Sam Hocevar
|
6bbe943492
|
core: rename vec2i to ivec2 etc. to better match GLSL.
|
13 years ago |
Sam Hocevar
|
c968144c69
|
ps3: until we know how to retrieve and change the screen resolution from
within the Video class, just store what the GL context tells us and stick
to that.
|
13 years ago |
Sam Hocevar
|
e750e82332
|
gl: initialise Glew in the video setup instead of the SDL app, so we don't
have to duplicate this code to other places. Fixes the GTK app on the way.
|
13 years ago |
Sam Hocevar
|
666efd14ee
|
gl: use Glew if available.
|
13 years ago |
Sam Hocevar
|
d1270bf691
|
video: move the last shader from the Video class to Scene itself.
|
13 years ago |
Sam Hocevar
|
d7ca14a836
|
android: compilation fixes for recent engine changes.
|
13 years ago |
Sam Hocevar
|
1fa6fb6994
|
debug: convert debug quad shaders to GLSL 1.30.
|
13 years ago |
Sam Hocevar
|
e7019edcac
|
debug: more debug quad tests, 1.20 shaders.
|
13 years ago |
Sam Hocevar
|
e6c6f59327
|
gl: force version 1.30 for all shaders.
|
13 years ago |
Sam Hocevar
|
3d4af0869a
|
ps3: start a minimal PS3 port using PSGL, but not CG yet.
|
13 years ago |
Sam Hocevar
|
cc05a63bb7
|
video: get rid of Video::GetWidth() and Video::GetHeight().
|
13 years ago |
Sam Hocevar
|
bd9dd9c195
|
video: implement Video::GetSize() in addition to GetWidth() and GetHeight().
|
13 years ago |
Sam Hocevar
|
f80bd91283
|
video: play with random dithering.
|
13 years ago |
Sam Hocevar
|
d18820d320
|
video: enforce shader-enabled GL implementations, getting rid of a lot
of code.
|
13 years ago |
Sam Hocevar
|
6f35fd55be
|
video: make the dithering shader work with GLES2.
|
13 years ago |
Sam Hocevar
|
821c3985a1
|
video: fix a syntax error in the default vertex shader.
|
13 years ago |
Sam Hocevar
|
1f3d06c581
|
video: 8×8 Bresenham dithering (still deactivated).
|
13 years ago |
Sam Hocevar
|
10b321b204
|
core: get rid of now useless <cstdio> includes.
|
13 years ago |
Sam Hocevar
|
493109e3ed
|
video: add deactivated shader code for 4x4 Bayer dithering.
|
13 years ago |
Sam Hocevar
|
c39012688f
|
android: enforce fullscreen on Android until we have several layouts.
|
13 years ago |
Sam Hocevar
|
1aa3cf12c8
|
Work around a bug in the Android emulator that doesn't let us query the
current viewport settings.
|
13 years ago |
Sam Hocevar
|
336d42371e
|
Enable GL_TEXTURE_2D in the Scene class instead of Video.
|
13 years ago |
Sam Hocevar
|
8848cf53db
|
Put everything in the "lol" namespace. Better late than never.
|
13 years ago |
Sam Hocevar
|
cc7dd5f4f6
|
Try to fix GLES 2 rendering. No luck so far.
|
13 years ago |
Sam Hocevar
|
b8377c4160
|
Add preliminary support for EGL applications.
|
13 years ago |
Sam Hocevar
|
3191ca57bf
|
Set the default background color to something recognisable.
|
13 years ago |
Sam Hocevar
|
f75db4c57f
|
Fix the GLESv2 rendering.
|
13 years ago |
Sam Hocevar
|
c643668297
|
The engine now builds for GL and GL ES 1.x and 2.x, and runs for each
one except GL ES 2.x for now.
|
13 years ago |
Sam Hocevar
|
6e173ee3eb
|
Put the OpenGL header handling in <lolgl.h> for more convenience.
|
13 years ago |
Sam Hocevar
|
194a025bc8
|
Protect the Shader constructor and provide a static creation method that
will let us cache shaders.
|
13 years ago |
Sam Hocevar
|
cf3e767213
|
Minor GL code reorganisation and simplification.
|
13 years ago |
Sam Hocevar
|
7ed3b998fd
|
Experimental GL mode works!
|
13 years ago |
Sam Hocevar
|
136510f0be
|
OpenGL code refactoring.
|
13 years ago |
Sam Hocevar
|
6405ef32ea
|
Get rid of float3, float4, int3 etc. in favour of GLSL types.
|
13 years ago |
Sam Hocevar
|
e17ba05a9b
|
Merge more code from the experimental MVP refactor into the old GL code.
|
13 years ago |
Sam Hocevar
|
01be151c62
|
Try to factor all the recent GLSL stuff in the new Shader class.
|
13 years ago |
Sam Hocevar
|
4df4ba3a78
|
Get rid of the SHADER_CRAP macro and use LOL_EXPERIMENTAL instead,
together with the --enable-experimental flag. Use LOL_DEBUG and
LOL_RELEASE instead of the previous values.
|
13 years ago |
Sam Hocevar
|
5eceff01e8
|
Clean up stuff in the shader crap.
|
13 years ago |
Sam Hocevar
|
7dfbff6ca9
|
More shader crap. Texture coordinates now work. Still disabled.
|
13 years ago |
Sam Hocevar
|
139555f45c
|
More shader crap. We can now display a coloured quad. Still disabled.
|
13 years ago |
Sam Hocevar
|
58e12ca4d1
|
More shader crap for GLSL 1.30. Still disabled.
|
14 years ago |
Sam Hocevar
|
bd751c1a0c
|
Allow to specify FPS in the DebugRecord object.
|
14 years ago |
Sam Hocevar
|
0ed566d3cc
|
Complete Lol Engine / Deus Hax / Monsterz split.
|
14 years ago |
Sam Hocevar
|
e5a870d4ef
|
Fix compilation issue caused by WinDef.h defining "near" and "far" macros.
|
14 years ago |
Sam Hocevar
|
ad3128405a
|
Put HUD objects back on front of the scene.
|
14 years ago |
Sam Hocevar
|
40f7da62f1
|
Implement Video::SetFov() to allow conic projection.
|
14 years ago |
Sam Hocevar
|
dae907ae98
|
Proper depth buffer handling with minimal alpha support.
|
14 years ago |
Sam Hocevar
|
9e2c239e74
|
Support tilesets larger than 512x512 and switch the coordinates system to
(0,0) at the bottom left.
|
14 years ago |
Sam Hocevar
|
988f7c2885
|
Replace mouse scrolling with a joystick simulated by the e/s/d/f keys.
|
14 years ago |
Sam Hocevar
|
ea672c7768
|
Disable depth test. We do our own management.
|
14 years ago |