses the NanoVG library which provides the ability of drawing 2D shapes. This library is used for most 2D operations now and can also be used directly by using the PathRenderer class.
2016-08-02 10:57:28 +02:00
Fabian Woltermann 53222e66e3 Adds a commandline switch analoguous to framebuffer shockwaves to enable the distortion effect for thrusters 2016-07-28 20:22:49 +02:00
Fabian Woltermann 5fca2355b9 Adds TMAP_FLAG_EMISSIVE for the 2D warp effect, and ups the scaling applied to textures with that flag from 1.5 to 2.0 to better approximate the brightness beams used to have.
Also sets a glow texture for the 3D warp effect.
2016-07-12 21:51:39 +02:00
MageKing17 70529dbd5a Deprecate -nohtl and -brief_lighting.
-nohtl hasn't worked for years, and -brief_lighting was always supposed to be a temporary flag before making the behavior always on.
2016-07-08 09:39:29 -07:00
SamuelCho dd73d8fb63 New lighting model based off of Blinn-Phong and Fresnel-Shlick. Introduced -reflect maps. New gloss parameters for specular power. High dynamic range rendering. Improved bloom pass. 2016-07-05 23:15:08 -07:00
niffiwan 2f1b686349 Finish conversion to new frame calc function
Also remove debug code
2016-05-10 19:42:20 +10:00
Goober5000 e302f0e456 convert the rest of the model instance functions to have model_instance_num parameters instead of object parameters 2016-02-10 23:23:44 -05:00
Goober5000 df41bbe172 refactor of dumb_rotation to intrinsic_rotation
This is a renaming of the Dumb_rotation infrastructure, which is now called Intrinsic_rotation.  Intrinsic rotations are automatically applied to submodels without the need for an associated subsystem.  Dumb rotations are now a type of intrinsic rotation, and look_at rotations will be added in a future PR.  The same code will handle both; the only difference is in how the intrinsic rotation is calculated.  (In the case of dumb-rotation, it is calculated the same way as normal rotation; in the case of look-at, it will be calculated using submodel_look_at.)
2016-02-05 12:40:55 -05:00
Goober5000 165124267a Add model_instance handling for weapons, asteroids, and skyboxes 2016-01-24 21:28:43 -05:00
Goober5000 680ac9175f move the two dumb_rotation iterations into one function (which calls a subfunction) in modelread.cpp, and add some descriptive commenting 2016-01-04 23:34:28 -05:00
Echelon9 5d593f0df0 Plumb through is_minimum_GLSL_version() 2016-01-03 16:33:04 -05:00
SamuelCho 0062d2567a Fixes missing destroyed submodels from the polymodel_instance rendering commit. 2015-12-08 23:53:53 -08:00
Fabian Woltermann aaa80dfa6f Merge pull request #486 from SamuelCho/model_instance_rendering
Allow model rendering code to use polymodel_instance.
2015-12-03 06:34:09 +01:00
SamuelCho 64ad950a80 Allow model rendering code to use polymodel_instance. Removes the reliance on ship_model_start/stop for rendering models. Also fix a bunch of oversights involving blown off models in the polymodel_instance code. 2015-12-01 23:53:24 -08:00