Commit Graph

11 Commits

Author SHA1 Message Date
Alexis Maiquez
fc150576eb Object and effect visibility can now be compared to project's properties
Signed-off-by: Alexis Maiquez <almamu@almamu.com>
2023-01-30 13:34:02 +01:00
Alexis Maiquez
c13d743022 Container access should happen through CContext
Textures now have a cache system that prevents loading them more than once

Signed-off-by: Alexis Maiquez <almamu@almamu.com>
2022-11-03 14:27:05 +01:00
Alexis Maiquez
9ff33ef61f Support for specifying FBOs texture flags
Further improvements on detection of combo values for shaders
Support for detecting visibility settings on effects

Signed-off-by: Alexis Maiquez <almamu@almamu.com>
2022-10-28 15:45:35 +02:00
Alexis Maiquez
adad3bd18c ~ Changed parser to give sane defaults to some values (like origin, scale and size for each object)
~ Improved path detection on command line arguments
- Removed references to old, deprecated options

Signed-off-by: Alexis Maiquez <almamu@almamu.com>
2021-11-29 12:57:15 +01:00
Alexis Maiquez
f5e943b0fc + added ansiotropic filtering
~ 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>
2021-09-28 21:41:24 +02:00
Alexis Maiquez
5828b2ee80 + added some extra documentation on rendering based on observations and trial and error
~ 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>
2021-09-27 01:39:23 +02:00
Alexis Maiquez
2432ec9a36 ~ some cleanup of todos and dead code
Signed-off-by: Alexis Maiquez <almamu@almamu.com>
2021-09-05 22:02:58 +02:00
Alexis Maiquez
291b7e364a - removed/commented out most irrlicht-specific code
~ 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>
2021-08-31 01:14:08 +02:00
Alexis Maiquez
c93c72edc0 + added orthogonal flag to the camera
~ 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>
2021-07-29 16:05:15 +02:00
Alexis Maiquez
8d2f2adcfa ~ added proper texture input/output
Signed-off-by: Alexis Maiquez <almamu@almamu.com>
2019-09-11 15:52:51 +02:00
Alexis Maiquez
cbe79b535b ~ changed wrong class name crom CPassess to CPass
+ 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>
2019-09-11 15:32:57 +02:00