Commit graph

146 commits

Author SHA1 Message Date
LMerckx
d76faf125c
GRIM: Simplify shaders for Raspberry PI (#2618)
* GRIM: Simplify shaders for Raspberry PI
2020-11-13 06:22:20 +01:00
Laurent Merckx
741cd5ddc7 GRIM: use GL_UNSIGNED_SHORT for glDrawElements instead of GL_UNSIGNED_INT (not supported for GLES <= 2) 2020-11-12 05:58:36 +01:00
Matthieu Milan
782bfa88ad
EMI: Fix screenshot when saving on ES2 (#2587) 2020-11-02 18:42:01 +01:00
Cameron Cawley
03e8f0ed2d
ENGINES: Remove code for toggling fullscreen mode (#2523)
* GRIM: Remove code for toggling fullscreen mode

* MYST3: Remove code for toggling fullscreen mode

* STARK: Remove code for toggling fullscreen mode

* ENGINES: Remove the fullscreen argument from initGraphics3d()
2020-10-14 07:49:28 +02:00
SupSuper
9ed8525c63 GRIM: Remove obsolete Windows headers 2020-10-09 21:24:52 +01:00
Pawel Kolodziejski
11f15a2bfa GRIM: Rename shaders files to be unique per engine 2020-10-07 00:37:20 +02:00
Pawel Kolodziejski
b8ae32d71b GRIM: Remove unused return value from GfxBase::setupScreen 2020-10-05 20:03:16 +02:00
Pawel Kolodziejski
fb636cadde GRIM: Drop setting windows title with used renderer. 2020-10-05 07:59:10 +02:00
Pawel Kolodziejski
a8b53f8f21 ALL: Avoid class names clashing with ScummVM classes 2020-09-28 18:47:10 +02:00
Pawel Kolodziejski
27e12d8a96 ALL: Eliminate LOCAL_PI macro 2020-09-23 23:20:23 +02:00
Dries Harnie
8c95812106 GRIM: Reset OpenGLS matrix stack in startActorDraw
Fixes #1591.
2020-05-17 10:00:15 +02:00
Mathias Parnaudeau
e395d8d15d GRIM: Fix resource leak calling releaseMovieFrame
In EMI and GRIM games, a resource leak was found with OpenGL and
OpenGL-shaders engines: releaseMovieFrame() was not called in the destructor
of these graphics drivers (and never called at all on exit).
This patch calls explicitely realeaseMovieFrame.

