1
0
forked from 0ad/0ad
Commit Graph

195 Commits

Author SHA1 Message Date
6d4fd01a59 Separates allocated vertex buffers into groups for data locality.
Tested By: Langbart, OptimusShepard, Stan
Differential Revision: https://code.wildfiregames.com/D3522
This was SVN commit r24860.
2021-02-08 22:34:10 +00:00
55f6eae7c5 Removes unused dummy shader from terrain rendering.
This was SVN commit r24822.
2021-02-02 15:34:52 +00:00
9df127f9d1 Removes shader code duplication to calculate LOS.
Tested By: Stan
Differential Revision: https://code.wildfiregames.com/D3428
This was SVN commit r24732.
2021-01-20 18:46:32 +00:00
5cbf8f04ec Removes code duplications for binding shadows to shaders.
This was SVN commit r24710.
2021-01-19 19:19:04 +00:00
1cb4ee1634 Combines terrain and units ambient colors into the single color.
Tested By: Stan
Differential Revision: https://code.wildfiregames.com/D3237
This was SVN commit r24661.
2021-01-17 13:10:00 +00:00
4a69e9117e Removes usages of GetRenderPath to checking for support of shaders.
This was SVN commit r24652.
2021-01-16 23:18:56 +00:00
6282960991 Removes useless option for shadows on water
Reviewed By: wraitii
Differential Revision: https://code.wildfiregames.com/D3368
This was SVN commit r24630.
2021-01-15 15:45:39 +00:00
e5cbd3decd Removes unused GL texture properties after removed FFP.
This was SVN commit r24577.
2021-01-12 23:18:29 +00:00
f1a3b446f7 Removes the unused terrain rendering function after removed FFP.
This was SVN commit r24576.
2021-01-12 23:14:08 +00:00
dd0b56c8aa Replace DISCARD macro with ignore_result template.
Fixes eb7940b418.
As reported by Vladislav, there is possibly confusion on what exactly is
being ignored when there are multiple statements after DISCARD. Explicit
wrapping avoids that.

Differential Revision: https://code.wildfiregames.com/D3206
This was SVN commit r24397.
2020-12-15 09:03:44 +00:00
eb7940b418 Silence warnings about unused result.
Introduce a DISCARD macro to ignore the warn_unused_result attribute
used by Spidermonkey, and reuse it elsewhere.

Differential Revision: https://code.wildfiregames.com/D3147
This was SVN commit r24261.
2020-11-26 13:58:59 +00:00
9669b5f1a9 Removes additional depth texture copying and reusing existing refraction depth.
Tested By: Stan, wraitii
Differential Revision: https://code.wildfiregames.com/D3084
This was SVN commit r24160.
2020-11-11 18:46:52 +00:00
e038f7844b Fixes terrain overlays by removing fixed pipeline dependency.
Tested By: Freagarach, wraitii
Differential Revision: https://code.wildfiregames.com/D3074
This was SVN commit r24154.
2020-11-09 18:50:40 +00:00
61c6da91e8 Moves foam calculation into a separate function and fixes its lighting.
Tested By: Stan
Differential Revision: https://code.wildfiregames.com/D3071
This was SVN commit r24145.
2020-11-08 22:17:58 +00:00
b7cbfecd19 Replacing losMap usages by existed and more consistent losTex.
losMap was introduces in fe21c5e023.

This was SVN commit r24130.
2020-11-04 22:55:34 +00:00
ad965e167d Moves simple water from fixed pipeline to shader pipelines (ARB/GLSL).
Commented By: Stan
Reported By: Freagarach
Tested By: Freagarach, Stan
Differential Revision: https://code.wildfiregames.com/D3059
This was SVN commit r24129.
2020-11-04 22:25:08 +00:00
c64f8824d7 Fixes wireframe mode for terrain, continuing remove fixed pipeline dependencies.
Commented By: Stan, wraitii
Tested By: Stan
Differential Revision: https://code.wildfiregames.com/D3056
This was SVN commit r24125.
2020-11-04 15:52:26 +00:00
d7d02a4740 Moves terrain lighting calculation to GPU.
Reviewed By: wraitii
Tested By: OptimusShepard, Stan, wraitii
Differential Revision: https://code.wildfiregames.com/D3052
This was SVN commit r24124.
2020-11-04 12:54:17 +00:00
6e3db3d84c Removes remaining fixed program used in shader pipelines and adds check on FFP create.
Commented By: Stan
Differential Revision: https://code.wildfiregames.com/D3048
This was SVN commit r24121.
2020-11-03 18:59:27 +00:00
92cbf5ead0 Reduces memory usage for fancy water by merging two textures.
Two textures were added in 9ce51f4357.

