Commit Graph
401 Commits
Author SHA1 Message Date
Goober5000 b0fbf93055 fix model_update_instance to handle LODs
Add back the copying of model instance information to submodels in other LODs.  This was inadvertently removed in commit 88c1d8a02a.
2021-01-02 14:26:59 -05:00
Goober5000 7a09a3d0c4 some bugfixes from the submodel rotation branch
Some things that clang noticed, plus a small usability improvement to the parsing of vectors in submodel properties.
2020-12-30 00:31:58 -05:00
Goober5000 55b902382c add documentation 2020-12-28 01:19:44 -05:00
Goober5000 21f6591be2 some refactor and cleanup
1) modify and prune some turret function definitions
2) clean up KeldorKatarn's submodel orientation parsing
2020-12-24 22:50:49 -05:00
Goober5000 a3135497f1 Merge pull request #3015 from Goober5000/gun_rotation_fix2
move gun_submodel_rotation from model to instance
2020-12-23 18:53:17 -05:00
Goober5000 8ef92c944d move gun_submodel_rotation from model to instance
Since instance-specific fields have been moved to polymodel_instance and submodel_instance, the gun_submodel_rotation field should also be moved.  This is also reworked a bit to keeping track of the rotation via the normal submodel instance angles.

This removes an unnecessary look_at field as well.
2020-12-23 00:45:31 -05:00
Goober5000 78c957c6bb properly restore turret angles after calculating matrix
Since angles are no longer written in three redundant places, the temporary hijacking of the turret angles in `model_make_turret_matrix` was overwriting the turret's proper position.  So this PR just saves the angles and restores them when the calculation is done.
2020-12-22 22:14:12 -05:00
Goober5000 c18b1b63fd another model to model_instance refactor
Remove arc information from bsp_info and move it to submodel_instance.  Add a model instance to each debris chunk to keep track of it.
2020-12-20 14:51:05 -05:00
Goober5000 efe2d8476a 1) it's no longer necessary to call model_clear_instance before collision detection
2) call appropriate functions in collision detection because models might have instances
2020-12-18 13:46:49 -05:00
Goober5000 88c1d8a02a consolidate model instance code 2020-12-18 01:32:43 -05:00
Goober5000 7c92dd9f7c hoist model_get and model_get_instance out of a bunch of functions 2020-12-16 11:55:31 -05:00
Goober5000 b40833d76e CI fixes 2020-12-08 19:54:31 -05:00
Goober5000 b803b9f15c consolidate functions 2020-12-08 19:54:31 -05:00
Goober5000 b90fc2b3ad numeric to boolean 2020-12-08 19:54:31 -05:00
Goober5000 f0799d245e tweaks 2020-12-08 19:54:24 -05:00
Goober5000 3fdc5a3784 cur_turn_rate -> current_turn_rate 2020-12-08 12:33:29 -05:00
Phantom Hoover 7bcc18c622 Cache bitmap lookup buffers to avoid wasteful copying 2020-10-30 20:00:47 +00:00
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
Goober5000 8f469dd00c add warning for duplicate dockpoints
Just for sanity's sake.  This just displays a Warning without modifying the dockpoint name.  I considered an nprintf but figured a Warning was more appropriate.
2020-08-17 00:49:23 -04:00
wookieejedi 94bfb2fe75 Update cases of pow(x,2) to just multiply values
Having recalled that other SCP folks stated pow shoud not be used to do simple squaring, I figured it might be a good idea to update the two instances I found where that was the case.
2020-05-10 13:17:03 -04:00
Goober5000 9dd6bcf81d warn if there is a gap in the path sequence 2020-04-28 00:39:46 -04:00
Goober5000 3356edff2b warn if model paths do not have unique names 2020-04-28 00:16:06 -04:00
Frans Elliott 91edcc4b8c Added a comment to describe the mathematics of subobj_find_2d_bound.
Broke up the projection function to aid in clarity.
2020-04-12 23:43:12 -05:00
Frans Elliott 4139cd890c Cleaned up subsystem bounding box code. 2020-04-12 21:24:13 -05:00
Frans Elliott 44072c026c Force subsystem targetting reticle to be square, even on non-square aspect ratios. 2020-04-05 21:21:37 -05:00
Goober5000 d8e88c1644 oof 2020-03-05 22:31:13 -05:00
Goober5000 1926d3c341 oof, more changes 2020-03-05 20:49:16 -05:00
Goober5000 cacee6e5b8 a few more 2020-03-02 01:07:17 -05:00
pkubaj 3daa819042 Fix build on some LE platforms
Some platforms don't like those variables being unused.
2020-02-11 13:58:26 +01:00
pkubaj 4bb31f4e1b Fix build on big-endian architectures
swap_bsp_data() and swap_sldc_data() use those.
2020-02-10 15:49:52 +01:00
MageKing17 c1e6aca72b Correcting a couple debug typos.
"glowpoint present" should be "glowpoint preset", and there is no "op_num function".
2019-10-17 13:38:11 -07:00
SamuelCho 816d8e5415 Make sure various model rendering/collision code reference submodel instances instead of the prototype data. 2019-06-25 22:33:52 -07:00
niffiwan 2833ae150f detail boxes can ignore default distance scaling
Add a submodel property that overrides the hard-coded distance
multipliers applied to the distances at which details boxes & spheres
are rendered. The distance multipliers are set by the "model detail"
setting in the options screen. Note that this is different to the LOD
distance multipliers which are not hard-coded.

