Sam Hocevar
cdc335ca30
gpu: remove deprecated glEnable(GL_TEXTURE_2D).
5 年前
Sam Hocevar
cf02d4b0d0
gpu: rename a few methods.
5 年前
Sam Hocevar
1936c4ccd8
scene: fix viewport size updating.
5 年前
Sam Hocevar
47aa41dcb9
scene: rename a few things for clarity.
5 年前
Sam Hocevar
f6f61ceb23
gpu: add helper functions to upload buffer data.
5 年前
Sam Hocevar
2c45d0918d
gpu: fix numerous OpenGL programming errors.
5 年前
Sam Hocevar
1186c08ad7
entity: add a flag system.
This lets us get rid of m_autorelease and m_destroy and we’ll be able
to implement init_game/init_draw later, for stuff that must happen
on the render thread.
6 年前
Sam Hocevar
06edad8755
scene: remove useless subobject classes.
6 年前
Sam Hocevar
41764c0a56
scene: fix regression in primitive rendering.
We were no longer calling Render() on primitives with a null source.
6 年前
Sam Hocevar
fca56d7f7d
Rename some classes and methods to lowercase.
6 年前
Sam Hocevar
1f9be92a66
Use smart pointers in a lot of the rendering code.
6 年前
Sam Hocevar
3aa4090bd7
FIx a few compilation warnings.
6 年前
Sam Hocevar
4c9c63894d
Allow to resize the SDL window and propagate changes to the scene.
6 年前
Sam Hocevar
beeded3d85
render: simplify Renderer code
The scene now owns its renderer, so there is no need to keep a list
of existing renderers and to call Renderer::Get().
6 年前
Sam Hocevar
50e494803d
Replace array::empty() with array::clear().
We used to have lol::map::empty() to empty maps, but in std::map
this method is called clear(). It sounds safe to harmonise between
our types and have lol::array::clear() too.
6 年前
Sam Hocevar
cfeaeabf2d
Get rid of lol::map because std::map is obviously superior.
7 年前
Sam Hocevar
44e39867b1
Fix approximately 80 billion compilation warnings.
7 年前
touky
f52db94b51
imgui extension
small imgui extension
scene palette shader crashfix
8 年前
touky
575ef8e497
DebugDrawContext pass
Seems to still build in lol, will check other works to be sure
8 年前
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 年前
Sam Hocevar
25ad63d33d
scene: add Scene::pre_render and post_render
This allows actors to perform draw commands in TickDraw(), even
if it’s not exactly what we want in the future.
8 年前
Sam Hocevar
afc48d2927
scene: add render buffers and a temporary postprocess
8 年前
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 年前
Lolbot
3d8c1315be
fixed 368 files out of 4599:
- removed 0 CR characters
- removed 1 trailing whitespaces
- replaced 1 tabs with spaces
- fixed 367 svn:eol-style properties
8 年前
Sam Hocevar
70799848f7
scene: make the postprocess a nop for now and clean up some shaders.
8 年前
Sam Hocevar
969911a10a
gpu: remove 1200 lines of old DirectX 9 code.
8 年前
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 年前
Sam Hocevar
cfaa27df47
scene: change sprite tile angles to radians.
9 年前
Sam Hocevar
848344cc7b
build: fix some issues with WIN32_LEAN_AND_MEAN redefinitions.
9 年前
Sam Hocevar
d84605c105
Remove Xbox 360 support, too much stuff no longer compiles.
9 年前
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 年前
Sam Hocevar
a69a086c01
scene: move old Line and Tile API to child structures.
9 年前
Sam Hocevar
ccc1741023
scene: minor optimisation in Scene::AddTile().
9 年前
Sam Hocevar
6f1b4353a8
scene: make the sprite tile API use matrices internally.
The old public API is maintained for now but should be considered
deprecated.
9 年前
Sam Hocevar
5ea13fc857
scene: clean up a few things here and there.
9 年前
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.
10 年前
Benjamin ‘Touky’ Huet
2170b89b11
MultiScene: Phase 4: Added SceneDisplay class to have multiple windows + implementation with SDL. Not with the others.
10 年前
Benjamin ‘Touky’ Huet
49e1588f52
MultiScene: Phase 3: Small PrimitiveSource & PrimitiveRenderer tweaks
10 年前
Benjamin ‘Touky’ Huet
51a4b892c7
MultiScene: Phase 3: Added PrimitiveSource & PrimitiveRenderer and corresponding rendering pipeline
10 年前
Benjamin ‘Touky’ Huet
22322d50fd
Scene::AddPrimitive now only supports Primitive because why not
10 年前
Benjamin ‘Touky’ Huet
a7d6e0190e
Scene stuff is back to non-static logic with a few tricks
Scene rendering logic is now better
10 年前
Sam Hocevar
2017951589
scene: fix a compilation error on 64-bit architectures.
10 年前
Benjamin ‘Touky’ Huet
71ee91fcb1
MultiplMultiScene: Phase 2: No more g_scene access and multiple scene calls support
10 年前
Benjamin ‘Touky’ Huet
cfcff9acc3
MultiScene: Phase 1: g_scene removal and conversion to Scene::
10 年前
Benjamin ‘Touky’ Huet
73f729d2ef
MeshViewer refactor is on good way
Reworked Primitive logic for scene rendering
FileUpdateTester works now .....
10 年前
Sam Hocevar
e5faf45929
build: some PS4 compilation fixes.
10 年前
Sam Hocevar
7e04bd038a
scene: remove functions that aren’t that useful.
10 年前
Sam Hocevar
cd988786b9
build: reorganise includes so that we can use precompiled headers later.
10 年前
Sam Hocevar
d0e9447ac0
gpu: fix missing #if blocks in vertex buffer code.
10 年前
Sam Hocevar
fe665f85b4
base: strip core.h from its contents and put it in public/private headers.
10 年前