Sam Hocevar
1f9be92a66
Use smart pointers in a lot of the rendering code.
5 лет назад
Sam Hocevar
4c9c63894d
Allow to resize the SDL window and propagate changes to the scene.
5 лет назад
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().
5 лет назад
Sam Hocevar
6dd7a0cb39
Another lowercase switching frenzy, because why not.
6 лет назад
touky
575ef8e497
DebugDrawContext pass
Seems to still build in lol, will check other works to be sure
8 лет назад
touky
527e27c880
- ImGUI is now operational again
- Most recent version is in with index buffer support
8 лет назад
Sam Hocevar
0ef4e3c203
Clean up a lot of shader crap
8 лет назад
Sam Hocevar
6a35a64dd5
sys: make a few functions lowercase.
8 лет назад
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 лет назад
Sam Hocevar
861568b146
misc: some cleanup in files, including UTF-8 BOM.
9 лет назад
Sam Hocevar
441a20af99
misc: fix copyright information here and there.
9 лет назад
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.
9 лет назад
Benjamin ‘Touky’ Huet
2170b89b11
MultiScene: Phase 4: Added SceneDisplay class to have multiple windows + implementation with SDL. Not with the others.
9 лет назад
Benjamin ‘Touky’ Huet
f67da65818
First pass of EasyMesh split & refactor
Big FAT pass on windows-warning. It is better now.
9 лет назад
Sam Hocevar
d72cb24bc0
build: move sample and tutorial files around.
10 лет назад
Sam Hocevar
cd988786b9
build: reorganise includes so that we can use precompiled headers later.
10 лет назад
Sam Hocevar
ad9a388e80
misc: remove 100% of the "using namespace std;" madness.
10 лет назад
Sam Hocevar
fe665f85b4
base: strip core.h from its contents and put it in public/private headers.
10 лет назад
Sam Hocevar
398ee1b4d5
base: use lol::array in most places.
10 лет назад
Sam Hocevar
ebfd692152
base: simplify code here and there.
10 лет назад
Sam Hocevar
da6b3d5cd0
scenegraph: Entity::TickDraw() now provides a reference to the current
scene so that g_scene can be deprecated later.
10 лет назад
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 лет назад
Sam Hocevar
6a8118cb18
build: put tutorials and lol.js in a new "demos" directory.
11 лет назад
Sam Hocevar
274a732e3c
gpu: move SetClearColor and SetClearDepth to the Renderer and RenderContext
classes instead of Video.
11 лет назад
Sam Hocevar
e9b4985dbd
gpu: add MeshPrimitive::Lines enum and modify the cube tutorial
to show how it can be used.
11 лет назад
Sam Hocevar
3adf42b00c
build: hide LolFx external declarations behind macros.
12 лет назад
Sam Hocevar
bbf72e1a64
core: pass the project directory to the binary build and get rid of
that 2-year old "temporary Win32 hack".
12 лет назад
Sam Hocevar
6a6e46cf0d
system: try to autodetect the data directory from the executable path;
currently works for images (SDL and GDI+ loaders) and sound samples.
12 лет назад
Benjamin ‘Touky’ Huet
c7219ff1dd
New year copyright update.
12 лет назад
Sam Hocevar
d6634da83f
build: fix the WTFPL site URL in all code comments.
12 лет назад
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 лет назад
Sam Hocevar
5bd24fa1d3
build: hide the SDL_main.h inclusion in core.h, and only activate it
on Windows if using Visual Studio; if using MinGW, try to stick to the
original main() entry point.
12 лет назад
Sam Hocevar
b5563ad21d
core: switch the Win32/x64 binaries to the Windows subsystem so that they
do not open a console at startup.
12 лет назад
Sam Hocevar
78f7a303ff
build: reorganise all the build stuff so that it lies in build/ and
make sure each .vcxproj file is with its corresponding source code.
12 лет назад
Sam Hocevar
ee7dd6a699
misc: move more shaders to .lolfx files.
12 лет назад
Sam Hocevar
0315413285
core: rename Array::Append() to Array::Push() for brevity and arbitrary
personal taste.
12 лет назад
Sam Hocevar
90bfc79b22
core: tick methods now use seconds, like any sane system.
12 лет назад
Sam Hocevar
9262efbac3
core: use operator<< instead of operator+= to append stuff to arrays,
it's a bit less confusing.
12 лет назад
Sam Hocevar
ad0e3f8b6d
tutorial: fix the inconsistent vertex counting.
12 лет назад
Sam Hocevar
9b0958e6d1
tutorial: get rid of a hardcoded value.
12 лет назад
Sam Hocevar
578368f452
gpu: abstraction class for index buffers; the cube tutorial no longer
needs to know about Direct3D headers etc.
12 лет назад
Sam Hocevar
02e31f5c41
core: add a simple Array template class.
12 лет назад
Sam Hocevar
24626c671f
tutorial: some refactoring in the tutorials.
12 лет назад
Sam Hocevar
fe9bab81c1
gpu: fix a great lot of Direct3D problems, spotted using PIX.
12 лет назад
Sam Hocevar
bfb0ad1e61
tutorial: use an interleaved vertex/color buffer.
12 лет назад
Sam Hocevar
48c7070243
gpu: replace exit(0) in D3D error checks with lol::Abort().
12 лет назад
Sam Hocevar
f7770f7387
gpu: add an Unbind() method for textures for clean up. Unfortunately
the Scene code still breaks Direct3D rendering.
12 лет назад
Sam Hocevar
6169c874e4
gpu: port the vertex buffer abstraction layer to OpenGL.
12 лет назад
Sam Hocevar
f7e202a7c8
gpu: implement vertex buffer streams for Direct3D. OpenGL is missing for now.
12 лет назад
Sam Hocevar
2601c970a2
gpu: refactor the vertex declaration code to allow several vertex streams.
12 лет назад