This allows some more creative uses of detail boxes & spheres, e.g. to
stop models subobjects from being rendered when they're out of player
view. Past testing showed a reasonable performance improvement with
complicated models.

This is a submodel property rather than global, or a ship flag, to allow
flexibility, i.e. a single model could choose this option only for the
submodels that want to use detail boxes/spheres in this fashion, which
other detail boxes/spheres use the conventional approach.

Code & ideas originally from zookeeper, I've just packaged it up for
the PR.

This has been rebased & squashed based on feedback in the PR
2019-04-06 15:24:27 +10:00
MageKing17 62f6ee86ef Remove redundant length check, remove asserts from ID_FUEL case.
The (length > base_length) conditional was redundant with the other conditions. Additionally, the code from the ID_FUEL case (thruster points) checking for "$engine_subsystem=" was making the exact same mistake, so I made the same changes there.
2019-01-10 17:58:46 -08:00
MageKing17 a83307402a Avoid using Asserts for data security in glow texture reading code.
In a Release build, there was absolutely no code making sure that the text "$glow_texture=" was actually present in the properties field of a glow point bank, beyond a simple strlen() check. Even in Debug builds, there was no guarantee that the text was at the start of the properties field; it was just assumed (without even an assertion verifying it). Now, the assertions have been removed and the appropriate conditions are checked in both Release and Debug.
2019-01-08 15:04:42 -08:00
CasparKielwein d901470880 remove unused functions in model/ code. 2018-12-28 10:29:22 +01:00
asarium 15dc45cc0a Remove -old_collision command line option
The new system has been tested pretty thoroughly so I think it is time
to remove this option.
2018-10-21 18:36:59 +02:00
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
asarium 8c1d3492eb Convert debris object count Assert to Error
This will make the error message clearer instead of just showing a
cryptic Assert message. This cannot be handled by a simple warning since
capping num_debris_objects to MAX_DEBRIS_OBJECTS would then cause issues
when reading the rest of the header.
2018-07-15 18:34:44 +02:00
asarium bd3632d1bf Enable remaining misc- checks and fix detected issues 2018-04-25 11:57:55 +02:00
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 e28ebc2a6c Enable and fix misc-suspicious-string-compare check 2018-04-25 11:13:19 +02:00
asarium 0b4ca71eba Enable modernize-deprecated-headers 2018-04-25 11:12:41 +02:00
asarium 8f06e338a4 Add typesafe handle types and use it in game sound system
This adds a new class which allows to create type safe resource handle
types. At the moment, the engine uses ints pretty much everywhere for
providing handles to resources created by the specific subsystems. Since
all ints are the same to the C/C++ typesystem it is perfectly legal to
pass a sound handle to the graphics API as a buffer handle which will
obviously cause issues.

This adds a new type called "ID" which is a wrapper class for a generic
handle but with added type safety. An instance of this class cannot be
passed to a function expecting another type of handle which provided
compile-time type safety for these APIs.

As an initial test I converted the game sound handles to this new type.
I already found a bug in the mainhall system thanks to this new type.
The mainhall used the game sound handles as sound instance handles which
probably meant that that specific code never really worked right. I
removed the code since there was no better alternative for fixing it.
2018-04-22 16:22:45 +02:00
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
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 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
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