Commit Graph

2823 Commits (179498984d20e3b7d48574bec873cd485fb5844c)

Author SHA1 Message Date
Nicolas Hake 179498984d Upload dummy bone for boneless meshes (#1278)
As long as we're not actually using a different shader for meshes
without bones, we need to upload an identity matrix so there's defined
data in the bone slot.
2015-03-05 13:09:40 +01:00
Nicolas Hake 4639ce1675 Merge GPU skinning
Doing skinning on the GPU shows a noticeable performance improvement in
pretty much any situation, but especially so in scenes with lots of
animated objects with high polygon counts.
2015-03-04 12:26:51 +01:00
Maikel de Vries ee0bc7b7ff introduce a constant for no category 2015-03-02 20:42:34 +01:00
Nicolas Hake 2db2992f85 Don't check for errors in C4ShaderCall::Finish
Calling CStdGL::CheckGLError calls glGetError, which is really, really
slow because it has to flush the pipeline to check whether there's an
error or not. Plus it's not like we can do anything about it anyway. If
you want to be notified when an error happens, pass --debug-opengl to
the executable.
2015-03-01 22:42:23 +01:00
Nicolas Hake d13af4dadd Work around g++'s dislike of nonconstant offsetof 2015-02-28 13:42:33 +01:00
Nicolas Hake d2563fe345 Do skinning in hardware
Instead of transforming all vertices on the CPU every time an animation
progresses, we now only recalculate the skeleton, leaving the heavy
lifting for the GPU. This also means we no longer have to push all
vertices onto the bus every frame, because the mesh isn't changing and
can therefore be stored in a GL_STATIC_DRAW VBO when it's first loaded.
The downside of this approach is that there's only a limited number of
uniforms and vertex attributes we can pass to the shader. At the moment
these limits are a maximum of 128 bones per skeleton, and no vertex can
be influenced by more than 8 bones at once. So far this is no problem,
as the most complex skeleton in the base game uses less than 64 bones
and no more than 6 bone weights per vertex.
2015-02-27 21:51:58 +01:00
Nicolas Hake 517e4e6e85 Load default object vertex shader from Graphics.ocg
Instead of having the default vertex shader hard-coded into the engine,
allow to load it from Graphics.ocg. There's still a fall-back version
wired into the engine because we can't return an error from
GetVertexShaderCodeForPass.
2015-02-26 21:04:12 +01:00
Nicolas Hake db295b8678 Add emulation of C++14's std::make_unique
Unlike std::make_shared, std::make_unique was unfortunately missing from
C++11. It's a useful utility though.
Technically, declaring a new name in the std namespace is undefined, but
the other way to make make_unique available to all callers regardless of
C++ version, putting it into a distinct utility namespace and importing
the declaration from std if available, makes for more ugly code.
2015-02-25 23:37:04 +01:00
Nicolas Hake c66833e2db GL: Render meshes out of a VBO
While we're still not doing skinning on the GPU, copying the vertex data
to a VBO immediately after updating the animation allows us to re-use
that data for unanimated meshes. It also allows us to store unanimated
data on the GPU, instead of transferring it over the bus for each frame.
2015-02-24 18:36:58 +01:00
Nicolas Hake 5b0759952e Make C4Landscape::ForPolygon private 2015-02-23 14:00:24 +01:00
Nicolas Hake 344962797d Make ForLine take a functor instead of a raw pointer
This means we can drop the opaque parameter. Where additional data is
required, a lambda is the way to go here. It also means we don't have to
put half of the parameters into a global variable.
2015-02-23 14:00:22 +01:00
Nicolas Hake a2f06c6ac5 Move ForLine function into C4Landscape.cpp
C4Landscape is the sole consumer of this function, so there's no reason
to make it available outside.
2015-02-23 13:39:51 +01:00
Peter Wortmann 65d9953d32 Some clean-ups
Nothing spectacular. Main thing is that the light debug view is now even
more colourful.
2015-02-23 11:54:41 +01:00
Peter Wortmann fc5698444f Make light shine through material that's closer than its size
Makes the whole thing more robust in corner cases. Also means that the
terrain a Clonk walks over doesn't matter that much anymore, which is
probably good.

On the other hand, now walls can be "partially invisible", which can
cause strange light effects. We'll have to see whether this is looks bad
in practice.
2015-02-23 11:54:40 +01:00
Peter Wortmann d976a4b2a7 Reworked CalculateTriangles, fixed descend collision
Descend collision was broken because of two reasons - one complicated and
one easy. Firstly, we would not re-visit beams after eliminations if they
were closer to the light source than the remaining beam. Especially nasty
because the comments claimed the opposite. Secondly, the coordinates
passed to find_cross were actually flipped.

