This allows to render screen space decals into the deferred lighting
buffers no matter how complex the underlying geometry is.
Currently there is only limited support for using this in the engine.
Only weapon impact decals are supported at the moment for testing
purposes.
I forgot to set the alpha blend mode in the NanoVG changes which meant
that the code used additive blending by default which is not good if the
color in use is black. This sets the blend mode to the value that
corresponds to the values used by the NanoVG reference code.
One of the main points of contention when adding the NanoVG based
TrueType text rendering was that it required an external Opengl
renderer which may interfere with our rendering engine by changing
OpenGL state without telling the rest of the engine. Since the rendering
interface for NanoVG is abstract and can be easily replaced, I did just
that and replaced it with an implementation that uses only generic
graphics functions without relying on the specific graphics API.
This will improve the interoperability of NanoVG with our engine and
should make later changes to the rendering engine easier since there is
no external rendering code which may interfere with our own code.
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.
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.
Since there are so many member I decided it would be better to use the
new member assignment syntax since that automatically guarantees the
right initialization order.