Sam Hocevar
a71562bd83
core: rename f64vec4 to dvec4 etc. for consistency with GLSL.
il y a 12 ans
Sam Hocevar
ee7dd6a699
misc: move more shaders to .lolfx files.
il y a 12 ans
Sam Hocevar
4770daf4ac
math: replace len(vec) with length(vec) to match the GLSL naming.
il y a 12 ans
Sam Hocevar
90bfc79b22
core: tick methods now use seconds, like any sane system.
il y a 12 ans
Sam Hocevar
b49ba4ef56
core: prefix some member variables with m_ for clarity.
il y a 12 ans
Sam Hocevar
24626c671f
tutorial: some refactoring in the tutorials.
il y a 12 ans
Sam Hocevar
a54bb70d64
build: minor Windows compilation fixes.
il y a 12 ans
Sam Hocevar
6169c874e4
gpu: port the vertex buffer abstraction layer to OpenGL.
il y a 12 ans
Sam Hocevar
2601c970a2
gpu: refactor the vertex declaration code to allow several vertex streams.
il y a 12 ans
Sam Hocevar
8f0fc94027
tutorial: fix a compilation error and remove now useless vector type casts.
il y a 12 ans
Sam Hocevar
701eb778a3
tutorial: fix the texture swizzling for the fractal viewer on Xbox 360.
il y a 12 ans
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.
il y a 12 ans
Sam Hocevar
458378003c
win32: the uniform handling code was completely broken; we now properly
retrieve the constant's register index in the description table. This also
allows us to use a single uniform handle for both the vertex and pixel
shaders in a PS3 Cg program.
il y a 12 ans
Sam Hocevar
c2ff2ad9b7
win32: add Direct3D texture creation code in the fractal zoomer. Shader
support is still missing.
il y a 12 ans
Sam Hocevar
59ee25e0b3
win32: a few compilation fixes, including GDI+ linking properly now.
il y a 12 ans
Sam Hocevar
40be36ec2c
test: fix logic bugs in two tutorials.
il y a 12 ans
Sam Hocevar
c0cb995fd2
win32: various compilation fixes, mostly project updates, but also a
workaround for a Visual Studio compiler bug (Connect Id #730878 ).
il y a 12 ans
Sam Hocevar
64f6c5818b
test: that cast was necessary, after all...
il y a 12 ans
Sam Hocevar
03250fa321
test: remove a useless cast.
il y a 12 ans
Sam Hocevar
db728e48fe
threads: change Queue to a template so that we can manage the element type.
il y a 12 ans
Sam Hocevar
57df2357de
math: try to implement the magic getter/setter pattern. BREAKS BUILD.
il y a 13 ans
Sam Hocevar
d38a79ee3d
math: move most vector and matrix member functions to global functions.
il y a 13 ans
Sam Hocevar
215b6c2065
test: unroll the Mandelbrot loop to gain a few milliseconds per frame, and
increase the maximum iteration count to 340.
il y a 13 ans
Sam Hocevar
608f52eefb
test: proper multithreading in the Mandelbrot tutorial.
il y a 13 ans
Sam Hocevar
94f5450399
test: minor tuning, esp. for the PS3.
il y a 13 ans
Sam Hocevar
0a113459a5
ps3: start implementing the PS3 threading system, and port the new
Mandelbrot shader code to Cg.
il y a 13 ans
Sam Hocevar
b5cc7b7877
tutorial: work around i915 driver limitations in the Mandelbrot viewer shader.
il y a 13 ans
Sam Hocevar
6640cacd29
tutorial: smarter register and instruction usage in the Mandelbrot zooming
shader.
il y a 13 ans
Sam Hocevar
222401ad97
tutorial: simplify the Mandelbrot viewing shader in the hope that it will
work on i915 cards.
il y a 13 ans
Sam Hocevar
0a669f9c49
tutorial: make the GLSL Mandelbrot shader completely branchless.
il y a 13 ans
Sam Hocevar
e5df84100b
nacl: quick and dirty mouse support.
il y a 13 ans
Sam Hocevar
b7f21d3d49
tutorial: fix texel offset issues in the fractal zoomer.
il y a 13 ans
Sam Hocevar
07520f26f2
nacl: workaround for ANGLE issue #258 where GLSL mod() is badly translated
in HLSL.
il y a 13 ans
Sam Hocevar
6743bb45cd
nacl: the Mandelbrot zoomer is starting to work on NaCl.
il y a 13 ans
Sam Hocevar
2edb8115e6
core: port all code to NativeClient. Nothing runs for now, but it builds.
il y a 13 ans
Sam Hocevar
aab3fb7c45
tutorial: progressive zoom in the Mandelbrot viewer.
il y a 13 ans
Sam Hocevar
7f096b61e4
tutorial: look into previous frames for data when zooming in the Mandelbrot
viewer using only the shader.
il y a 13 ans
Sam Hocevar
f9323a8a89
tutorial: get the Mandelbrot viewer to run on OS X.
il y a 13 ans
Sam Hocevar
ec705032ad
ps3: fix a performance issue in the Mandelbrot viewer texture upload.
il y a 13 ans
Sam Hocevar
aa4bde4a60
ps3: fix a typo causing a compilation error.
il y a 13 ans
Sam Hocevar
08e3ee64ad
tutorial: create texture with the proper format and type on the PS3.
il y a 13 ans
Sam Hocevar
790f3783d2
tutorial: port the new Mandelbrot shader to Cg.
il y a 13 ans
Sam Hocevar
7ba6e2bb29
tutorial: the Mandelbrot viewer now queries the nearest pixel of each
slice, and averages the results. This gives us almost free antialiasing,
since all these queries will need to be done anyway for raytracing.
il y a 13 ans
Sam Hocevar
adf0dfcc7e
tutorial: decorrelate window size and texture size in the Mandelbrot viewer.
il y a 13 ans
Sam Hocevar
ebefc041b5
tutorial: replace log() calls with fast approximations.
il y a 13 ans
Sam Hocevar
5d42f27259
tutorial: port the Mandelbrot dithering shader to Cg.
il y a 13 ans
Sam Hocevar
57a2833985
tutorial: try to send data to the GPU that matches the internal format.
il y a 13 ans
Sam Hocevar
20f67433ef
tutorial: use a palette for the rendering; it gives us free dithering and
gains 10 milliseconds in the game tick.
il y a 13 ans
Sam Hocevar
e5dcf4dd2a
tutorial: try to reduce the blur effect; now it's pixelated...
il y a 13 ans
Sam Hocevar
862e05f716
tutorial: clamp zoom values in the Mandelbrot viewer.
il y a 13 ans