Reviewed By: wraitii
Tested By: Angen, Freagarach
Differential Revision: https://code.wildfiregames.com/D2983
This was SVN commit r24046.
2020-09-16 18:03:51 +00:00
36883f2832 Renames RenderTerrain to RenderTerrainFixed to follow its implementation.
RenderTerrainShader was added in d295dacb9b.

This was SVN commit r23479.
2020-02-04 23:16:30 +00:00
2fa18b1503 Replaces direct Camera member usage by appropriate method call (m_Orientation > GetOrientation()).
This was SVN commit r23234.
2019-12-14 12:56:47 +00:00
6110d108c1 Removes hard-coded clip planes from water shader.
Differential Revision: https://code.wildfiregames.com/D2443
This was SVN commit r23228.
2019-12-10 21:39:09 +00:00
987b36d53c Do not send Reflection and Refraction matrices to shader when not needed
Patch By: Angen
Reviewed By: wraitii
Differential Revision: https://code.wildfiregames.com/D1954
This was SVN commit r22971.
2019-09-22 14:56:22 +00:00
f1de8eb4ba Removes usages of duplication of Clamp function in gui, ps and renderer. Refs D1763.
This was SVN commit r22926.
2019-09-18 14:44:31 +00:00
5c4d124d2a Refactor renderer options.
This moves the renderer options into their own class to:@
  - allow one to only include the rendering options, not the whole
renderer header, when one wants access to rendering options.
  - centralise rendering changes and their side-effects.
  - clean up code.

Tested by: historic_bruno, Freagarach
Commented by: historic_bruno
Differential Revision: https://code.wildfiregames.com/D1929
This was SVN commit r22610.
2019-08-04 08:28:30 +00:00
01a8138780 Water GLSL shader improvements around reflections and whitespace fixes.
This improves refractions around entities close to the surface, such as
fishes, by handling depth better and by clipping the water plane a
little lower.

This uses the skybox for reflections when refractions are enabled but
reflections are disabled, making it possible to play with reflections
disabled without having super-ugly water (arguably a performance
improvement).

Differential Revision: https://code.wildfiregames.com/D359
This was SVN commit r22297.
2019-05-25 11:08:57 +00:00
9376609ee8 Remove hardcoded SkyBox sizes and use the infinity sky. No we render
the skybox at the current camera location, so that the skybox appears
indefinitely far away. Refs #3458.

Reviewed By: wraitii
Tested By: elexis, Stan
Differential Revision: https://code.wildfiregames.com/D1683
This was SVN commit r22039.
2019-01-06 21:55:30 +00:00
417c84870c Actually remove trailing tabs from source/.
This was SVN commit r18991.
2016-11-23 14:09:58 +00:00
6581796103 New long-range pathfinder.
Based on Philip's work located at
http://git.wildfiregames.com/gitweb/?p=0ad.git;a=shortlog;h=refs/heads/projects/philip/pathfinder
Includes code by wraitii, sanderd17 and kanetaka.

An updated version of docs/pathfinder.pdf describing the changes in
detail will be committed ASAP.

Running update-workspaces is needed after this change.

Fixes #1756.
Fixes #930, #1259, #2908, #2960, #3097
Refs #1200, #1914, #1942, #2568, #2132, #2563

This was SVN commit r16751.
2015-06-12 18:58:24 +00:00
b1c4e29ac8 Fixes inconsistencies in spelling of colour/color by preferring "color" (only wxWidgets remains with some API that requires "colour"), fixes #1029.
NOTE: requires update-workspaces and may require correction of some
modded actors/scenarios

This was SVN commit r16438.
2015-03-15 23:59:48 +00:00
21f3be7df5 Always select a texture unit before calling glEnable(GL_TEXTURE_2D).
Without this, some code will enable (and set other parameters for)
whatever random texture unit the previous stage had selected. This can
break any fixed-function rendering, since either it will not have
enabled the correct texture unit, or its correct setup will be
interfered with by another texture unit that shouldn't be enabled. (This
doesn't affect ARB/GLSL shader rendering, since they don't care about
the enabled state, but the GUI (and some debug things) are still FFP in
the default ARB mode.)

