Commit Graph
41 Commits
Author SHA1 Message Date
Paweł Kołodziejski a1da2c22b1 GRIM: Janitorial 2022-06-06 08:42:54 +02:00
Le Philousophe c9b4949746 AMIGAOS: Improve shader compatibility
OGLES2 doesn't support uniform booleans so we use macros to make it use
integers in this case. For other platforms, this change should be a
noop.
OGLES2 doesn't like float suffix for constants, remove it as well.
2022-04-17 12:34:38 +02:00
Paweł Kołodziejski 66bc1955e8 GRIM: Cleanup pixel formats for textures 2021-12-04 22:21:12 +01:00
Orgad Shaneh a05e54f00c JANITORIAL: Remove trailing whitespaces 2021-05-04 11:46:30 +03:00
LMerckx d76faf125c GRIM: Simplify shaders for Raspberry PI (#2618)
* GRIM: Simplify shaders for Raspberry PI
2020-11-13 06:22:20 +01:00
Pawel Kolodziejski 11f15a2bfa GRIM: Rename shaders files to be unique per engine 2020-10-07 00:37:20 +02:00
Dries Harnie dbe9763af3 GRAPHICS: Define a ROUND macro instead of overriding round
Modern OpenGL implementations emit
>  "0:4(15): error: A shader cannot redefine built-in function `round'
>  in GLSL ES 1.00"

This commit uses a ROUND macro instead, which should not trigger this
error.
2019-12-17 10:18:17 +01:00
Vincent Pelletier ae6b5b8c8e GRIM: Add support for reversed 32bits color endianness.
Also, reduce differences between opengl and shader prepareMovieFrame.
2016-11-06 10:07:40 +01:00
Vincent Pelletier a53e36478c GRIM, SHADERS: Reduce differences between GRIM and EMI shaders. 2016-07-10 01:06:25 +00:00
Vincent Pelletier 7108b8cbe9 GRIM, SHADERS: Toggle light inside drawMesh.
Fixes appearance of roulettes in cn and beavers in dm (#1186).
2016-07-10 01:06:25 +00:00
Vincent Pelletier 4239446a70 GRIM: SHADERS: Use non-zero constant attenuation.
This is consistent with OpenGL default value for GL_CONSTANT_ATTENUATION.
2015-05-06 19:49:43 +02:00
Christian Krause 4b8fcda1a1 GRAPHICS: Remove unused shader uniform variables 2015-04-27 21:01:42 +02:00
Bastien Bouclet d1b72c7975 GRIM: Perform alpha testing when rendering actors with the shaders renderer
Fixes transparency for the tie rope and Glottis' head
2015-03-29 14:10:36 +02:00
Vincent Pelletier e9792c29ca EMI: SHADERS: Fix shadows. 2015-03-22 14:15:31 +01:00
Vincent Pelletier 1fd56d769c GRIM,EMI: SHADERS: Move 3 multiplication per light from CPU to GPU.
GPU already has to multiply intensity, this change just changes initial
shader-level intensity from fixed 1.0 to data value (after per-game
scaling). Use color w coordinate, as it already used as a boolean light
switch.
2015-03-22 14:15:31 +01:00
Vincent Pelletier 2b12ebbbe8 GRIM: SHADERS: Enable lighting. 2015-03-22 14:15:31 +01:00
Vincent Pelletier 25af91b4a8 GRIM: SHADERS: Pass light parameters to actor vertex shader.
They contain (pen)umbra angles for spotlights.
2015-03-22 14:15:30 +01:00
Vincent Pelletier c7faaff3a5 GRIM: SHADERS: Reorder declarations to reduce diff with EMI actor shader 2015-03-22 14:15:30 +01:00
Vincent Pelletier b2409b14ec GRIM: SHADERS: Rename light structure to Light
Same fix as 7543dee, to reduce diff between GRIM and EMI actor vertex
shaders.
2015-03-22 14:15:30 +01:00
Christian Krause 6d226501b5 EMI: Implement mesh-specific alpha values
- if Lua_V2::SetActorGlobalAlpha() is called with a mesh name,
  set a mesh-specific alpha value / mode
- use this alpha value in drawEMIModelFace()
- fixes the problem that the whole actor vanishes in some scenes
  (e.g. when entering or leaving the porch of the of LUA bar)
2015-02-17 01:57:07 +01:00
Joel Teichroeb 79772895be GRIM: SHADERS: Remove f literal suffix
Some Android shader compiler do not like it apparently
2014-09-17 19:18:55 -07:00
Dries Harnie c2318c7153 EMI: Use half-transparent plane to implement dimScreen (OpenGLS)
- instead of re-calculating the color values when dimming the screen,
  better draw a half-transparent plane after drawing all non-overworld
  characters
- fixes the issue that overworld actors were dimmed and that the
  pause screen is transparent when the inventory is open
2014-09-15 20:44:35 +02:00
Joni Vähämäki 8c14adb54f EMI: Implement projection shadows for OpenGLS renderer. 2014-07-20 22:11:08 +03:00
Joel Teichroeb 7a043645b3 GRIM: Fix the dim shader compilation on android 2014-07-07 17:12:59 -07:00
Joel Teichroeb 1688a74cf8 GRIM: Implement a dim shader 2014-07-07 15:38:34 -07:00
Joel Teichroeb 7543deea14 EMI: SHADERS: Rename light structure to Light
Fixes issues with some shader compilers
2014-07-06 10:08:44 -07:00
Joni Vähämäki 88ec1d5285 EMI: Implement lighting for OpenGL Shaders renderer. 2014-07-05 14:09:56 +03:00
Joni Vähämäki b87346f91f EMI: Sprite drawing fixes for OpenGL Shaders renderer. 2014-06-23 22:34:46 +03:00
Dries Harnie b0fd0d3edc GRAPHICS: Image format must match internalformat for ES2 2014-04-02 20:38:15 +02:00
Dries Harnie 32a232fd3e EMI: Update shader for actors and sprites [OpenGLS] 2014-02-11 02:30:29 +01:00
Dries Harnie ca20357bd5 GRAPHICS: Add shadow mode to grim actors [OpenGLS] 2014-01-23 20:03:22 +01:00
Dries Harnie 6c8a35e53b GRAPHICS: Transpose view/model matrices correctly 2014-01-23 20:03:21 +01:00
Dries Harnie f618b90d31 GRAPHICS: Stencil for grim shadows [OpenGLS] 2014-01-23 20:03:21 +01:00
Dries Harnie f4626819ce GRAPHICS: Disable lighting for now [OpenGLS] 2014-01-14 00:26:43 +01:00
Dries Harnie 3a9af2dabc GRAPHICS: Add support for Grim primitives [OpenGLS] 2014-01-14 00:26:43 +01:00
Dries Harnie 00e72387e0 GRAPHICS: Use RGBA for all textures [OpenGLS] 2014-01-14 00:26:43 +01:00
Dries Harnie 4157f52eb2 GRAPHICS: Drawing of actors [OpenGLS] 2014-01-14 00:26:39 +01:00
Dries Harnie ad64bdcbf6 GRAPHICS: Background drawing [OpenGLS] 2014-01-14 00:26:39 +01:00
Dries Harnie b8a4b1acc6 GRAPHICS: Support Smush [OpenGLS] 2014-01-14 00:26:39 +01:00
Dries Harnie 141cc5a42b GRAPHICS: Text drawing [OpenGLS] 2014-01-14 00:26:39 +01:00
Dries Harnie f2ff416c5d GRAPHICS: Emergency font [OpenGLS] 2014-01-14 00:26:39 +01:00