I took the opportunity to clean up the control structure a bit, update
the comments (brr), and fix the bug in one swoop.
2015-02-22 23:12:12 +01:00
Peter Wortmann 52a2f4bb8e Added (optional) debug logging to CalculateTriangles
Sadly it's virtually impossible to tell what's going on without this kind
of thing.
2015-02-22 23:11:44 +01:00
Peter Wortmann 696ebb083f Decrease threshold for eliminating small rays
There's no point in having rays smaller than 1/10 px. This also, again,
prevents floating point rounding causing consistency problems.
2015-02-22 23:11:44 +01:00
Nicolas Hake 72beae8100 Shortcut C4Surface::GetTexAt for unsplit texture
In the very common case where the C4Surface only uses a single texture
to store its data, a lot of work GetTexAt is actually unnecessary. Split
it up so we can inline the fast path and only fallback to the slow path
when the surface is split up into multiple textures.
2015-02-22 17:06:35 +01:00
Nicolas Hake 32ecf51029 Don't use std::auto_ptr
Ever.
2015-02-22 17:05:41 +01:00
Nicolas Hake 75c2b8e61c GL: Dump list of supported extensions with --debug-opengl
glGetString(GL_EXTENSIONS) is deprecated starting with OpenGL 3.0.
Instead, you're now supposed to retrieve the list of extensions one by
one with glGetStringi.
2015-02-22 15:52:38 +01:00
Nicolas Hake bc6ce0251f Make private funcs in C4ParticleValueProvider, well, private
We're not inheriting from C4PVP, and all of these internal functions
really shouldn't be called from outside the class. So private is what
they should be.
2015-02-22 11:30:12 +01:00
Nicolas Hake 39bbcbb9ee Win32: Don't hook assertion handler when debugging
Sven2 reports he can't get reliable stack traces from his debugger when
the assertion handler is installed. Since there's no need for the hook
when we're already running under a debugger, don't install it.
2015-02-21 19:40:35 +01:00
Nicolas Hake 6e41694495 GL: Check for OpenGL 2.1 on startup
We've been using OpenGL 2.1 features for some time now, and hardware has
started supporting OpenGL 2.1 in 2005. I doubt this will make anyone
unable to run the game, and it's certainly better than crashing because
of a nullpointer dereference when some GL function we use can't be
found.
2015-02-19 13:36:01 +01:00
Nicolas Hake bd4e772b7d Win32: Correctly deselect OpenGL context
The MSDN reference for wglMakeCurrent states that the first (hdc)
parameter is ignored when the second one is NULL. This is incorrect: it
checks validity of the hdc parameter before doing any work. Since we
have a DC anyway, it's no problem to pass that to wglMakeCurrent.
2015-02-19 13:04:30 +01:00
Nicolas Hake c1bb56e1f1 Win32: Don't write log to stdout in GUI apps
In applications targeting the GUI subsystem, stdout and stderr aren't
valid file handles, and trying to write to them sets the system error
code to ERROR_INVALID_HANDLE.
2015-02-19 13:02:16 +01:00
Nicolas Hake ceeb322a87 Win32: Keep GL error dialog from immediately closing
GL startup failures call Application.Clear(), which will at some point
before creating the error dialog post a WM_QUIT. When the dialog box's
message loop retrieves that message, it will shut down the dialog box,
thus ensuring that the user will never see it.
So before showing the dialog box, we have to dispatch any pending
messages, then retrieve the WM_QUIT ourselves, run the dialog box, then
re-post the WM_QUIT.
2015-02-18 23:02:34 +01:00
Sven Eberhardt fe1ecd2424 Implement loading of serialized light sections. 2015-02-17 21:05:52 +01:00
Nicolas Hake 26043e7e81 GL: Return a reasonable string for GL_DEBUG_SEVERITY_NOTIFICATION 2015-02-17 19:45:08 +01:00
Sven Eberhardt 68eb45732e Log all relevant data for reproduction on tri.fanRY > tri.fanLY assertion.
Just compiling the logged light section and calling CalculateTriangles on it should be used to reproduce the assertion.
2015-02-17 01:31:10 +01:00
Nicolas Hake 9bfd232ab5 Test whether GLDEBUGPROCARB's userParam is const or not
Depending on how current your headers are, the userParam parameter to
GLDEBUGPROCARB may be const, or it may not. The ARB has added the const
qualifier at some point after publishing the specs. Hooray for breaking
API changes.
