Commit Graph

240 Commits (aef7538aa1e4d58eaa806f57bb0b4cb82eb308e1)

Author SHA1 Message Date
Julius Michaelis 6755a11c39 Fix dedicated server build 2015-09-22 16:43:05 +02:00
Armin Burgmeier fd285f6656 Create mipmaps only for static textures that are expected to be zoomed
Hopefully fixes #1403.
2015-09-18 21:10:39 -04:00
Sven Eberhardt bdad81d2d1 Show "gl: Create context" messages on first context only.
They would clutter the log whenever you switched tools, created viewports, etc.
2015-09-18 09:50:06 -04:00
Armin Burgmeier c3b491ad6c Enable mipmapping for sprites
This should improve the appearance of sprite graphics when zoomed out.
2015-09-17 20:09:21 -04:00
Armin Burgmeier 790219ac7e Replace 3D texture in landscape shader by a 2D texture array
A texture array is conceptionally what should be used in this case. One
advantage of this is that we don't have to generate mipmaps ourselves but can
let the graphics driver take care of it. Same for selection of the mipmap
level. This would even allow to choose different mipmap levels for different
textures.

This is a somewhat experimental change since it makes OpenGL 3.0 a hard
requirement for OpenClonk. I expect that this is fine, but if this causes
failures during landscape creation on common hardware/drivers we should
revisit.
2015-09-16 21:45:30 -04:00
Armin Burgmeier 061305c0c7 Don't enable textures in C4ShaderCall::AllocTexUnit
This was only necessary with the fixed function pipeline, but not when
using shaders.
2015-09-16 21:45:30 -04:00
Armin Burgmeier 9197acbb62 Generate mipmaps by default, and use them for mesh textures 2015-09-14 20:36:08 -04:00
Armin Burgmeier 20eb0615ee Custom shader for drawing sky
Add a C4ShaderCall parameter to tho most important drawing functions, and
make C4DrawGL's CreateSpriteShader public with additional parameters to
specify additional defines and shader slices. C4Sky uses this to compile its
own shader with OC_SKY defined.
2015-09-12 18:15:34 -04:00
Armin Burgmeier e0d7d44948 Optimize drawing of tiled surfaces
Instead of one draw call for each tile, do the whole operation with a single
draw call by setting GL_REPEAT on the texture. This affects sky, the upper
board and the background.

This also allows to remove some code that was making sure surfaces are big
enough.
2015-09-12 16:11:50 -04:00
Armin Burgmeier 80791ec5ec Add a low-level PerformMultiBlt function to C4Draw
This allows drawing with custom sprite shaders. Plan is to make the sky draw
with a separate shader.
2015-09-10 20:45:42 -04:00
Armin Burgmeier f3da8525d0 Prefix most shader defines with "OC_" 2015-09-10 19:45:43 -04:00
David Dormagen cc3452bd0d custom guis: properly scale with font size now
Previously, the em <-> pixels conversion was a hardcoded value. Now the GUI scales with the font size that can be selected in the options.
Sadly, all scales were off since the hardcoded value was too low.
2015-09-06 19:02:31 +02:00
Martin Plicht b15f6bfb38 mac: Sprinkle some #include <GL/glew.h> onto 2 .mm files to make compiler happy
Also a break in a switch because clang told me so!
2015-09-04 18:28:57 +02:00
Armin Burgmeier db29160fea Revert "revert workaround made for #1368, doesn't work on (certain) Intel chipsets. Instead, limit the maximum bone count to 64 so to meet the limit of 1024 uniform components by certain graphics cards (#1285)"
This reverts commit f57bfa089c.

This was committed by mistake. Fixes #1375.
2015-09-03 20:38:53 -04:00
Tobias Zwick f57bfa089c revert workaround made for #1368, doesn't work on (certain) Intel chipsets. Instead, limit the maximum bone count to 64 so to meet the limit of 1024 uniform components by certain graphics cards (#1285) 2015-08-31 19:28:00 +02:00
Peter Wortmann 30857e835e Shader gamma implementation
In comparison to the old system, this is a downgrade - instead of being
able to set a full color mapping by gamma ramp, we now get just a value
per colour channel.