Fixes #2833 (in which the fancy water shader selected texture units 5/6,
which then got enabled, and remained enabled forever).

This was SVN commit r16372.
2015-02-21 21:40:10 +00:00
49e2ecea63 Automatically convert all CLogger format strings from wchar_t* to char*.
Done with:

  ag -ls 'LOG(MESSAGE|MESSAGERENDER|WARNING|ERROR)' source | xargs sed
-i 's/LOG\(MESSAGE\|MESSAGERENDER\|WARNING\|ERROR\)(L/LOG\1(/g'

This was SVN commit r16183.
2015-01-22 20:31:30 +00:00
e50147fd96 Metaprogramming 9ce51f4357.
Change something on water shaders to see if it works better on ATI
cards.

This was SVN commit r15594.
2014-08-01 10:15:29 +00:00
9ce51f4357 Commit coastal waves when activating fancy effects, and incidentally completely change how this effect work. Refs #48.
This was SVN commit r15576.
2014-07-28 10:14:00 +00:00
5571f7a7f9 Fix "Wind Angle" parameter not working properly. Add a precomputed "wind strength" variable so that waves look smaller behind islands. Some tweaks. Refs #48 as usual.
This was SVN commit r15492.
2014-07-05 10:20:30 +00:00
326290463e Further WIP water improvements. Add 3 different textures for different looks. Update some oasis maps for that. Streamline water settings (some removed, some added). Update Atlas for those (needs to be tested). Fix an issue with HQ water effects.
Please report any issue and/or crash. Those will get fixed in commits to
come. Refs #48.

This was SVN commit r15484.
2014-07-03 20:07:15 +00:00
ab30e0d4fb Change the water texture to a new, bigger one, created in Blender (thanks to Enrique). Change settings so that they are more logical, yet allow reverting back to an even lower quality setting. Add a WIP high setting (with foam) which isn't finished yet.
Change the shader itself so that the effects look nicer and are more
consistent across settings.
Rework the water mesh generation (simpler system). Fix a few issues.

May work oddly with Atlas since I haven't been able to compile yet.

Refs #1875 (maybe fix), Fixes #2077 (I'll assume it does), Fixes #2114
(assumption again), refs #48.

This was SVN commit r15473.
2014-07-01 16:05:05 +00:00
c626cf66f9 Fix build-osx-libs properly for mavericks after learning some Bash.
Fix a long-standing typo in TerrainRenderer for water rendering that
apparently had no effect.
Don't compress the water textures to make it look better. They will be
changed anyhow.

This was SVN commit r15461.
2014-06-28 08:54:59 +00:00
b1b96a89d6 Fix culling for shadows and reflections.
Previously we had a single culling frustum based on the main camera, and
any object outside the frustum would never get rendered, even if it
should actually contribute to shadows or reflections/refractions. This
caused ugly pop-in effects in the shadows and reflections while
scrolling.

Extend the renderer to support multiple cull groups, each with a
separate frustum and with separate lists of submitted objects, so that
shadows and reflections will render the correctly culled sets of
objects.

Update the shadow map generation to compute the (hopefully) correct
bounds and matrices for this new scheme.

Include terrain patches in the shadow bounds, so hills can cast shadows
correctly.

Remove the code that tried to render objects slightly outside the camera
frustum in order to reduce the pop-in effect, since that was a
workaround for the lack of a proper fix.

Remove the model/patch filtering code, which was used to cull objects
that were in the normal camera frustum but should be excluded from
reflections/refractions, since that's redundant now too.

Inline DistanceToPlane to save a few hundred usecs per frame inside
CCmpUnitRenderer::RenderSubmit.

Fixes #504, #579.

This was SVN commit r15445.
2014-06-25 01:11:10 +00:00
aa0d485d72 Fix improper disabling of waves.
This was SVN commit r14515.
2014-01-05 16:41:50 +00:00
15ec863aec Substantial speed-up of the foam generation code.
Remove waves for now as they were unsatisfactory.
Removes "shininess" as a water parameter as it was basically useless.
Add a button in Atlas to recompute water parameters so you can now see
fog in Atlas.

