Commit Graph
873 Commits
Author SHA1 Message Date
Tyler Blount 37bf779e77 Remove unused variable 2020-06-02 13:02:48 -06:00
Tyler Blount 28fd52aa51 Change tertiary thruster depth 2020-06-02 11:52:29 -06:00
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
asarium 362645ce27 Reformat code with clang-format 2020-01-12 12:57:00 +01:00
asarium a3651026b1 Improve how the engine handles uniform buffers
This is in preparation for using persistently mapped buffers for uniform
buffers. Since that functionality is not available in the OpenGL version
we are targetting I implemented a fall-back which simply uses
glBufferSubData.

I did a benchmark with these changes and there was no change in
performance to the current master version.
2020-01-12 11:59:23 +01:00
asarium bfe507a53a Cleanup some unused functions in the graphics subsystem 2020-01-02 17:05:26 +01:00
Goober5000 a069eb62f9 apply fix for model_anim_get_time_type (Mantis 2542)
This patch was posted in 2011 but never applied.  Here's a PR to remedy that.

Mantis ticket:
http://scp.indiegames.us/mantis/view.php?id=2542

Original thread:
http://www.hard-light.net/forums/index.php?topic=79068.0
2019-12-14 00:39:58 -05:00
FSCyborg e62b64bac8 Fix Dumb_Rotate Regression
Allows jump nodes to use instrinsic/dumb rotation again by exposing the jump node class to the model instancing code and adding a check for it in modelread.
2019-11-11 11:22:13 -05:00
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
m!m 7b8c156980 Merge pull request #2022 from asarium/opengl/smaa
Add SMAA post processing step
2019-07-11 18:02:47 +02:00
asarium 1eb1923751 Add SMAA 2019-06-30 13:28:05 +02:00
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
wookieejedi cff070dc07 Update to using tuples and error checks
Incorporates m!m's feedback.
2019-06-22 16:07:55 -04:00
wookieejedi 7b3ad77f36 Adds Table Option to Modify Arc Colors
This PR adds a table entry that allows modders to specify the RGBI values for the damage and emp arc colors (which were previosuly hardcoded).

This option adds the table entry to `Game_settings.tbl` under `#Graphic Settings` with the lines:
```
$EMP Arc Color:
	+Primary Color Option 1: rgb
	+Primary Color Option 2: rgb
	+Secondary Color Option 1: rgb

$Damage Arc Color:
	+Primary Color Option 1: rgb
	+Primary Color Option 2: rgb
	+Secondary Color Option 1: rgb
```
2019-06-21 14:58:05 -04:00
Goober5000 3ca4ba16fe Merge pull request #1892 from asarium/feature/optionsUI
Add new options system
2019-04-29 17:16:21 -04:00
wookieejedi 473e2588bf Cleaner fix for show-ship bug with detail_box calculations
This provides a cleaner fix for the bug where using show ship caused detail_box calculations to incorrectly work on the player's ship.

It also reverts the changes made by PR #2018.
2019-04-22 10:28:41 -04:00
wookieejedi 0c92134de5 fix detailbox using show ship
This PR fixes issue #2015, which is a bug where using `show ship` caused detail_box calculations to incorrectly use world coordinates for submodels on the player's ship, rather then the correct local coordinates.
2019-04-20 20:45:14 -04:00
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
asarium ad1ede7b74 Add new options system
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.
2019-03-02 14:02:21 +01:00
Goober5000 699c9e8d52 Merge pull request #1966 from Goober5000/per_ship_warp_type
per-ship warp type
2019-01-12 13:27:43 -05:00
MageKing17 6d2ebd1ed7 Remember to initialize Replacement_textures array after allocation.
In commit 9e4c6df219 (PR #1265), the model_render_params::set_replacement_textures() override that accepts a vector of texture replacements was added, which includes allocating its own Replacement_textures array. However, unlike its counterpart from missionparse.cpp, this array doesn't then have all of its elements set to -1. Since it works just fine there, I copied that code here so both versions should behave the same.
2019-01-11 05:21:22 -08:00
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 "$engine_subsystem=" was making the exact same mistake, so I made the same changes there.
2019-01-10 17:58:46 -08:00
Goober5000 bb0df2dc43 stage 1: replace individual parameters with an index into Warp_params 2019-01-08 23:03:36 -05:00
MageKing17 a83307402a Avoid using Asserts for data security in glow texture reading code.
In a Release build, there was absolutely no code making sure that the text "$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
Fabian Woltermann 45559c13a9 Merge pull request #1912 from asarium/cleanup/noOldCollision
Remove -old_collision command line option
2018-11-10 17:52:17 +01:00
asarium 9219712ff0 Add option for disabling impact debris spawning 2018-10-27 16:37:42 +02:00
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 3c41b56449 Add option for disabling spark spawning for subsystem
This adds the "no sparks" flag for subsystems which disables the
generation of spark sources for that subsystem when it is hit.

This was requested by Axem.
2018-10-21 18:03:48 +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 357cd76252 Render hardpoint model outlines using geometry shaders
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.
2018-06-07 16:44:41 +02:00
Goober5000 6fa422c5e7 fix issue #1708 2018-05-29 17:04:31 -04:00
m!m 56c34eee6d Merge pull request #1685 from asarium/build/clang-tidy-2
Enable and fix more clang-tidy warnings
2018-05-01 19:35:46 +02:00
asarium 64b08f51c0 Fix fog rendering in forward renderer
There were actually two bugs here that were fixed:
1. The model draw list code disabled the fog rendering when it thought
it was it deferred rendering mode but did not account for explicitly
disabling the deferred renderer.
2. The fog effect was applied to both the emissive color and the base
color simultaneously which caused visual errors when rendering fogged
objects using the deferred renderer.

This fixes #1717.
2018-04-28 13:53:09 +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