Upside is that we do not need to play around with the global gamma ramps
any more, which was arguably the wrong way to do it.

This commit will likely break everything that has been using gamma so far.
2015-08-31 17:35:08 +01:00
Armin Burgmeier 0cdafc278b Transform all mesh data to Clonk reference frame on load
Instead of doing the transformation when drawing a mesh. This allows making
the OpenGL normal matrix more consistent, since it does not include the
Ogre-To-Clonk transformation, and so that the transformation does not need
to be inverted in the shader.

As a side effect, all Attach transformations were updated, since before
they were specified in the OGRE reference frame, not the Clonk reference
frame.
2015-08-18 20:30:20 -04:00
Nicolas Hake 5ef76d63a9 Log the same shader code as is actually compiled
For whatever reason, the shader code that was passed to the compiler was
different from the code that got written to the shader log. This is a
huge pain in the ass when trying to debug shader errors because the line
information is completely wrong. I assume this decision was a premature
optimization, so I've removed it and we'll now log the exact same code
as the shader compiler sees.
2015-08-16 14:20:50 +02:00
Armin Burgmeier eb98e73b76 Introduce background map
The background landscape is generated from the background map.
2015-08-04 21:21:23 -04:00
Armin Burgmeier 08aaf662a9 Add support for alpha_rejection in OGRE material scripts 2015-07-31 22:50:21 -04:00
Armin Burgmeier a172245c1e Illuminate materials with no backface culling from both sides
This might need adaptions in some materials, but is probably the right thing
to do.
2015-07-20 22:11:19 -04:00
Nicolas Hake 9eb8eedf82 Fix headless build
Several rendering changes have resulted in a non-rendering build that
failed to build from source. Dummy out all of these functions to make it
work again.
2015-06-17 21:30:56 +02:00
Nicolas Hake 22dfa97a7f Remove C4Draw::DebugLog
I'm sure there was a reason to have a separate DebugLog function inside
C4Draw, with a different visibility trigger, but I don't see it. Also
there was no DebugLogF, so that's fun too.
2015-05-28 23:34:29 +02:00
Nicolas Hake 0db5950c8d GL: Test for GL_KHR_debug before enabling GL_DEBUG_OUTPUT
The GLEW headers of Ubuntu 12.04 LTS don't know about GL_KHR_debug yet,
so we have to test for it before using its enum. Additionally, drivers
without support for GL_KHR_debug would emit INVALID_ENUM, so we test for
driver support too.
2015-05-28 22:56:48 +02:00
Fabian Pietsch 0f65ab4b35 GL: Avoid endless recursion via OpenGLDebugProc
When an error's log output is represented graphically the graphics
operation can lead to another error (or the same error again), which
will be logged graphically again and so forth, until stack overflow.
So log to the log file only.
2015-05-28 21:34:15 +02:00
Fabian Pietsch 8ef6d65520 GLX: More debug output, to be able to trace the code paths taken 2015-05-28 21:34:14 +02:00
Fabian Pietsch 72366a56b7 GLX: Get debug callback to work even when the driver violates the specs
According to Isilkor, the initial state of DEBUG_OUTPUT should be TRUE
on a debug context. This was not the case on my system (Mesa 10.3.2).
2015-05-28 21:34:12 +02:00
Nicolas Hake 36d348d94d GLX: Allow creating debug contexts
To create debug contexts, we have to use glXCreateContextAttribsARB. To use
that, we have to initialize GLEW, which means creating a dummy GL context. To
create a dummy context with the same FB config as the final one, we need to...
initialize GLEW, because it suppresses the GLX 1.4 function declarations.
So instead we'll just manually initialize the three function pointers we're
going to need.
2015-05-28 21:34:11 +02:00