Fixes #1743, #1803 (invalid)
Refs #1875, #2114, #48.

This was SVN commit r14514.
2014-01-05 16:15:20 +00:00
f1613a3c90 Fixes fancy waves build on GLES (replaces GL_QUADS with GL_TRIANGLES)
This was SVN commit r14151.
2013-11-12 01:25:32 +00:00
5771bee032 First pass at fixing GLES build - more to come
This was SVN commit r14149.
2013-11-12 01:17:16 +00:00
701508922f Use CStrIntern for font names to reduce lookup cost
This was SVN commit r14020.
2013-10-18 16:15:42 +00:00
5778484a77 Refactor text renderer
Replace unifont with CFont and CFontManager, since the h_mgr interface
was
needlessly inconvenient.

Load the font textures through CTextureManager, to support dynamic
reloading (e.g. when resetting GL state - see #741).

Add CFontMetrics as a convenient wrapper for code that just wants to
measure text.

Fixes #1117.

This was SVN commit r14016.
2013-10-18 15:53:07 +00:00
994ebd9836 Add a list of statically-constructed CStrIntern strings
Switch all the constant strings in graphics code to use the new
variables.
This avoids the cost of instantiating CStrInterns at runtime every
frame.

This was SVN commit r13906.
2013-09-29 13:19:52 +00:00
f106d7714a Fix a swap between reflections and refractions in config.cfg . Disabling "Render Reflections" now reverts to the skybox for better results.
Allows to oversaturate in Atlas' HDR settings.

This was SVN commit r13752.
2013-08-24 14:44:38 +00:00
a4707bcc16 Change the water manager so incremental updates to the water information is possible. Streamline a few things (and removes a not-really-used calculation to speed things up further). Fixes #2063 , refs #1743.
This was SVN commit r13698.
2013-08-18 09:27:11 +00:00
7ff167e7de Removes more unused variables, based on patch by Markus, refs #1852.
Adds TODOs to use POT textures in fancy water rendering.

This was SVN commit r13663.
2013-08-15 18:25:32 +00:00
047992e61a Fixes possible memory leaks by only allocating wave vertex buffers once and only when needed, and releasing them before re-allocating (in case CreateSuperfancyInfo is called multiple times).
Checks if wave vertex buffers were allocated before rendering, fixes
#2017

This was SVN commit r13561.
2013-07-15 03:26:48 +00:00
595c964d77 Make water specular more visible and fixes a few cases where it would actually hardly appear when it should.
Adds the ability to access an element in a dropdown box by typing the
first letters (Refs #1532).

This was SVN commit r13556.
2013-07-14 12:17:07 +00:00
9a0749f3c9 Make sure to actually prevent Atlas from trying to render coastal waves. Fixes #1925
This was SVN commit r13386.
2013-05-01 06:47:49 +00:00
4233acfa36 Slight clean up of the water code. Uses vertex data instead of a texture for foam. Should be faster to generate and render. Still no Atlas support.
This was SVN commit r13374.
2013-04-27 12:20:42 +00:00
abd98ad581 Re: disable foam and coastal waves in Atlas until properly optimized (this time with 100% more it-does-not-bug). Refs #1743
(sorry about the last time, should not blindly commit).

This was SVN commit r13146.
2013-02-03 15:49:41 +00:00
f51e129628 Temporary revert of revert from 38b0c0eb72 to fix water maps in Atlas, refs #1743
This was SVN commit r13138.
2013-01-31 23:03:09 +00:00
38b0c0eb72 Reverts some changes: Atlas now won't recompute the water foam on terrain change, thus reducing the lag until I properly optimize it. refs #1743
This was SVN commit r13120.
2013-01-26 17:10:12 +00:00
f456112492 Shadowmapping bugfixes and tweaks.
This was SVN commit r12884.
2012-11-25 18:35:59 +00:00
76676b1e38 Fix a non-fatal GL error, fix me forgetting to commit a file, remove the "3D" waviness setting as it was mostly redundant with HQ.
This was SVN commit r12822.
2012-11-05 12:14:04 +00:00
ed7c66eb82 Updates the water settings: features can now be enabled individually for more modularity. Fixes a few bugs. Allows it to be run at an acceptable speed in Atlas.
This was SVN commit r12817.
2012-11-04 15:54:36 +00:00
fb035d08e3 fixes #1572 and fixes #932
Changes the water rendering in game to support higher quality effects
and to look nicer.

