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.
If CONFIG_QUALITY_SHADOWS is defined (which it always is) then the
fragment shader code that samples the shadow map will take five samples
in a cross shape around the point to be sampled, to apply antialiasing.
Currently, the offset of these samples is hardcoded to 0.00025× the
shadow map resolution. This is very inconsistent: if the shadow map
resolution is 128×128, then these samples are 0.032 texels apart, which
is a waste of four texture samples, and essentially means that no
antialiasing is applied. If the shadow map resolution is 8192×8192, then
these samples are 2.048 texels apart, which causes visual artefacts
around shadow edges, instead of giving smoother shadows.
The correct thing to do is to always sample exactly one texel away from
the original position. This is easy in GLSL 3.30, as it includes a
textureOffset function which offsets a texture fetch by an exact number
of texels. This is faster than manually calculating an offset ourselves,
it fixes visual artefacts at high resolutions, and it properly applies
antialiasing at low resolutions.
This significantly speeds up text rendering. On my computer, looking at
the program editor with a full screen of text, this commit takes the
framerate from under 30 to 60 (hitting vsync).
Performance could be further improved in the gl33 renderer by using
instancing or glPrimitiveRestartIndex instead of glMultiDrawArrays, but
that would be a more invasive change.
All of the interface rendering could use a unified quad batching system,
instead of it being limited to CText, but that would require some
refactoring in CText as it currently draws using a different coordinate
space to the rest of the interface.
Fixes#1104.
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.
Also did some changes to make sure the "F1 to open SatCom" appears immediately (not after 0.1s),
and that mission timer won't start ticking in the first simulation frame (mainly for code battle initial pause)
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.
For now, you have to add bulletWall=true to objects you want bullets to collide with.
It's ugly but will work for now. This is needed mostly for compatibility
with exercises which use barriers to block movement but not bullets.
I also made the collision checks run more often because otherwise the bullets
would sometimes miss the objects (but only visually)
I misinterpreted this as being a bug, while actually it seems to be an explicit CParticle design choice (maybe not the best one, but whatever). We DO need better docs for some old code like this :/
Fixes#806
This reverts commit 99a831a03b.