Nicolas Hake 0a8c367d6c GLX: Don't request indirect contexts, ever
We're trying to do 3D rendering here, there's no point asking for an indirect
rendering context.
2015-05-25 23:59:47 +02:00
Nicolas Hake d53c8bffad WGL: Reinitialize GLEW after creating rendering context
The GL driver is allowed to use different entry points depending on the
context. This means that we can't just initialize GLEW once and use it
all the time, but we must refresh the entry point list every time we
create a new context.
2015-05-25 18:32:35 +02:00
Martin Plicht c82adb7853 C4DrawGLMac: Put OSX 10.9 API usage into #ifdef block 2015-04-27 22:13:15 +02:00
Nicolas Hake 7381ef7df0 gl: Enable shader logging if DebugOpenGL is active 2015-03-31 17:57:59 +02:00
Nicolas Hake 22a838a0f3 Don't use formatting log function for fixed string (#1293) 2015-03-28 15:10:35 +01:00
Nicolas Hake c58e474f76 win32/GL: Reuse the same rendering context for everything
Some resources can't be shared across different rendering contexts while
others can. Additionally, the standard GLEW library does not support
multiple rendering contexts (that's what GLEX MX is for), even though it
might work on some (or even most) cards. WGL supports reuse of a
rendering context across multiple windows as long as the pixel formats
are the same.
2015-03-26 15:51:01 +01:00
Nicolas Hake b2f742f997 gl: Check glew for GL_KHR_debug support
Debian wheezy's glew doesn't support GL_KHR_debug yet, so make sure
we're only using it if we can.
2015-03-25 23:15:45 +01:00
Nicolas Hake cd266d2352 gl: Attach debug labels to objects
Doing GL debugging is way easier if your logs talk about "Clonk/VBO"
instead of "buffer object 21".
2015-03-25 22:00:36 +01:00
Nicolas Hake 5562b09dc4 Remove a lot of disabled legacy code, round 2
Maybe at some point we'll be rid of all the commented-out code that
nobody has looked at in years.
2015-03-25 20:02:53 +01:00
David Dormagen d07893dadc fixed player names, clonk names and selector info being zoomed (#687) 2015-03-22 09:58:43 +01:00
Nicolas Hake d6f219a3df Use 3x4 bones on low MAX_VTX_UNIFORM_COMPS (#1285)
4x3 matrices use the same number of uniform components as 4x4 ones.
If we're short on uniform components, don't transpose the transformation
matrix before sending it to the shader, and transpose it in the shader
itself instead, saving 4 components per bone.
2015-03-18 23:38:20 +01:00
Nicolas Hake f0579f7f93 gl: Use fewer uniform components to upload bones (#1285)
The last row of the bone transformation matrix always is 0,0,0,1 so
there's no point in uploading it. Also reducing the max bone count to 80
which means the uniform array will fit into the available space on 6000
and 7000 series Geforce GPUs.
2015-03-17 22:55:12 +01:00
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
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 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 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 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 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 26043e7e81 GL: Return a reasonable string for GL_DEBUG_SEVERITY_NOTIFICATION 2015-02-17 19:45:08 +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 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 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
Nicolas Hake 1a1cecadd4 Update license texts
Some files, most notably ObjC and test cases, hadn't been updated to use
the new license header. Fix this.
2015-02-08 15:05:11 +01:00
Sven Eberhardt df97b485f9 Fix group loading order for definitions, sounds and graphics (#1253).
Graphics are now pre-loaded and may then be accessed in random order. Reduces Objects.ocd load time from 20 seconds to 1 second for me.