This was SVN commit r12802.
2012-10-31 18:42:17 +00:00
1fb7889539 Postproc manager
This was SVN commit r12755.
2012-10-15 10:34:23 +00:00
7d8dc05c68 Fixes actor viewer bug where view was obstructed by map's water level. Fixes #1562.
Adds water plane option to actor viewer.

This was SVN commit r12715.
2012-09-28 18:20:36 +00:00
011ba8255e New sound system implementation by stwf, refs #1223, #961.
Enables audio on OS X, refs #685, #931.
Fixes music not playing after a game, refs #946.

This was SVN commit r12428.
2012-08-15 00:10:44 +00:00
88ab3f0f5b Terrain/decal materials (includes triplanar/normal/specular/emissive mapping); custom alphamaps
This was SVN commit r12306.
2012-08-07 18:21:16 +00:00
648e68e49c smooth LOS
This was SVN commit r12304.
2012-08-06 22:38:42 +00:00
dd072112d1 Improved shadow filtering, from eihrul.
This was SVN commit r11896.
2012-05-21 19:23:14 +00:00
0bd649294f Add support for texture-based terrain overlays.
Fix GLES compatibility.

This was SVN commit r11663.
2012-04-24 16:46:32 +00:00
b7888aea52 Add support for specular materials.
Let materials specify shader uniform values.
Use interned strings for shader uniform/attribute names.
Remove confusing float* cast operator on CVector4D.
Simplify and clean up CVector4D.
Remove non-supported 'old' lighting model.

This was SVN commit r11453.
2012-04-08 15:55:06 +00:00
59447bce2e Move shaders into appropriate subdirectories.
Delete some obsolete shader files.

This was SVN commit r11424.
2012-04-03 19:45:58 +00:00
6bc33fe8bd Update renderer design to be more flexible and data-driven based on material and shader definitions.
Support conditional expressions in shader effect XML files.
Consolidate fixed-function model rendering into the shader system.
Remove lots of now-obsolete renderer code.
Move shader defines from std::map to new class with interned data, for
performance.
Move texture from model into material.
Alleviate singletonitis.
Remove obsolete lodbias setting.
Remove unused terrain shadow transparency.

This was SVN commit r11423.
2012-04-03 18:44:46 +00:00
36107cb7e1 GLES compatibility for particles and shadows.
Fix invalid enum errors.
Fix shader texture binding.

This was SVN commit r11372.
2012-03-19 21:10:14 +00:00
5009636e39 Improve Android compatibility.
Basic touchscreen input for testing.
Better GLSL support for map rendering.

This was SVN commit r11155.
2012-02-25 17:29:27 +00:00
4bf59b9a7d More GLES compatibility, mainly around terrain rendering.
This was SVN commit r11059.
2012-02-13 14:02:14 +00:00
531b40578a More GLES compatibility.
Add config option to disable hardware cursors on Windows.

This was SVN commit r11053.
2012-02-12 20:45:31 +00:00
8be430eb30 Remove obsolete ogl_shader
This was SVN commit r10984.
2012-01-29 12:23:16 +00:00
8324a8981d Simplify GLSL program files.
Move water shaders to new shader system.

This was SVN commit r10982.
2012-01-29 12:04:39 +00:00
7f679a7975 # Support separate rotation and scaling for each terrain texture
This was SVN commit r10952.
2012-01-22 18:20:33 +00:00
c4bb67a1ca Fix #1064 (use ++it instead of it++ for consistency), based on patch by Echelon9
This was SVN commit r10822.
2011-12-29 01:17:03 +00:00
vts
85186c98b2 Better selection boxes. Closes #914, #295, #810.
This was SVN commit r10593.
2011-11-25 06:36:13 +00:00
cfb79c3062 # Add GPU performance profiling support.
Add some profiler region attributes.
Render events in profile visualiser.
Change profiler from GPL to MIT.

