Commit Graph
264 Commits
Author SHA1 Message Date
asarium 1eb1923751 Add SMAA 2019-06-30 13:28:05 +02:00
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
asarium d7d3b8c8e2 Remove hack for On Frame scripting hook and quit mission popup
I added this hack a long time ago and it always bothered me why I didn't
come up with a better solution. This is the better solution which uses
the popup_active function for determining if gr_flip is called within a
popup.
2018-07-06 17:03:29 +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 48873185ce Another batch of misc- checks 2018-04-25 11:13:20 +02:00
asarium 0b4ca71eba Enable modernize-deprecated-headers 2018-04-25 11:12:41 +02:00
asarium 25357ce8a2 Allow mods to specify the window icon
This is mostly intended for total conversions to allow them to set
themselves apart from FS2 based mods. It uses the new in-memory
filesystem to support a default icon in case no icon was specified by
the mod.
2018-02-24 18:08:41 +01:00
Fabian Woltermann 3b21b2469f A clean, up-to-date patch of the new lab code 2018-02-14 16:19:38 +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 d95f173f26 Fix another sprintf warning of GCC7 2017-12-28 10:52:56 +01:00
asarium b9b556c7a5 Add a NanoVG renderer using the generic rendering API
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.
2017-12-02 18:31:00 +01:00
asarium 8c88b68327 Use OpenGL vertex array objects for better performance
The original OpenGL Core changes only used a single vertex array object
for specifying the data layout of our vertex data. This uses the OpenGL
extension GL_ARB_vertex_attrib_binding to extend that so that each
vertex_layout uses a separate vertex array object which should improve
performance by reducing the CPU overhead while switching the vertex
layout. Since we need to use offsets into the vertex buffers at some
points this can not be done with the core functions since those do not
support specifying an offset when binding a vertex buffer.
GL_ARB_vertex_attrib_binding does support that and also features an
improved API for specifying the vertex layout. If that extension is not
available then the rendering engine will fall back to the current code.

In CPU intensive scenes I observed a frametime improvement of 1-2 ms.
2017-11-21 12:02:10 +01:00
m!m bff8231d87 Merge pull request #1509 from asarium/feature/jsonFlagPrinting
Add support for printing command line flags in JSON output
2017-11-20 22:10:33 +01:00
asarium 2692240ed9 Add additional information to JSON output 2017-11-19 13:27:56 +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 986099a495 Handle bmpman shutdown explicitly
This was previously done with atexit which caused issues if bmpman was
initialized more than once which is the case for the unit tests.
2017-11-07 15:43:27 -08:00
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 24b71441c0 Add debug scope to uniform buffer retiring function 2017-09-03 12:40:33 +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 03aa75c39a Move immediate mode rendering into generic graphics code
Since this code is the same for all possible graphics backends it can be
moved outside the OpenGL implementation to simplify that code.
2017-08-27 17:14:02 +02:00
asarium 6dbd7c34e6 Clean up a few remaining functions 2017-08-23 14:42:54 +02:00
asarium c1c2b72ef0 Move gr_string out of OpenGL code 2017-08-23 14:42:54 +02:00
MageKing17 fe1e9ca996 Merge pull request #1174 from asarium/cleanup/GLSL_version
Remove some unneeded OpenGL version checks
2017-02-03 01:55:31 -08:00
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 2c4c337907 Removes the palette code entirely. 2017-02-01 18:57:52 +01:00
MageKing17 559b07da63 Change check for 1024x768 interface art to not check 2_TechShipData-m.
The demo doesn't include techroom art because the demo doesn't have a techroom (or a campaign room, or a HUD config menu), but it still otherwise works with the higher-resolution interface.
2017-01-24 12:03:06 -08:00
m!m 09e18c1164 Merge pull request #1147 from asarium/feature/debugWindow
Reimplement debug window
2017-01-20 18:37:07 +01:00
Yarn366 af2514755b Make gr_bitmap obey clip offsets as it did before the OpenGL Core merge 2017-01-18 23:06:43 -05:00
asarium c7f523ae46 Add debug window
This allows to show the debug output in a second window in real time.
This system could be expanded further to allow more interactivity but
the current status is good enough.
2017-01-18 18:18:47 +01:00
MageKing17 8bb6861efc Fix gr_print_timestamp() to actually display timestamps properly.
When the function was rewritten as part of the TrueType PR, its logic was also unintentionally changed so that it expected timestamps in milliseconds when everything calling it provides "fix"es, which represent 65536ths of a second.
2017-01-14 13:19:45 -08:00
asarium 845276bac3 Remove global hook system and emulate it with conditional hooks
This changes some functionality but it shouldn't cause too many issues
since the previous functionality was kind of a hack anyway.

This also adds a simulation conditional hook that has only been
available through global hooks before.
2017-01-03 10:50:36 +01:00
Samuel Cho f2156292e4 Use user defined alpha regardless of if blend filter is on. 2016-12-26 11:07:40 -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
asarium 6dbf200cc3 Move lua to scripting folder 2016-10-03 21:38:29 +02:00
asarium 26f45732da Move profiling functions into separate folder 2016-09-14 12:26:53 +02:00
asarium 8dbea5eeb8 Fix lua drawImage rendering 2016-09-10 18:58:52 +02:00
asarium 1d998e4709 Fix cursor handling in standalone server 2016-09-08 11:54:31 +02:00
asarium a5ac021076 Add a few more debug scopes 2016-09-05 15:31:20 +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 c6243cbfd9 Mopped up some graphics related warnings. 2016-08-25 23:04:47 -07:00
SamuelCho 6fd1f8fbb0 Merge branch 'opengl_core_materials' of https://github.com/SamuelCho/fs2open.github.com into opengl_core_materials 2016-08-24 21:57:23 -07:00
SamuelCho 67916a4efb Cleaned up various warnings from orphaned variables or added by the new rendering code. 2016-08-24 21:28:24 -07:00
asarium beb9288c73 Merge branch 'opengl_core_materials' of https://github.com/SamuelCho/fs2open.github.com into ogl_core/merge
Conflicts:
	code/graphics/gropengl.cpp
	code/io/cursor.cpp
	freespace2/SDLGraphicsOperations.cpp
2016-08-23 16:05:28 +02:00
asarium efdd4fae68 Add interface for viewport management
This separates OpenGL context creation from window creation and also
allows to implement multiple viewports in the future.
2016-08-19 17:44:17 +02:00
SamuelCho a481999a24 OpenGL Core support. Introduction of material based draw system. Rewrote geometry batcher. 2016-08-17 00:13:19 -07:00
asarium 4274a6da76 Add unit test setup 2016-08-15 11:40:08 +02:00
m!m 22c0255277 Fix a bunch of 64-bit MSVC warnings (#709)
* Fix a bunch of 64-bit warnings

* Fix Linux compilation error

* Fix Mac error

* Fix some issues

* Fix more GCC warnings

* Remote unwanted change

* Remove accidentally readded file

* Fix wrong limit check

* Use BEAM_INDEX macro for getting beam object index

* Fix 32-bit warning

* Use BEAM_INDEX instead of pointer arithmetic
2016-08-09 11:08:54 -07:00
asarium 0bf5ba092b Add interface for creating an OpenGL context
This allows to use a different method of creating and managing the
OpenGL context. This is needed of wxFRED where the OpenGL context is
created by wxWidgets. This will probably also fix #753 since it uses the
old wgl based method of creating an OpenGL context in FRED.
2016-08-07 21:38:36 +02:00