Sam Hocevar
7e69ef4cfa
build: fix bluenoise.cpp compilation.
7 anni fa
Sam Hocevar
7b2f3bdcfb
samples: add blue noise generation demo.
7 anni fa
Sam Hocevar
c6374c7e07
movie: replace the old Movie class with a GIF encoder.
7 anni fa
Sam Hocevar
7558d0664a
image: more method renaming for consistency.
7 anni fa
touky
6c2aee32a4
fixes
debug draw fixes are really un-numerous in ze lol, it seems
8 anni fa
touky
575ef8e497
DebugDrawContext pass
Seems to still build in lol, will check other works to be sure
8 anni fa
touky
fab4610405
lolua tweaks
Added macros to help basic setup
8 anni fa
touky
eb943fc5e3
Lolua small simplification
getter default params are better now
8 anni fa
touky
0cdeb424d9
2nd pass, removed all old code, and fixed all the wrong usages
8 anni fa
touky
4d78d62a70
Lolua refactor 2nd pass: New version is much simpler and practical
Next pass is clean-up and fix of all the old usage
8 anni fa
Sam Hocevar
ed703e6a56
doc: add a GIF exporting program (experimental for now)
8 anni fa
Sam Hocevar
ad45e4d284
doc: fix linking with ffmpeg on Linux and start a tutorial program.
8 anni fa
touky
893ab7b6f5
first little pass, everything is broken.
Will resume on other computer.
8 anni fa
Lolbot
af53a69eb7
fixed 9 files out of 506:
- removed 0 CR characters
- removed 7 trailing whitespaces
- replaced 332 tabs with spaces
8 anni fa
Sam Hocevar
5fb319b10c
imgui: update submodule to a cleaner branch.
8 anni fa
Sam Hocevar
7d2cd5c8a3
build: fix imgui example on Linux
8 anni fa
touky
527e27c880
- ImGUI is now operational again
- Most recent version is in with index buffer support
8 anni fa
Sam Hocevar
ac0f48e269
build: fix .vcxproj UUID clash.
8 anni fa
touky
3b255d4137
first test for lolimgui
8 anni fa
Sam Hocevar
7619caef3e
audio: minimal streaming API
This will allow us to generate sounds on the fly on several dedicated
channels. Until now we could only play fully loaded samples.
8 anni fa
Sam Hocevar
0ef4e3c203
Clean up a lot of shader crap
8 anni fa
Sam Hocevar
d01f29d483
tutorial: fix input tutorial speed.
8 anni fa
Sam Hocevar
b9ac811720
tutorial: support the Julia set in the fractal sample
8 anni fa
Sam Hocevar
2149187abd
tutorial: fix tutorial 11 (fractal)
Input was broken, as well as palette generation, and even texture
upload. Should be all good now.
8 anni fa
Sam Hocevar
96d725fd71
lua: replace lol::LuaState with the original lua_State
We have no hope of extending lua_State to add more data to it, because
that object may be created by Lua itself, for instance within a coroutine,
and it has no knowledge of our version of the object.
8 anni fa
Guillaume Bittoun
da1c26728c
Tutorial 11_fractal fixed
8 anni fa
Sam Hocevar
9e4b6a4155
build: add path to lolfx resource names
This will help us deal with shader name collision. Breaks the Windows
build for the moment, unfortunately.
8 anni fa
Sam Hocevar
6a35a64dd5
sys: make a few functions lowercase.
8 anni fa
Sam Hocevar
7ccf613a08
build: move Lua to a submodule
8 anni fa
Sam Hocevar
f1a2b66d62
build: move Bullet to a submodule
8 anni fa
Sam Hocevar
14eafb48f5
build: add flags to disable unwanted builds
For now the flags are: --disable-doc --disable-test
--disable-samples --disable-tutorial.
8 anni fa
Sam Hocevar
ce05d8589a
build: refactor msbuild files for usage as a submodule
8 anni fa
Sam Hocevar
c6f4070e70
build: refactor autotools files for out-of-tree builds.
All these changes will allow us to more easily add Lol Engine as a
submodule of another Git project.
8 anni fa
Sam Hocevar
ba0e467a2e
build: rename liblolcore to liblol-core, etc.
8 anni fa
Sam Hocevar
3a90766614
scene: start working on a postprocess mechanism.
Not all programs support this feature for now, but that’s because they
don’t support the scene framework either, and will need patching. Also
the default postprocess is deliberately exaggerated for now.
8 anni fa
Sam Hocevar
d84605c105
Remove Xbox 360 support, too much stuff no longer compiles.
9 anni fa
Sam Hocevar
078751a820
math: all API functions dealing with angles now use radians.
We already have the convenient degrees() and radians() functions to convert
between angle formats. This commit involves a lot of refactoring here and
there and I may have missed some places where conversions were needed. But
hopefully there aren’t may such places.
9 anni fa
Sam Hocevar
861568b146
misc: some cleanup in files, including UTF-8 BOM.
9 anni fa
Sam Hocevar
3eb7db5e4d
tileset: rename AddTile() to define_tile().
This is to avoid confusion with Scene::AddTile().
9 anni fa
Sam Hocevar
103f60d48b
misc: replace NULL with nullptr in most places.
9 anni fa
Sam Hocevar
441a20af99
misc: fix copyright information here and there.
9 anni fa
Sam Hocevar
19e52b4754
bullet: remove some ugly compilation warnings.
9 anni fa
Sam Hocevar
38733fade7
math: move the matrix-to-quaternion code to a global header.
This lets us use the code for non-float variable types. I also got
rid of the mat4-to-quat code so that users are forced to use the
mat3-to-quat code and possibly discover places where their code is
suboptimal.
9 anni fa
Benjamin ‘Touky’ Huet
6ab67e8f86
btPhysTest is working again, but it still has 7 Ticker::Unref(Shader) that should be there ......
9 anni fa
Sam Hocevar
d64b117b8d
build: fix license and copyright information.
9 anni fa
Sam Hocevar
70edc0d38e
misc: carry on with the lowercase rampage.
Using “Array” instead of “array” is now fully deprecated, and I replaced
the Log::Debug() etc. functions with msg::debug() etc. because log:: was
unavailable due to being a maths function.
Added up-to-date copyright notice and BOM to modified files, just in case.
9 anni fa
Sam Hocevar
03c17fcae4
base: clean up and refactor containers.
The containers no longer force the user to use the ptrdiff_t type for
size information. For convenience, size() now always returns an int,
and the size_s() method offers a way to handle arrays with more than
2 billion elements. Internally, we still use ptrdiff_t, though.
Since so much code had to be changed, I took the opportunity to get
rid of capitalised accessors for classes that are lowercase.
9 anni fa
Benjamin ‘Touky’ Huet
7605caace4
MultiScene: Phase 4: Rendering is fixed.
Though it still is not possible to create a new window from a thread that did not init SDL
9 anni fa
Benjamin ‘Touky’ Huet
2170b89b11
MultiScene: Phase 4: Added SceneDisplay class to have multiple windows + implementation with SDL. Not with the others.
9 anni fa
Benjamin ‘Touky’ Huet
b0e0678468
Mesh: PrimitiveRenderer naming convention fixup
9 anni fa