Some ordering is still broken (e.g. material.ocg and player files).
2015-02-07 14:01:15 +01:00
Nicolas Hake e2a8f6d303 Reorder some declarations and initializations to avoid order mismatch
While none of the mismatches were having a side-effect, this silences a
number of -Wreorder warnings which were drowning out potentially
important diagnostics.
2015-02-04 22:12:42 +01:00
Sven Eberhardt e717dd0dab Fix MSVC build. 2015-01-26 18:46:41 +01:00
Günther Brammer 5bcedb5bbf Remove some redundant #includes 2015-01-25 18:53:48 +01:00
Nicolas Hake d994b893ba OSX: Fix capitalization of several imports and includes 2015-01-23 18:24:31 +01:00
Nicolas Hake 2ef2c637a7 Remove several instances of disabled legacy code 2015-01-18 22:59:45 +01:00
Nicolas Hake fef96eca9c Replace C4Surface::ppTex by a vector
This should improve cache coherency by having all surface tiles adjacent
instead of strewn across the heap. This will also remove an indirection
in the common case of only using one tile.
2015-01-18 22:59:44 +01:00
Sven Eberhardt 1c994ad3c7 Windows: Do not deselect GL context when losing focus (#1208).
Fixes engine intialization when tabbing out.
2015-01-11 17:01:27 +01:00
Armin Burgmeier e1d1d540c7 Allow independent viewport and light regions in C4FoWRegion (#1211)
With this change, an additional rectangle is stored in C4FoWRegion that
represents the area covered by the viewport in fractional floating point
coordinates. This allows the light texture to be created for an arbitrary
portion of the landscape, and the coordinate transformations for the
shaders will still work.

Also, since the additional rectangle uses floating point precision, the
computed coordinate transformations do now give the exact same result as for
the landscape pixel-by-pixel, and there should not be any offsets left.

I also hope that this change improves or fixes the single-pixel-lines of sky
that are sometimes seen at the edges of the viewport.
2015-01-07 19:44:31 +01:00
Martin Plicht b9c68f2208 mac: Fix build (C4Viewport ViewX/Y accessors) 2015-01-05 01:38:35 +01:00
Armin Burgmeier 1c68526440 Remove unused function C4DrawGL::EnsureAnyContext() 2015-01-04 13:36:29 +01:00
Sven Eberhardt 49f991c819 Move shader logging into separate file and log only in editor mode (#1209) 2015-01-03 17:53:59 +01:00
Armin Burgmeier a508fb38e7 Remove GL shade model changes
This gets rid of GL state changes for questionable gain. It also fixes drawing
of fade sky backgrounds in global viewports (where, for some reason, the shade
model was set to GL_FLAT instead of GL_SMOOTH).
2014-12-29 22:27:49 +01:00
Armin Burgmeier a3049207c9 Use full ambient lighting in global viewports
This allows to see the whole landscape without any areas covered by FoW
in the global viewport. Basically the ambient lighting is set to 1.0
independent of the ambient light map. In the course of this, a second
shader for the landscape has been introduced.
2014-12-28 15:07:42 +01:00
Armin Burgmeier 8116a96ed4 Fix fragment coordinate transforms (#1192)
There were two problems with the previous transforms:
  1) For inverting the Y axis for the ambient map, the total height of the
     output window is needed, not only the viewport region.
  2) The Y offset to only use the part of the light texture that is being
     rendered to was not applied.

