Benjamin ‘Touky’ Huet
2170b89b11
MultiScene: Phase 4: Added SceneDisplay class to have multiple windows + implementation with SDL. Not with the others.
il y a 10 ans
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.
il y a 10 ans
Benjamin ‘Touky’ Huet
71ee91fcb1
MultiplMultiScene: Phase 2: No more g_scene access and multiple scene calls support
il y a 10 ans
Benjamin ‘Touky’ Huet
cfcff9acc3
MultiScene: Phase 1: g_scene removal and conversion to Scene::
il y a 10 ans
Sam Hocevar
a07844682e
build: remove dead PS3 code.
il y a 10 ans
Sam Hocevar
e5faf45929
build: some PS4 compilation fixes.
il y a 10 ans
Sam Hocevar
cd988786b9
build: reorganise includes so that we can use precompiled headers later.
il y a 10 ans
Sam Hocevar
5dc05d7f3e
build: remove empty directories and add proper svn:ignore flags.
il y a 10 ans
Sam Hocevar
ad9a388e80
misc: remove 100% of the "using namespace std;" madness.
il y a 10 ans
Sam Hocevar
fe665f85b4
base: strip core.h from its contents and put it in public/private headers.
il y a 10 ans
Benlitz
845a870c9f
gpu: fixed Video::GetSize(), it was previously returning the size of the current viewport, it is now returning the size of the back buffer.
il y a 11 ans
Benjamin ‘Touky’ Huet
c411be843c
Added Flat debugrendermode
Wireframe is back for normal OGL users
MV : Added timed command execution for future "demo mode"
il y a 11 ans
Sam Hocevar
9158677eae
gpu: implement polygon rendering mode in GL and D3D.
il y a 11 ans
Sam Hocevar
ad8144f0e8
scene: use a global g_scene object instead of Scene::GetDefault().
il y a 11 ans
Sam Hocevar
532f679f8a
gpu: get rid of the global D3D device pointer and move D3D initialisation
code from the Video to the Renderer class.
il y a 11 ans
Sam Hocevar
13fb52cebe
gpu: move Video::Clear to Renderer::Clear.
il y a 11 ans
Sam Hocevar
084a98be87
gpu: framebuffers now use the g_render object to restore viewport data.
il y a 11 ans
Sam Hocevar
0b93890556
gpu: implement face culling mode in render contexts.
il y a 11 ans
Sam Hocevar
7c8fc6df12
gpu: move more platform-specific code from Video to Render.
il y a 11 ans
Sam Hocevar
274a732e3c
gpu: move SetClearColor and SetClearDepth to the Renderer and RenderContext
classes instead of Video.
il y a 11 ans
Sam Hocevar
1b213612a5
gpu: handle depth test, alpha blending and face culling in Renderer.
il y a 11 ans
Sam Hocevar
716c2b5592
gpu: create a Renderer and a RenderContext class to handle render states
such as alpha blending, depth test, etc.
il y a 11 ans
Benjamin ‘Touky’ Huet
c40aad64ed
CIS PS3 small fix
il y a 12 ans
Benjamin ‘Touky’ Huet
23f9299a59
video : Added SetAlphaBlend() SetFaceCulling() SetCustomSize()
FrameBuffer : Added GetSize() & tweaked Bind()/Unbind() with size update for correct rendering.
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
Sam Hocevar
1c3ca01ea0
build: fix a few compiler warnings here and there.
il y a 12 ans
Benjamin ‘Touky’ Huet
e4cf8211e4
Added VertexDictionnary object to manage vertices with same coord && connected vertices.
Added UVs system with and UVs generation test (not very conclusive)
il y a 12 ans
Sam Hocevar
3662281116
gpu: avoid using glIsEnabled() if we can cache the data.
il y a 12 ans
Sam Hocevar
9b61e11eed
gpu: disable glPolygonMode calls on OpenGL ES.
il y a 12 ans
Benjamin ‘Touky’ Huet
bb0051ae8e
render : Added DebugRenderMode & corresponding shaders. naive (VERY) implementation in MeshViewer.
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
5f66d6a751
build: fix PS3 and Linux compilation issues.
il y a 12 ans
Sam Hocevar
9eb88af17c
gpu: remove support for the accumulation buffer, it's deprecated anyway.
il y a 12 ans
Sam Hocevar
51bf8067a9
gpu: get rid of the glClearColor, glClearDepth and glClear calls in all
projects, we now use Video::SetClearColor, Video::SetClearDepth and
Video::Clear instead, so that the Direct3D equivalents can be called.
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
bfada5d920
core: move some of the camera view logic from the Video class to the
Scene and Camera classes.
il y a 13 ans
Sam Hocevar
cbf13dac65
gpu: temporarily enable alpha blending in the vertex buffer code.
il y a 13 ans
Sam Hocevar
dc94fce5ed
gpu: activate alpha blending on the Direct3D backend.
il y a 13 ans
Sam Hocevar
48c7070243
gpu: replace exit(0) in D3D error checks with lol::Abort().
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
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
a3f410d697
video: allow to set the default clear color.
il y a 13 ans
Sam Hocevar
bd69c76f90
xbox: fix a few problems in the shader handling code; the first tutorial now
works on the Xbox.
il y a 13 ans
Sam Hocevar
2831476774
build: major refactoring of the Win32 and Xbox project files; we now
link properly on the Xbox.
il y a 13 ans
Sam Hocevar
43e152053a
win32: add a lot of DirectX stubs.
il y a 13 ans
Sam Hocevar
60a2e83d54
xbox: start working on an Xbox/Direct3D port.
il y a 13 ans
Sam Hocevar
dfdbbfdfc0
gl: cache viewport size on all platforms, because we cannot query it from
the game thread.
il y a 13 ans
Sam Hocevar
8a239b4df7
gl: fix long-standing bug where clear color didn't properly set
the alpha value.
il y a 13 ans
Sam Hocevar
55b8dece84
test: fix OS X compilation; we still need SDLmain.a on that platform.
il y a 13 ans