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Ithasreturned #123
Ithasreturned #123
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switch (flags) { | ||
void ShaderBuilder::addVertexShaderString(Common::UString &header, Common::UString &body, uint32 passType, uint32 blendType, bool isGL3) { |
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The parameter blendType
is unused in this method (and will throw an "unused parameter" warning). Please wrap blendType
in the UNUSED()
macro to document that it is unused (and silence that warning).
Keep in mind that commit messages should, after the subsystem tag, start with a capital letter and shouldn't end with a period. I.e. it should be "GRAPHICS: Render decals after primary mesh data" instead of "GRAPHICS: render decals after primary mesh data." |
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Addition of shared mesh and increment/decrement changes to track them.
A shader renderable is really a description of how to render something, so add support for it to modelnode.
Load appropriate index and vertex data into _mesh, suitable for modelnode rendering.
model_nwn now has a defalt shader renderable. It is not not copied when inheriting from a parent node.
ModelNode now takes the parent transform as a parameter to the render function. This is necessary because _absolutePosition is relative to the parent, not the world, coordinates. Updates to switch the projection matrix between 3d perspective and orthogonal has also been included in this commit.
ShaderRenderable now properly increments and decrements component resource counts as they are added or removed.
Add colour support when rendering text using texturefont. This is known to work with NWN, but may break other games.
Use shaders for Jade Empire abfont text rendering. Portraits should really be made to work again soon.
Black borders around portraits supported. Only black. This commit includes rebase fixes for glm transform support.
Use radians when setting a node's orientation, not degrees.
Allow modelnodes to specificy an alpha value even without a valid _mesh component.
Start to use renderImmediate and queueRender over normal render calls to allow per-game shader based rendering easier.
On call to finalize in Model, make sure createAbsolutePosition is called to ensure transformation matrices are up to date.
With Mesa supporting GL3.2 compatibility profiles, update code to render properly on the GL3.2 code pathways.
To avoid affecting working games, create separate render pathway for the shader work. This can be enabled at engine initialisation.
Use old rendering pathways if shaders are not in use. This is incomplete work.
All orientation in degrees, with conversion to radians prior to any call to glm::rotate.
Use command line option --opengl3=true/false to specify if GL3.2 should be attempted or not.
Fix rotation on the shader based rendering path.
Only attempt to plug in raw mesh data if the node is of type mesh for Dragon Age. Actually create rawMesh as well.
Sonic uses an orthographical projection, not a 3d perspective projection, so don't assume 3d perspective in renderWorld.
Always add meshes from KotOR to MeshMan, else they are not freed at program exit.
Suppress excessive development output when loading Jade Empire models.
Delete ABCFont renderable and material properly.
Assign name before passing mesh to MeshMan to have MeshMan accept the mesh and later properly delete it.
Properly save Jade Empire mesh data to MeshMan, so that it's correctly freed later.
Probably a good idea to add created meshes to MeshMan in all cases.
Create rawMesh correctly, and assign data to MeshMan correctly.
Remove outdated material build for Jade Empire that relied on the older shader construction routines.
Remove strings and deprecated shader building system.
Old shader construction code is deprecated, remove it from KotOR.
Remove deprecated shader construction code from The Witcher.
ShaderBuilder is deprecated, and removed.
GRAPHICS: shader support
Support runtime generated shaders, and shader based rendering of world geometry.
GUI is not rendered using shaders. OpenGL compatibility profile still required for GL3.2
to be used.