This was SVN commit r10492.
2011-11-09 13:09:01 +00:00
09a02c96d5 Add initial code annotations for the new profiling tool
This was SVN commit r10466.
2011-11-04 01:35:50 +00:00
f9d7c1246d # Initial support for territories
This was SVN commit r9889.
2011-07-20 19:48:06 +00:00
b08e142193 Graphics optimisations and features from eihrul.
Add shadow filtering (PCF) option.
Fix ugly shadow saturation in old lighting mode.
Fix fancy water shader.
Fix camera matrix computation.
Support scissoring of camera frustum.
Optimise vertex skinning.
Inline various matrix functions.
Support filtering of the list of submitted models before a rendering
pass, for more precise culling.
Optimise water renderer (fixes #721, based on patch by ortalo).
Use scissoring when generating reflection/refraction textures.
Skip reflection/refraction texture generation when no water is visible.
Render alpha-blended objects differently (fixes #434).
Reduce shadow swimming effects.

This was SVN commit r9814.
2011-07-12 23:48:05 +00:00
4663ac0fe7 split debug_assert into ENSURE and ASSERT as discussed in a previous meeting.
the old debug_assert always ran and tested the expression, which slows
down release builds. wrapping them in #ifndef NDEBUG is clumsy. the new
ASSERT behaves like assert and ENSURE like the old debug_assert. Let's
change any time-critical but not-super-important ENSURE to ASSERT to
speed up release builds. (already done in bits.h and unique_range.h)

This was SVN commit r9362.
2011-04-30 13:01:45 +00:00
ed62b49a74 Renderer simplification: Remove now-unused texgen stream.
This was SVN commit r9190.
2011-04-06 22:09:58 +00:00
7339a346e3 Renderer simplification: Remove fixed-function shadowing. Remove now-unused diffuse-only model lighting mode.
This was SVN commit r9187.
2011-04-06 22:07:13 +00:00
29dd635d3b Fix decals and LOS texture in Actor Viewer, by slightly reducing use of globals.
Fix particles in Actor Viewer.
Expand terrain in Actor Viewer.
Change background to black so it blends with the LOS texture more
nicely.

This was SVN commit r9172.
2011-04-05 20:32:03 +00:00
97c934ad1c Apply unit shading colour in shader renderpath.
Don't adjust the shading colour of units in FoW (the shading comes from
the LOS texture instead).

This was SVN commit r9142.
2011-04-02 12:04:19 +00:00
d295dacb9b # Add new renderer mode based on GL_ARB_fragment_program.
Change lighting model for new maps to allow better overbrightness.
Cache player colours instead of loading from scripts every time the
renderer wants them.

This was SVN commit r9123.
2011-03-26 20:17:21 +00:00
d24c93237c # Initial version of terrain decal textures.
Rejig CModel to support non-mesh-based props.
Avoid redundant recomputation for non-moving CRenderableObjects.

This was SVN commit r9055.
2011-03-13 19:22:05 +00:00
fc2c54c39f # Optimise terrain renderer.
Batch patch splats by texture match.
Use VBOs for patch indices.
Fixes #722.

This was SVN commit r9053.
2011-03-13 19:06:33 +00:00
02e7eb69ff # Add solid black sides to the map, to hide underwater terrain.
This was SVN commit r8886.
2011-02-03 14:36:54 +00:00
c710e718aa Windows fixes
This was SVN commit r8884.
2011-02-03 02:33:37 +00:00
fe21c5e023 # Rewrite fog-of-war rendering.
Disable shadows when only 2 TMUs available.
Clean up some other rendering code.

This was SVN commit r8882.
2011-02-03 01:12:24 +00:00
566bbf0fa0 Fix assertion failure when running pre-game GUI
This was SVN commit r8877.
2011-01-30 02:14:44 +00:00
03c75100ab # Fix terrain blending logic.
Add terrain priority rendering mode in Atlas.
Fix terrain painting in Atlas to be less profligate with priority
values.
Support hotloading of blend textures.
Clean up some trivial things.

This was SVN commit r8872.
2011-01-29 16:31:48 +00:00
19dbbb816d Changed all references from old CLogger API to use the new API. Removed old API. Fixes #247
This was SVN commit r8791.
2010-12-05 08:41:55 +00:00
3407983e98 remove no-longer needed (and non-reentrant) MICROLOG as per today's meeting
This was SVN commit r8542.
2010-11-06 19:11:40 +00:00
602b99c397 Fix water rendering in "reveal map" mode.
This was SVN commit r8512.
2010-10-31 22:07:57 +00:00