Commit Graph
103 Commits
Author SHA1 Message Date
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
Goober5000 bb0df2dc43 stage 1: replace individual parameters with an index into Warp_params 2019-01-08 23:03:36 -05:00
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
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 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
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
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
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