Sam Hocevar
fe665f85b4
base: strip core.h from its contents and put it in public/private headers.
il y a 10 ans
Sam Hocevar
3862ad59dc
base: going on a lowercase rampage; today’s victim: Array.
il y a 10 ans
Sam Hocevar
12d249f3fa
image: add Convolution() method, with optimisation for separable filters.
il y a 10 ans
Sam Hocevar
da6b3d5cd0
scenegraph: Entity::TickDraw() now provides a reference to the current
scene so that g_scene can be deprecated later.
il y a 10 ans
Sam Hocevar
227411f337
image: refactor codecs so that they no longer store anything in the image
objects themselves.
il y a 10 ans
Sam Hocevar
f455f0e2d1
image: start reworking the Image class to properly split the pixel handling
and the codec logic.
il y a 10 ans
Sam Hocevar
d16595a0bc
image: some refactoring of the Image class. Not final.
il y a 10 ans
Sam Hocevar
44dec8612e
core: fix minor Windows and Raspberry compilation issues.
il y a 10 ans
Benjamin ‘Touky’ Huet
f5e37a4337
AddedSprite_sorter stores parameters now.
Added palette in Scene.
il y a 10 ans
Benjamin ‘Touky’ Huet
a78293bf92
tileset zoom fix -sowwwwy-
il y a 10 ans
Benjamin ‘Touky’ Huet
58a0c1001a
ThreadManager is now an entity, it's awesooooome
il y a 10 ans
Benjamin ‘Touky’ Huet
3d4b3d53c3
Added bunch of stuff on threads and images.
il y a 10 ans
Sam Hocevar
c9b8ff54a1
misc: some refactoring in texture handling.
il y a 10 ans
Sam Hocevar
c29058ac87
gpu: give access to the Texture behind a TileSet.
il y a 11 ans
Sam Hocevar
32143b8bb4
scene: allow to rotate sprites around the Z axis.
il y a 11 ans
Sam Hocevar
6c0cab193c
scene: position sprite tiles from their centre instead of their corner.
il y a 11 ans
Sam Hocevar
7c8fc6df12
gpu: move more platform-specific code from Video to Render.
il y a 11 ans
Benlitz
60b06ee98e
added BytesPerPixel() method to PixelFormat structure
il y a 11 ans
Sam Hocevar
95369e26db
base: a few minor style tweaks.
il y a 12 ans
Sam Hocevar
9a752c84d8
tileset: refactor the tile generation code.
il y a 12 ans
Sam Hocevar
9e236b8946
gpu: fix several bugs introduced by the tileset refactoring.
il y a 12 ans
Sam Hocevar
d34d31dae0
base: some refactoring in the tileset class.
il y a 12 ans
Sam Hocevar
aeda5c74f7
gpu: ugly hack to avoid sprite artifacts on the PS3.
il y a 12 ans
Sam Hocevar
d4dcdb75e6
gpu: account for the HLSL half-texel offset on the PS3.
il y a 12 ans
Sam Hocevar
e6b0bd07bf
image: hide the constructor behind a factory so that we can later
return an already created object if necessary.
il y a 12 ans
Sam Hocevar
f16704ecb0
image: GetData returns uint8_t* instead of void*, it's a lot safer.
il y a 12 ans
Sam Hocevar
c46b3fbfec
image: remove the Image::Format enum and use PixelFormat instead.
il y a 12 ans
Sam Hocevar
6e282a674a
base: remove some sprintf() calls in profit of string ops.
il y a 12 ans
Sam Hocevar
39a8c26fb5
base: start removing occurrences of NULL on our long journey to nullptr.
il y a 12 ans
Benjamin ‘Touky’ Huet
77dcb3c146
EasyMesh : vdecl/vbo flag test fixup.
Tileset : added GetTileSize().
il y a 12 ans
Benjamin ‘Touky’ Huet
a573b0908b
MeshViewer : Added shitty texture to bulletproof easymesh UV, and therefore correct wrongly set ones.
il y a 12 ans
Sam Hocevar
42fb9b6853
gpu: support 1-component (luminance) textures.
il y a 12 ans
Benjamin ‘Touky’ Huet
c7219ff1dd
New year copyright update.
il y a 12 ans
Sam Hocevar
d6634da83f
build: fix the WTFPL site URL in all code comments.
il y a 12 ans
Sam Hocevar
26c945a31f
gpu: allow to specify the pixel format when creating a texture; the
internal format is then automatically deduced. Only a few 8-bit RGB
or RGBA formats are supported for now.
il y a 12 ans
Sam Hocevar
87f653c504
gpu: if 2D tiles have negative scaling, switch the triangle winding.
il y a 12 ans
Sam Hocevar
3bfbb6c408
build: fix shitloads of warnings.
il y a 12 ans
Sam Hocevar
28728814cc
core: replace usage of sin() or std::sin() with lol::sin() where appropriate.
il y a 12 ans
Sam Hocevar
d452194326
gpu: activate backface culling on OpenGL to remain consistent with
the Direct3D backend.
il y a 13 ans
Sam Hocevar
90bfc79b22
core: tick methods now use seconds, like any sane system.
il y a 13 ans
Sam Hocevar
fe9bab81c1
gpu: fix a great lot of Direct3D problems, spotted using PIX.
il y a 13 ans
Sam Hocevar
f7770f7387
gpu: add an Unbind() method for textures for clean up. Unfortunately
the Scene code still breaks Direct3D rendering.
il y a 13 ans
Sam Hocevar
57f393d0d3
gpu: port the texture and scene handling code to Direct3D. Not functional.
il y a 13 ans
Sam Hocevar
090834b149
win32: start porting the graphical backend to DirectX 9. Apparently I
cannot used DirectX 10 because my video card only supports DX9, and there
is no compatibility layer. DX11 has feature levels for older hardware so
it would work with a DX9 card, but it's not available for WinXP.
il y a 13 ans
Sam Hocevar
f35f4284b0
core: allow each blitted tile to be stretched differently.
il y a 13 ans
Sam Hocevar
edfa3dfc4b
core: allow to stretch 2D sprits in both X and Y directions.
il y a 13 ans
Sam Hocevar
43e152053a
win32: add a lot of DirectX stubs.
il y a 13 ans
Sam Hocevar
bf604ef1f7
math: use the usual GLSL member names for vectors (xyzw, rgba, stpq).
il y a 13 ans
Sam Hocevar
b2d73f6310
core: prefix Entity members with m_ to avoid accidental shadowing.
il y a 13 ans
Sam Hocevar
01ebcec3b8
core: split vector operations into linear and non-linear so that we can
reuse the linear operations in quaternions. Also mark some constructors
explicit to better spot coding errors.
il y a 13 ans