2015-02-16 21:21:31 +01:00
Nicolas Hake feb9513666 GL: Use GLAPIENTRY instead of APIENTRY
They're the same on Windows, but Linux doesn't have APIENTRY at all.
2015-02-16 18:48:35 +01:00
Nicolas Hake 4db690b0c6 Add copyright header to files that were missing it 2015-02-16 18:40:52 +01:00
Nicolas Hake 04df02c9df Win: Don't write a text crash dump if the log is already closed
Assertion failures or crashes during process shutdown must not write to
the log file if it is already closed, or the debugging CRT will raise
another assertion.
2015-02-16 18:14:29 +01:00
Nicolas Hake c809ab4ae3 gl: Use glDeleteTextures instead of glDeleteObject to delete textures
glDeleteObject doesn't delete textures, it deletes shader objects.
2015-02-16 18:07:03 +01:00
Nicolas Hake 50a81a8dc7 gl: Don't call glDeleteObjectARB on null objects
glDeleteObjectARB will flag GL_INVALID_PARAMETER when it's called with a
null parameter. Avoid this so the error list doesn't get tainted.
2015-02-16 17:45:17 +01:00
Nicolas Hake cac94659d0 wGL: Allow OpenGL debugging
This introduces a new command line parameter "--debug-opengl", which
will create special debug OpenGL contexts and attach a callback that the
driver will invoke when it detects a problem. The callback will then
write the error message to the logfile, and break into the debugger if
one is attached.
Currently only works on Windows.
2015-02-16 17:45:10 +01:00
Nicolas Hake 00a24846cc GL: cast gluErrorString rv to const char* before handing to StdStrBuf 2015-02-16 17:44:20 +01:00
Nicolas Hake eed1c43b8a GL: Correctly encode error strings
gluErrorString returns latin-1 encoded strings. Our code expects to
receive UTF-8 encoded strings everywhere, so make sure that the strings
are converted before passing them on.
2015-02-16 15:39:05 +01:00
Nicolas Hake a70433b6a7 Skip drawing line objects with less than two vertices (#1263)
A line object must have at least two points to plot a line through. At
any vertex count less than that, we were accessing invalid memory by
dereferencing the first element of an empty vector (VtxNum==1), or
issuing an OOB read from the vertex data (VtxNum==0).
2015-02-15 14:23:44 +01:00
Sven Eberhardt a7ecc86dc4 Hide normal maps from landscape drawing texture list in editor. (#1255) 2015-02-14 23:45:16 +01:00
Nicolas Hake 2b332f5a74 Adapt mape to C4Group changes 2015-02-13 20:22:41 +01:00
Nicolas Hake 09ad403d06 C4Group: Stop checking operator new return value
new throws std::bad_alloc on failure. It never returns NULL, so checking
for that is useless.
2015-02-13 19:46:11 +01:00
Nicolas Hake 48626ce7ae C4Group: Change int Status members to enums 2015-02-13 18:49:23 +01:00
Nicolas Hake 340e0e3f64 Remove unused C4Group::GetStatus 2015-02-13 18:37:20 +01:00
Nicolas Hake 413e66ff97 Move C4Group::PrintInternals out of C4Group
C4Group::PrintInternals is only used in the c4group command line tool.
Move the code there.
2015-02-13 18:25:21 +01:00
Nicolas Hake c1e113f1f9 c4group: Remove useless version history
A list of versions and dates isn't helping anyone, especially not if
no actual changelog is available.
2015-02-13 17:21:49 +01:00
Nicolas Hake 73862d8fcb Move C4Group::View out of C4Group
C4Group::View is only used in the c4group command line tool, so the
right place for that code is inside the tool. Added two public constant
accessors to return the header data and entries.
2015-02-13 17:19:37 +01:00
Nicolas Hake ff263e5433 Fix potential buffer overflow in ssprintf
If vsnprintf fails for other reasons than too small a buffer, it returns
a negative value. Comparing that with a size_t value promotes the
negative value to unsigned, which makes for a very large result, almost
guaranteed to be larger than the buffer size.
2015-02-12 23:55:38 +01:00
Nicolas Hake 95641b5fb0 Add a dummy declaration to ssprintf
G++ doesn't allow attributes on function definitions for reasons. Add a
declaration immediately before the definition so it works.
2015-02-12 23:14:16 +01:00
Nicolas Hake e21a5bdd44 Rename BoundBy to Clamp
"BoundBy" sounds like a predicate. "Clamp" is a common function name for
the operation in graphics processing, so it should be familiar to users.
2015-02-12 23:05:55 +01:00