Sam Hocevar
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5d9488182f
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math: extract the gradient generator from simplex noise so that we
can reuse it for other noise implementations.
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10 years ago |
Sam Hocevar
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b0b5bcc6fa
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math: tweak simplex noise scale according to dimension.
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10 years ago |
Sam Hocevar
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0af8c1fd6f
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math: shitloads of tweaks, optimisations, fixes and comments to the
simplex noise code.
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10 years ago |
Sam Hocevar
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45da3662d4
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test: add 7-dimensional simplex noise test.
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10 years ago |
Sam Hocevar
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5065a2653c
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simplex: replace the N-dimensional gradient array with a simple seed.
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10 years ago |
Sam Hocevar
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4c95301d31
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simplex: use scaling values that match Stefan Gustavson’s paper.
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10 years ago |
Sam Hocevar
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7ff3456239
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simplex: optimisation; reduce the number of matrix multiplications.
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10 years ago |
Sam Hocevar
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a4cbf3fcb2
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test: fix vertex positions to match our simplex implementation.
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10 years ago |
Sam Hocevar
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88603c1ecf
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test: add simplex noise test program.
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10 years ago |
Sam Hocevar
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9cf96538d9
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build: minor compilation fix.
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10 years ago |
Sam Hocevar
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d040954588
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test: blue noise kernel generator.
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10 years ago |
Lolbot
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56481be48e
|
fixed 6 files out of 2928:
- removed 0 CR characters
- removed 8 trailing whitespaces
- replaced 400 tabs with spaces
- fixed 6 svn:eol-style properties
|
10 years ago |
Benjamin ‘Touky’ Huet
|
cb7a99bac3
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Added ShaderBuilder
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10 years ago |
Sam Hocevar
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2b81246a22
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build: reorganise some visual studio shit and comment some files.
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10 years ago |
Sam Hocevar
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d373081b80
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build: use #pragma once instead of header guards because 1) fuck the dinosaurs,
and 2) fuck the Visual Studio compiler that crashes when confused.
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10 years ago |
Sam Hocevar
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cd988786b9
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build: reorganise includes so that we can use precompiled headers later.
|
10 years ago |
Sam Hocevar
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cadc4d18b0
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test: move the unit tests to the engine, and lolunit out of the engine.
|
10 years ago |
Sam Hocevar
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0bc2ec0480
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build: move VS solution one directory below and create a VS2014 solution.
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10 years ago |
Sam Hocevar
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ad9a388e80
|
misc: remove 100% of the "using namespace std;" madness.
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10 years ago |
Sam Hocevar
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12aaff89e3
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base: huge refactor in vector.h; GCC compilation times down by 50%.
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10 years ago |
Sam Hocevar
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fe665f85b4
|
base: strip core.h from its contents and put it in public/private headers.
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10 years ago |
Sam Hocevar
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398ee1b4d5
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base: use lol::array in most places.
|
10 years ago |
Sam Hocevar
|
ebfd692152
|
base: simplify code here and there.
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10 years ago |
Sam Hocevar
|
18254349aa
|
image: gather pixel-related types and enums into a single pixel.h header.
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10 years ago |
Sam Hocevar
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da6b3d5cd0
|
scenegraph: Entity::TickDraw() now provides a reference to the current
scene so that g_scene can be deprecated later.
|
10 years ago |
Sam Hocevar
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79ed58f1f0
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Merge branch 'master' into scenegraph
|
10 years ago |
Sam Hocevar
|
c9b8ff54a1
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misc: some refactoring in texture handling.
|
10 years ago |
Sam Hocevar
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32143b8bb4
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scene: allow to rotate sprites around the Z axis.
|
10 years ago |
Lolbot
|
ece13aaabf
|
fixed 19 files out of 2757:
- removed 510 CR characters
- removed 26 trailing whitespaces
- replaced 0 tabs with spaces
- fixed 15 svn:eol-style properties
|
10 years ago |
Benjamin ‘Touky’ Huet
|
a8f0081deb
|
Added tweak to 05_EZMesh to show how custom shader setting works.
|
10 years ago |
Sam Hocevar
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232fa4126d
|
gpu: rename uniforms here and there for consistency.
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10 years ago |
Sam Hocevar
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d46e63ff29
|
build: VS2012 solution and project tweaks for exotic platforms.
|
11 years ago |
Benlitz
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246af694d8
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removed vs2010 solution, migrated all projects to 2012. VsLol stays on 2010 for compatibility and now has its own sln.
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11 years ago |
Sam Hocevar
|
388098a178
|
hsv2rgb 6th
|
11 years ago |
Sam Hocevar
|
ca87acd033
|
scene: fix light object usage in various demos and example programs.
|
11 years ago |
Sam Hocevar
|
0bd3f1d9ef
|
input: fix or disable input code in side projects so that everything builds.
|
11 years ago |
Sam Hocevar
|
5f3ad5cc15
|
math: add constant vectors vec2::zero, vec2::axis_x, etc.
|
11 years ago |
Benjamin ‘Touky’ Huet
|
b11e4b8f8c
|
Moved several projects to Input V2.
|
11 years ago |
Benlitz
|
c1da4619f7
|
input: renamed xinput keys to something more human readable (such as A or DPadLeft) and inverted mouse Y axis to match joystick axis (negatives being up)
core: calling InitGame() at the first tick of an entity. InitDraw is still uncalled yet
fixed mrpigeon and orbital accordingly
|
11 years ago |
Benlitz
|
eab5c46b1e
|
input: added a name the controllers, and a static Get() function to easily retrieve a registered controller
|
11 years ago |
Benlitz
|
6b6d0137bb
|
fixed more projects regarding the shader attribute change
|
11 years ago |
Benlitz
|
f104674963
|
gpu: removed attribute name, everything works using semantic only now. For glsl, semantic is determined from the attribute name which must follow this pattern: in_[Semantic][index], index being optional. Note: this may break most of the projects although I tried to updated every shader accordingly
|
11 years ago |
Benlitz
|
8a657ea287
|
input: Removed previous input system
|
11 years ago |
Sam Hocevar
|
acb6927224
|
tutorial: get rid of global variables in the input tutorial.
|
11 years ago |
Sam Hocevar
|
4823bc5812
|
tutorial: add missing uniform location.
|
11 years ago |
Sam Hocevar
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3fdc7b3eef
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tutorial: tweak the input tutorial code.
|
11 years ago |
Sam Hocevar
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399a172425
|
build: fix a few compilation issues with input v2.
|
11 years ago |
Benlitz
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f7da613a70
|
fixed a minor typo in the input tutorial
|
11 years ago |
Lolbot
|
c47d0f8c62
|
fixed 10 files out of 2754:
- removed 386 CR characters
- removed 4 trailing whitespaces
- replaced 189 tabs with spaces
|
11 years ago |
Benlitz
|
a7aac24c46
|
Completely reworked input system. Unified device interface, button, axis and cursor support, controller and binding system, mouse capture. Tutorial 07_input provided. Require to compile lolcore with LOL_INPUT_V2 to be activated (also needed app-side before including core.h)
|
11 years ago |