When rendering the shadow map offscreen using framebuffer objects, it's
not necessary to create a color renderbuffer. Currently
FramebufferParams only lets you choose between a renderbuffer and a
texture for both color and depth attachments. This changes that, and now
you can ask for a texture, a renderbuffer, or nothing.
This improves performance. On my computer, with an 8192x8192 shadow map,
this improves overall frame time by 8.0%.
Shadow shimmering is a visual artefact where the outlines of shadow
mapped objects don't stay stable when the camera is moved or rotated.
The reason is that as the shadow map's origin moves, the objects
rendered to the shadow map have temporal aliasing around their edges.
The solution is to only move the shadow map in texel-sized increments.
Because the shadow map's projection is orthographic, moving the shadow
map origin in texel increments ensures that objects that aren't moving
don't show any temporal aliasing, as the position of the samples of the
object in worldspace stay the same.
Currently the engine can draw debug spheres to show crash sphere
positions. This extends this to draw arbitrary spheres and cuboids,
transformed arbitrarily. With these in place it's now very quick and
easy to create a debug visualisation - for example, it's a one-line code
change to render the bounding box or sphere of every EngineObject.
This commit improves rendering performance by doing a better job of
checking whether an object is visible via its bounding sphere or not.
The engine maintains a bounding box for each EngineBaseObject that's
exactly large enough to fit every vertex. From this, it computes a
bounding sphere, and only draws objects if the sphere is within the view
frustum. Previously, the bounding sphere was always centered on the
EngineBaseObject's origin, even for models where the bounding box center
is significantly offset from the origin. Now, the bounding sphere is
always the tightest sphere which fits the bounding box.
-Wmissing-declarations enforces that every function (except for static
functions) must be declared separately before it's defined. This
essentially enforces that every function must be either static, or
declared in a header elsewhere.
This helps the optimizer, as it can do a better job of inlining if it
knows that a function won't be used outside of a given file. It also
helps -Wunused-function (which is enabled by -Wall) find more unused
functions.
Note that Clang spells this option -Wmissing-prototypes, which
confusingly is the name of a related but different warning option under
GCC.
SystemTimeStamp used to be an opaque class, as it was provided by
`system_{linux/other/windows}.h`. Because of this, code dealt in
SystemTimeStamp pointers, and getting the current timestamp required a
memory allocation. Now SystemTimeStamp is just a
`std::chrono::time_point`, we can make the code cleaner and faster by
just directly keeping SystemTimeStamp instead of pointers around.
This avoids specializing CSingleton<T>::m_instance for each type, and
instead just defines it once in the header. This is allowed by the
standard, multiple definitions are merged in the same way that inline
functions are.
Text rendering is now done in window coordinates corresponding to window
pixels to avoid floating-point rounding errors that show up as rendering
artifacts
Under windows, changing the video mode causes SDL to destroy and recreate the OpenGL context, which invalidates all current static buffers.
It works on Linux because the actual SDL implementation here differs.
See http://sdl.beuc.net/sdl.wiki/SDL_SetVideoMode for details:
> Also note that, in Windows, setting the video mode resets the current OpenGL context. You must execute again the OpenGL initialization code (set the clear color or the shade model, or reload textures, for example) after calling SDL_SetVideoMode. In Linux, however, it works fine, and the initialization code only needs to be executed after the first call to SDL_SetVideoMode (although there is no harm in executing the initialization code after each call to SDL_SetVideoMode, for example for a multiplatform application).