Benjamin ‘Touky’ Huet
a7d6e0190e
Scene stuff is back to non-static logic with a few tricks
Scene rendering logic is now better
9 年前
Sam Hocevar
2fa398926d
math: improve the 2D and 3D box classes.
Box objects (AABB) now have the long awaited extent() and center()
methods. Corners are now called “aa” and “bb” for convenience. The
WorldEntity class uses a box3 for its AABB instead of two vec3s.
This allows us to simplify a lot of verbose code.
9 年前
Benjamin ‘Touky’ Huet
cfcff9acc3
MultiScene: Phase 1: g_scene removal and conversion to Scene::
9 年前
Sam Hocevar
cd988786b9
build: reorganise includes so that we can use precompiled headers later.
10 年前
Sam Hocevar
ad9a388e80
misc: remove 100% of the "using namespace std;" madness.
10 年前
Sam Hocevar
fe665f85b4
base: strip core.h from its contents and put it in public/private headers.
10 年前
Sam Hocevar
da6b3d5cd0
scenegraph: Entity::TickDraw() now provides a reference to the current
scene so that g_scene can be deprecated later.
10 年前
Sam Hocevar
1945e85afc
scene: start working on the scene class reorganisation.
11 年前
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 年前
Sam Hocevar
ad8144f0e8
scene: use a global g_scene object instead of Scene::GetDefault().
11 年前
Sam Hocevar
7c8fc6df12
gpu: move more platform-specific code from Video to Render.
11 年前
Sam Hocevar
39a8c26fb5
base: start removing occurrences of NULL on our long journey to nullptr.
11 年前
Sam Hocevar
16a620d537
scene: start refactoring the camera code; we now have a stack of cameras
in the scene where we can push and pop cameras.
11 年前
Sam Hocevar
3adf42b00c
build: hide LolFx external declarations behind macros.
12 年前
Benjamin ‘Touky’ Huet
c7219ff1dd
New year copyright update.
12 年前
Sam Hocevar
d6634da83f
build: fix the WTFPL site URL in all code comments.
12 年前
Sam Hocevar
ad00a34984
gpu: add support for triangle strips and fans, and change the DrawElement
calls so that they take a number of vertices or indexes, not elements.
12 年前
Sam Hocevar
439298ee5e
misc: very minor tweaks here and there.
12 年前
Sam Hocevar
100f53e550
gpu: convert the gradient shader to a LolFx effect file.
12 年前
Sam Hocevar
28728814cc
core: replace usage of sin() or std::sin() with lol::sin() where appropriate.
12 年前
Sam Hocevar
d452194326
gpu: activate backface culling on OpenGL to remain consistent with
the Direct3D backend.
12 年前
Sam Hocevar
bfada5d920
core: move some of the camera view logic from the Video class to the
Scene and Camera classes.
12 年前
Sam Hocevar
90bfc79b22
core: tick methods now use seconds, like any sane system.
12 年前
Sam Hocevar
b49ba4ef56
core: prefix some member variables with m_ for clarity.
12 年前
Sam Hocevar
0d49891632
gpu: fix a nasty bug in the D3D9 vertex declaration code that caused
wrong offset computations.
12 年前
Sam Hocevar
f7770f7387
gpu: add an Unbind() method for textures for clean up. Unfortunately
the Scene code still breaks Direct3D rendering.
12 年前
Sam Hocevar
a54bb70d64
build: minor Windows compilation fixes.
12 年前
Sam Hocevar
6169c874e4
gpu: port the vertex buffer abstraction layer to OpenGL.
12 年前
Sam Hocevar
1485e5bf63
gpu: add support for integer uniforms and fix a few PS3 and Linux compilation
issues that were introduced with the Direct3D changes.
12 年前
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.
12 年前
Sam Hocevar
2831476774
build: major refactoring of the Win32 and Xbox project files; we now
link properly on the Xbox.
12 年前
Sam Hocevar
60a2e83d54
xbox: start working on an Xbox/Direct3D port.
12 年前
Sam Hocevar
356917292d
osx: link with the proper OpenGL libraries on OS X.
13 年前
Sam Hocevar
5c5739e508
ps3: port the dithering code to Cg. It does not work because subscripting
with runtime variables is only valid for arrays of texture samples.
13 年前
Sam Hocevar
533b3b33e0
render: add a Gradient class that will be used for dithering later.
13 年前