In order to keep the transformations more readable, a new lightweight class
C4FragTransform has been introduced which can only handle translations
and scales in x and y.
2014-12-26 16:16:09 +01:00
Armin Burgmeier 8686441d45 Make mesh shaders use the C4Shader slice machinery 2014-12-22 22:56:30 +01:00
Armin Burgmeier fdd94a3311 Add named slice positions for vertex shaders 2014-12-22 22:56:30 +01:00
Armin Burgmeier 574149e289 Pick up a shader slice only after a newline
Otherwise a workaround such as "#define slice(x)" would not work for non-OC
shader code.
2014-12-22 22:56:30 +01:00
Armin Burgmeier 5c98fdccec Make C4ShaderCall use a const C4Shader* 2014-12-22 22:56:30 +01:00
Armin Burgmeier d6bdf9a6e0 Add possibility to add vertex slices from the parser 2014-12-22 22:56:30 +01:00
Armin Burgmeier 8c42704181 Rename some shader files and add basic shader for meshes 2014-12-22 22:56:30 +01:00
Armin Burgmeier 7f1cf15274 Change slice syntax such that positions appear in parentheses
This allows to ignore slice declarations using `#define slice(x)`, which
mill be useful for custom mesh material shaders, allowing to write them
such that they can be used standalone in a mesh viewer but also as slices
for OpenClonk, in which case lighting and color modulation will be applied
automatically.
2014-12-22 22:56:30 +01:00
Tobias Zwick 4981182cf8 Merge remote-tracking branch '_origin/master' into lights
Conflicts:
	src/c4group/C4Components.h
2014-12-15 21:16:40 +01:00
Sven Eberhardt 8df39d06e4 Fix texture preview in editor tools dialogue on Windows. 2014-12-14 15:20:57 +01:00
Sven Eberhardt bd1f59cb2d Fix Win32 MinGW build.
I hope...
2014-12-14 13:43:58 +01:00
Sven Eberhardt 296a1b8f8d Auto-select nVidia GPU on Optimus laptops.
Since we're no longer using DirectX, nVidia's automatic detection no longer works classifies OpenClonk as a game to use the high performance GPU. Note that this flag does not work on some old drivers (version<302 according to specs). To support these old drivers, we would have to link against DirectX despite not using it.
2014-12-14 13:24:16 +01:00
Sven Eberhardt dd9fdbb159 Log information about GPU used by OpenGL on startup. 2014-12-14 12:35:22 +01:00
Sven Eberhardt 9db21442b7 Fix assertion when drawing boxes on non render targets.
This doesn't fix material preview in editor mode yet but at least there's no more assertion. We should probably create a proper render target surface for that.
2014-12-13 15:14:51 +01:00
Armin Burgmeier ab4de05b4f Fix light/ambient drawing offset when upperboard is active 2014-12-07 21:54:12 -05:00
Armin Burgmeier 377d8ab1d0 Set pack alignment to 1 before reading the GL pixel buffer (#1181)
Otherwise the default pack alignment is 4, and when the horizontal window dimension
is not a multiple of 4, glReadPixels() would read past the end of the buffer we
provided.
2014-12-06 15:42:42 -05:00
Armin Burgmeier f58f7ad770 Initialize all structures when writing BMP file
Otherwise, we would partly write files with uninitialized data, such as the
padding bytes in a BMP, or the palette if not specified explicitly. This
mostly fixes corresponding valgrind warnings, but also makes sure we obtain
the same BMP files everytime we store the same StdSurface8 object, bit-by-bit.
2014-12-06 15:42:42 -05:00
Armin Burgmeier 254e1e4631 Apply drawtransform on sprite normal map
This makes the normals point into the correct direction for transformed
objects, which is for example the case when they are rotated with SetR.
2014-11-26 17:56:43 -05:00
Armin Burgmeier e58b62920c Change extension of shader files from .c to .glsl 2014-11-25 11:54:36 -05:00
Armin Burgmeier 5054322b6d Enable lighting shaders for particle rendering 2014-11-25 11:42:17 -05:00
Armin Burgmeier 192dddec6f Use the new shader system for rendering sprites
This now also avoids the use of conditionals in shaders by using different
shaders instead.
2014-11-24 14:51:08 -05:00
Armin Burgmeier a06e5a4aee Add some more variants of the uniform setters 2014-11-24 14:51:08 -05:00
Armin Burgmeier 5c6ed34a3a C4Shader: Deactivate shader units in reverse order
This makes sure that GL_TEXTURE0 is the active texture unit
after the shader call. Some parts of the engine such as the
particle system rely on that.
2014-11-24 14:51:08 -05:00
Armin Burgmeier 292f8e8191 Improve GL error outputs 2014-11-24 14:51:08 -05:00
Armin Burgmeier a7f9ba1e91 Compute ambient texture coordinate based on fragment coordinate
This will allow to use the same shader slice also for the sprite and mesh
shaders.
2014-11-24 14:51:08 -05:00
Armin Burgmeier f550fcdf43 Add C4Draw::GetClipRect()
This will allow to avoid some code duplication when computing the coordinate
transform from fragment coordinates to ambient and light texture coordinates.
2014-11-24 14:51:08 -05:00