Commit graph

23 commits

Author SHA1 Message Date
marauder2k7
2b295fb7f0 rest of virtuals removed
virtuals removed and replaced with override where necessary on the rest of the code base, clang-tidy to the rescue.
2024-03-18 18:40:22 +00:00
marauder2k7
1e8841e6b5 pushed buffer creation up to the device level
now shaders ask the device to create a buffer, if a buffer of the same name and size already exist then a pointer to that buffer is returned instead. Going to see if something similar can be added to the opengl end.
2024-03-14 13:32:21 +00:00
marauder2k7
4a6fbd5811 DX and GL Geometry shaders added
Added the dx and gl geometry shader compile codes.
2024-03-06 13:51:50 +00:00
rextimmy
5a933c00d3 Removed old fixed function code from GFX. 2021-01-05 12:57:17 +10:00
Lukas Aldershaab
87dd7ffc4a Implement Singlepass Terrain Render 2021-01-01 21:06:01 +01:00
AzaezelX
b9c207765e uninitialized variables-gfx 2020-05-11 15:00:25 -05:00
AzaezelX
5112a98388 dx11 debugresult interpreter method (plugged into where we are finding issues with the material::mul switch on stateblocks 2019-07-22 08:39:51 -05:00
Areloch
60a29777fa WIP updated UI
WIP dark editor theme
fixed multiwindow
2019-05-09 00:11:49 -05:00
Tim Barnes
ab10cc0c87 timmy merge work 2018-11-28 17:51:52 +10:00
Azaezel
96101a0e56 correction for folks supporting older codebases outside of this engine: don't try and include the older directx library unless youre also deliberately using the older directsound end of things, and for dx11, reference the #include <d3d11_1.h> lib instead of the <d3d11.h> one to pair with the reference used by SDL2 2018-11-23 00:30:23 -06:00
Tim Barnes
9e65e940d0 lighting single buffer 2018-11-21 15:53:02 +10:00
Areloch
1f7cf55204 Add cubemap arrays, as well as control for generation of MIPs on texture targets. 2018-09-16 18:19:04 -05:00
rextimmy
5f69ab1264 Fix potential crash with D3D11 2017-08-12 19:24:09 +10:00
Areloch
e2f98f2641 Includes the D3D feature level detection. 2017-07-05 22:27:37 -05:00
Areloch
25686ed4be Implementation of sRGB image support. Overhauls the linearization setup to utilize the sRGB image types, as well as refactors the use of ColorF and ColorI to be properly internally consistent. ColorIs are used only for front-facing/editing/UI settings, and ColorFs, now renamed to LinearColorF to reduce confusion of purpose, are used for color info in the engine itself. This avoids confusing and expensive conversions back and forth between types and avoids botches with linearity. Majority work done by @rextimmy 2017-06-23 11:36:20 -05:00
Areloch
edd1e0a270 Removes Direct3D9 functionality. 2017-05-28 16:51:31 -05:00
rextimmy
86a95e748e Added getShaderModel string to D3D11 for use with shader version macros. 2016-12-30 11:40:00 +10:00
rextimmy
46037622c9 D3DPER debug events for DX11 2016-12-23 15:59:32 +10:00
rextimmy
48dc2551c4 GFXD3D11StateBlock improvements 2016-12-23 15:08:23 +10:00
rextimmy
983b3211ed D3D11 Feature level 10 support and D3D11 device cleanup. 2016-12-23 15:00:07 +10:00
rextimmy
efab1299ca DX11 multiple canvas support 2016-12-14 21:24:44 +10:00
James Urquhart
64b751a7c8 Basic port of code 2016-09-11 22:42:42 +01:00
rextimmy
1ff6f221fb Direct3D11 GFX device. 2016-03-20 21:48:52 +10:00