Commit Graph
834 Commits
Author SHA1 Message Date
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
Fabian Woltermann 512887482a use correct array lookups (how did VS not find these....?) 2018-03-10 18:00:30 +01:00
Fabian Woltermann 04fd9679bd Fix mprintf calls 2018-03-10 14:06:12 +01:00
Fabian Woltermann 85874105e3 Remove unnecessary early exit 2018-03-10 12:17:17 +01:00
Fabian Woltermann 248b70b780 Replace this assert with a proper exit path + debug log print 2018-03-10 12:11:17 +01:00
Fabian Woltermann dd2074d91d Reworks the lighting settings according to the discussion in #1634.
This fixes #1634
2018-03-10 08:15:59 +01:00
asarium 4fa43ed639 Avoid reusing model material instance when setting fog
The rendering material used by the model render list was reused by
multiple draw call submissions so a non-transparent mesh would reset the
fog value set before which would break meshes submitted after that.

There are still some issues with how the fog is rendered which causes
differences between how opaque and transparent meshes are drawn but I
will fix that in another pull request.

This fixes #1645.
2018-03-06 17:34:29 +01:00
asarium 39f24bce23 Improve handling of nebula fog for deferred lighting
The previous method of rendering nebula fog didn't work correctly with
deferred shading since it changed the color of the material which
obviously caused some issues when it received light from a beam or a
weapon. This wasn't very noticable before because the directional lights
were handled correctly but since all the lighting operations have been
moved into the deferred shading phase it is very obvious that something
is wrong with our nebula rendering.

This fixes that by introducing a new shader which does a fullscreen pass
after resolving all the lights. It applies the usual fog formula based
on the depth of the fragment but it can only use a fixed distance range.
FSO support specifying a range for every object type but the default
range I chose should work properly for all ship types.

The new code only applies to opaque meshes. Transparent meshes are
fogged using the standard formula.
2018-03-05 22:40:05 +01:00
asarium 31931777bc Fix stencil rendering in hardpoint rendering
There were actually multiple issues here. The addition of color mask and
stencil state to the material system overwrote the state set by the
hardpoint renderer so the stencil buffer was never written or read
correctly. I fixed this by introducing three new model render flags
(there were a few open slots in the bit mask so I used those) which set
the correct state using the material system. That also makes setting up
the rendering environment much easier.

Second, gr_opengl_stencil_set used mixed up parameter values which were
probably broken when I introduced more detailed stencil state tracking.
I restored those values to how they were in 3.8.

This fixes the other issue reported in #1640.
2018-03-05 14:28:59 +01:00
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
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