Make include-what-you-use happy with some files in source and fix what
needs to be fixed.
Add markers to precompiled.h header includes to avoid
include-what-you-use wanting them to be removed.
Ref: #8086
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
Make include-what-you-use happy with some files in source/graphics and
fix what needs to be fixed.
Ref: #8086
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
Some have their editor configured to remove trailing whitespace and
editing such a file would "fix" it, adding an unrelated change.
Fix whitespace violations excluding third party libs and generated files
like glad or patches.
Enable pre-commit hook trailing-whitespace to enforce it in the future.
Fixes: #8016
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
This commit primarily corrects an inaccurate comment and resolves a
hidden bug in the VisualActor shadow logic, while preserving the current
behavior.
Previously, the DisableShadows option removed both casting and receiving
shadows. However, the internal logic ignored this setting in some cases,
causing shadows to appear even when explicitly disabled in XML
templates.
This change introduces the ability to control CastShadows and
ReceiveShadows independently via template settings, defaulting both to
true unless explicitly specified.
In addition, previews are updated to receive shadows but not cast them,
improving visual volume effects without affecting lighting behavior.
This replaces all links pointing to trac with their corresponding links
to gitea. Also replace http with https while at it.
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
We use a shader with 64 bones by default to consume less uniform memory.
But if we meet bigger skeletons we batch and handle them afterwards.
In the future we need to sort the input models to have less changes for
bound buffers. Also we might want to skin up to 4 models per a single
dispatch.
Avoid cases of filenames
Update years in terms and other legal(ish) documents
Don't update years in license headers, since change is not meaningful
Will add linter rule in seperate commit
Happy recompiling everyone!
Original Patch By: Nescio
Comment By: Gallaecio
Differential Revision: D2620
This was SVN commit r27786.
There is no need to have BuildAnimation in CModel when everything is
done in CObjectEntry anyways.
This removes a pointer in every CModel object, which is nice.
Accepted By: vladislavbelov
Differential Revision: https://code.wildfiregames.com/D4454
This was SVN commit r26254.
This makes incremental recompilation faster when changing static
interned strings.
Differential Revision: https://code.wildfiregames.com/D3975
This was SVN commit r25457.
To render models, we need to know the maximum bounds it takes over the
course of an animation. This depends only on the ModelDef and the
AnimationDef (and thus the SkeletonDef).
Currently, we recompute this data for each model, which is inefficient.
Caching it in ModelDef is faster, particularly avoiding lag spikes at
game start on some maps.
The animations are referred by a unique ID to avoid pointer-related
issues. I would have preferred weak_ptr, but that cannot be stably
hashed for now.
While at it, switch to unique_ptr/vectors.
Differential Revision: https://code.wildfiregames.com/D2967
This was SVN commit r25306.
An actor file, as referenced by the VisualActor, can now define
different actors for different "quality level" setting.
In this initial version, the quality is handled directly by the object
manager.
Actor format impact:
- '<qualitylevels>' may be used as the root node, containing actor nodes
as children.
- such actor nodes can refer to a file, or to an inline actor, or
simply be inlined.
- such actor nodes may have a 'quality' attribute, specifying the
maximum quality level of this actor. By default, 255 (the maximum) is
implied.
- The actor format remains valid, but 'groups', 'variants', 'material',
'castshadow' and 'float' can be given a [minquality, maxquality[ range
via XML attributes. Outside of this range, the XML node is ignored
(making it possible to define, in a single actor file, several quality
levels).
Quality is a 0-255 value, with:
- Range 0-99 intended for lower level-of-detail actors (billboards,
etc.)
- Range 100-200 the 'normal' range for models. 100 is "low", 150
"medium", and 200 "high".
- Range 201-255 used for higher quality actors that might be used for
e.g. cinematics.
The range is wide to make it easier to add intermediate levels in the
future and it seemed easier given that an integer value of some kind was
required anyways.
Engine impacts:
- A new CActorDef class is introduced, wrapping an art/actors XML file
and its different quality levels. ObjectBase remains the definition of a
given 'actor', now at a given quality level.
- CActorDef imposes a maximal # of quality level for a particular actor
definition (5 currently).
- CUnit is made to refer to an Actor Definition explicitly, not a
particular ObjectBase.
- As a minor optimisation, variation keys are calculated on
pointer-to-sets-of-selections, instead of raw sets-of-selections, as
this reduces copying.
- some refactoring, including better const-correctness and hotloading
support via std::shared_ptr.
Differential Revision: https://code.wildfiregames.com/D3787
This was SVN commit r25210.
Introduced in d3f57744d9.
There are 2 mane cases when entity cannot play animation.
1st there are not bones
2nd animation is not valid
These conditions are merged into one.
Differential Revision: https://code.wildfiregames.com/D2416
Reviewed by: @Stan
This was SVN commit r23495.
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.
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.
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.
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.
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.
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.
Support emitters that are fully running as soon as the game starts.
Fix particle clumping when moving from off-screen to on-screen, by
computing updates more incrementally.
Fix overzealous culling of models with particle emitters.
Add particles to renderer stats.
This was SVN commit r9345.