- use of auto in some places (more of this to come)
- use for loops instead of iterators for most of the loops
- extracted glfw/glew code into it's own class
- make usage of std::filesystem instead of checking things with old C libraries
Signed-off-by: Alexis Maiquez <almamu@almamu.com>
~ material's binds are now a map by index so it's easier to use
- removed depth buffer for FBOs as they're not really useful (at least for now)
~ separated image setup in two stages so FBO creation happens before actually requiring them
- removed ping-pong FBOs where they didn't make sense
~ image's should now render to scene buffer directly whenever possible
~ better support for FBO scaling
~ rendering should now take into account targets and binds in a much better way
Signed-off-by: Alexis Maiquez <almamu@almamu.com>
~ deprecated --dir --pkg options, the software will automatically detect the background we're loading
+ first draft of FBO support, there's still some extra work to do
~ texture header is now hidden behind getters so the textures can be any kind of source
~ proper setting of resolution and translation variables for textures
~ simplified call flow for any pass rendering, removing render functions on effect and material
~ framebuffer setup has to happen before object setup in the scene
Signed-off-by: Alexis Maiquez <almamu@almamu.com>
+ added helper to parse vector4 data from json
- removed some old, commented out code
+ added support for getting textures from the shader's code too (fixes masks on some backgrounds)
+ added support for shader varibles with default values from shader's source code
Signed-off-by: Alexis Maiquez <almamu@almamu.com>
- removed irrlicht functions and types from the active codebase so it's no longer required at compile time (CContext still there as the code might be still be useful)
Signed-off-by: Alexis Maiquez <almamu@almamu.com>
~ written close to equivalent versions in OpenGL code using GLM and GLFW
~ written replacements for texture and package loading to not use irrlicht anymore
~ updated shader compiler as we now don't need to replace attributes anymore
+ added support for texture flags in the texture header (as they're needed for opengl to get proper information)
TODO: REWRITE VIDEO PLAYER SUPPORT AS THIS UPDATE EFFECTIVELY BREAKS IT
Signed-off-by: Alexis Maiquez <almamu@almamu.com>
~ removed reduntant code from CImage and made use of the new versions of the same code on CEffect, CMaterial and CPass to simplify the rendering code and make it easier to read
TODO: FIX MATRIX THAT VERTICALLY FLIPS THE IMAGES!
~ properly linked output from CMaterial, CEffect and CPass so a full render pass outputs something to the screen
Signed-off-by: Alexis Maiquez <almamu@almamu.com>
+ added parsing of bind section for shader passes
~ various new classes to properly handle texture targets, shader passes and materials
Signed-off-by: Alexis Maiquez <almamu@almamu.com>