asarium
2997633d0d
Fix double rendering of effect ships
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This fixes #653 .
2017-01-27 00:03:28 +01:00
Samuel Cho
3e0fbbbd90
Merge pull request #1113 from asarium/feature/screenTracing
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Add previous on-screen profiling readout again
2017-01-06 12:31:07 -08:00
asarium
4a9f1a2d56
Fix the rest of the string conversion warnings
2017-01-05 00:15:01 +01:00
asarium
599e24cf91
Remove unneeded tracing scope
2017-01-04 12:41:32 +01:00
Fabian Woltermann
dd6e706412
Merge pull request #1125 from asarium/cleanup/stringConst
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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
455ffd827a
Fix unresolved linking errors
2017-01-02 19:06:59 +01:00
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
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This writes the monitor updates as counter events into the event trace
file.
2016-12-21 16:10:01 +01:00
m!m
e07f3a41cb
Merge pull request #539 from z64555/cleanup/shield_refactor
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Cleanup/shield refactor
2016-11-27 21:46:26 +01:00
z64555
cc774b83d4
Rename Goober's factor to shield_scale_factor and change its type to a float.
2016-11-25 16:16:24 -06:00
z64555
020c7e70fd
Use correct abs function.
2016-11-25 15:12:12 -06:00
z64555
f4b455dd98
Replace apply_damage_to_shield() with shield_apply_damage().
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Also remove a declaration of shield_get_max_quad() in object.h
2016-11-25 15:12:09 -06:00
z64555
b0d9c53688
Remove duplicate function get_max_shield_quad()
2016-11-25 15:07:37 -06:00
z64555
b30a801f25
(Safety) Add asserts to all functions that use an objp.
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(Perf) Add early bail-outs to some functions that could be called on non-ship objects
2016-11-25 15:05:40 -06:00
z64555
6f0888e30b
Combine shield transfers from AI and Players into one code path
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Fixed an Assert()
2016-11-25 15:04:08 -06:00
z64555
0a81104723
AI and Player shield balancing now share same codepath.
2016-11-25 15:01:28 -06:00
z64555
4cd9c847f3
Implemented shield_balance
2016-11-25 10:42:39 -06:00
z64555
14c4e553dd
Doxy and organize objectshield functions. Declared shield_balance.
2016-11-25 10:42:37 -06:00
asarium
d64196eff0
Refactor tracing subsystem
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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
bf21913708
Updates to max shield recharge fix
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Use a helper function in appropriate places, add comments where not
Avoid a potential div/0 & add Assertion to shield_get_max_strength
2016-10-16 16:31:11 +10:00
asarium
a62d13468c
Fix computation that causes NaN errors
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I'm not entirely sure if this is the correct way to do the computation
but I see no other way of fixing it but since the zero vector is a valid
value for the relative velocity this seems to be the most sensible
solution.
Also, related to this I found out that FSO causes a lot of NaN errors at
runtime which may need to be investigated at some point to make sure
they don't cause issues like this bug.
2016-10-09 19:26:47 +02:00
asarium
6dbf200cc3
Move lua to scripting folder
2016-10-03 21:38:29 +02:00
m!m
5bbb00d589
Merge pull request #977 from SamuelCho/FredAllocationFix
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Make sure we tell the batcher to render in FRED.
2016-09-18 10:50:00 +02:00
Goober5000
d9c9647919
Merge pull request #947 from MageKing17/cleanup/miscellaneous
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Some miscelleaneous cleanup commits.
2016-09-17 23:15:17 -04:00
SamuelCho
54c73bdbc3
Make sure we tell the batcher to render in FRED.
2016-09-17 11:51:29 -07:00
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.
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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
asarium
1a212868a0
Add support for outputting profiling data as JSON
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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
asarium
3fcb731621
Refactor shader handling
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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
MageKing17
6987914a2c
Merge pull request #901 from SamuelCho/gl_state_cleanup
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OpenGL state tracking cleanup
2016-08-28 16:59:02 -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
SamuelCho
f693413e26
Removed orphaned GL_state code.
2016-08-28 14:24:10 -07:00
asarium
d7e3b61210
Add debug group support
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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()
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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
SamuelCho
e74af5ad53
Merge branch 'master' into opengl_core_materials
2016-08-25 21:43:14 -07:00
asarium
beb9288c73
Merge branch 'opengl_core_materials' of https://github.com/SamuelCho/fs2open.github.com into ogl_core/merge
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Conflicts:
code/graphics/gropengl.cpp
code/io/cursor.cpp
freespace2/SDLGraphicsOperations.cpp
2016-08-23 16:05:28 +02:00
Fabian Woltermann
add8662737
Converts AI Info flags
2016-08-22 16:39:42 +02:00
Fabian Woltermann
ed84ac348e
Merge with master
2016-08-22 11:37:50 +02:00
m!m
38fb41909b
Merge pull request #861 from The-E/ai_profile_flags
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Ai profile flags converted
2016-08-22 11:32:55 +02:00
SamuelCho
311cf769df
Reconciled bit flags.
2016-08-20 19:39:10 -07:00
Fabian Woltermann
0591b7ef49
ai profile flags
2016-08-19 22:44:39 +02:00
Fabian Woltermann
1acfaa8157
Converts model subsystem flags
2016-08-19 14:59:15 +02:00
Fabian Woltermann
1a060aa6d7
Converts the other weapon flags
2016-08-19 09:24:54 +02:00
Fabian Woltermann
127976cd74
Weapon info flags conversion ( #851 )
2016-08-18 23:17:41 -07:00