Note that is was already done correctly with TinyGL.
2020-02-21 07:16:34 +01:00
Pawel Kolodziejski
37c004f2cd GRIM: Prevent struct Lights clashing - fixing compilation with older compiler 2020-01-06 00:36:40 +01:00
Cameron Cawley
83002b66dc ANDROID: Clean up touch screen input 2019-04-12 20:30:17 +01:00
Matthieu Milan
9975b8695b GRIM: Image format must match internalformat for sprites too (ES2) 2019-02-01 21:47:47 +01:00
Bastien Bouclet
f4e3bd0424 GRIM: Take adventage of kFeatureFullscreenToggleKeepsContext 2017-09-01 09:26:57 +02:00
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
Paweł Kołodziejski
ca64a5677d Merge pull request #1258 from vpelletier/shader_lighting
GRIM, SHADERS: Toggle light inside drawMesh.
2016-07-14 09:55:55 +02:00
Bastien Bouclet
14b5763408 GRIM: Fix memory leaks related to EMI models 2016-07-12 06:16:36 +02:00
Bastien Bouclet
62bf521944 GRIM: Fix memory leaks related to the emergency built-in font 2016-07-12 06:16:35 +02:00
Vincent Pelletier
c57691c751 GRIM, SHADERS: Drop no-op calls in GfxOpenGLS::drawMesh.
disableLight/enableLight only set _lightsEnabled, and nothing reads it
between these two calls.
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
Bastien Bouclet
e97279aeab GRIM: Don't enable / disable GL_TEXTURE_2D in the programmable pipeline
It is an invalid operation.
2016-06-26 09:28:14 +02:00
Bastien Bouclet
0362ac0dbc GRIM: Don't use OSystem::getScreenPixelBuffer in the OpenGL renderers 2016-06-11 12:07:38 +02:00
Bastien Bouclet
3f295ec773 GRIM: Check at runtime that shaders are available 2016-02-06 08:53:42 +01:00
Bastien Bouclet
31715787ca SYSTEM: Add a system method for retrieving the screen framebuffer 2016-02-06 08:53:41 +01:00
Bastien Bouclet
6c78bcebe4 GRAPHICS: Move opengles2 files to the opengl folder 2016-02-06 08:02:49 +01:00
Paweł Kołodziejski
f40da7598e Merge pull request #1220 from vpelletier/move_computations_out_of_renderer
Move computations out of renderer
2016-01-09 12:17:35 +01:00
Vincent Pelletier
9bef2bd626 GRIM,EMI: SHADERS: Compute umbra angles cosine on set load instead of for each frame
Only benefits shaders renderer, as opengl/tinygl renderers leave such
details to the gl library.
Maintain saved-state compatibility by computing on restore.
2016-01-01 23:07:59 +01:00
Vincent Pelletier
ea8245696b GRIM,EMI: Scale intensity on change instead of for each frame
Also uniformises intensity scaling factor implementation across renderers.
Maintain saved-state compatibility by computing on restore.
2016-01-01 23:07:59 +01:00
Bastien Bouclet
8d5406720c ENGINES: Add a new 'renderer' option to replace 'soft_renderer'
'soft_renderer' was a bool and was not useful to select a renderer
in a list with more than two values.
2015-12-29 07:55:27 +01:00
Christian Krause
b186c21f85 EMI: Fix wrap around of Layers/Frames
This patch makes sure, that Layer::_frame is smaller than numLayers
of the bitmap in order to prevent out-of-bounds access to
BitmapData::_layers.
2015-05-16 10:39:08 +02:00
Christian Krause
d7e7ee214d GRAPHICS: Enable drawing of bitmaps/tiles with just one sub-image
Instead of using the number of sub-images to decide whether bitmaps
should be drawn using TIL information, better use the existance
of texture coordinates which are distinctive for tiles.
2015-05-05 23:19:16 +02:00
Dries Harnie
1d715329c2 Merge pull request #1187 from chkr-private/opengls-emi-fixes
GRAPHICS: Set uniform parameters for _spriteProgram
2015-04-28 16:57:55 +02:00
Dries Harnie
4955a71424 Merge pull request #1188 from chkr-private/opengls-fixes
GRAPHICS: Remove unused shader uniform variables
2015-04-28 16:52:15 +02:00
Christian Krause
a2e1c64d36 Merge pull request #1176 from chkr-private/screen-texture-lighting-fixes
EMI: Check bit in mesh face flags to disable lighting
2015-04-27 22:21:03 +02:00
Christian Krause
c2060b1649 GRAPHICS: Set uniform parameters for _spriteProgram
Set the uniform parameter for _spriteProgram
since they are needed by emi_actor.{fragment,vertex}
in drawSprite().
2015-04-27 21:46:16 +02:00
Christian Krause
4b8fcda1a1 GRAPHICS: Remove unused shader uniform variables 2015-04-27 21:01:42 +02:00
Dries Harnie
1bb9cd5258 EMI: Enable primitives drawing [OpenGLS] 2015-04-21 11:19:42 +02:00
Vincent Pelletier
8364862329 GRIM: SHADERS: Use the same coordinates as opengl renderer.
Reorder vertices to suit GL_TRIANGLE_STRIP instead of GL_QUADS.
Fixes Copal's computer display (checkbox border being offset) and save/load
menu arrows.
2015-04-07 08:52:22 +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
Bastien Bouclet
1908a43d18 GRIM: Actors and billboards should not share the same shader uniforms
Fixes Manny's smoke idle animation
2015-03-23 23:24:28 +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
2990d241e1 GRIM,EMI: SHADERS: cos() expects radiants, _(pen)umbraangle is in degrees.
Also, use cosf() instead of cos(), the latter working on doubles.
2015-03-22 14:15:30 +01:00
Vincent Pelletier
1ab56fa3cd GRIM: SHADERS: Get rid of the last mention of 1.3 intensity coefficient.
Also, reduce code duplication and avoid redundant divisions.
2015-03-22 14:15:30 +01:00
Christian Krause
a8460f4f3f EMI: Check bit in mesh face flags to disable lighting
Use bit 0x20 in the mesh face flags to disable ligthing. This
fixes the problem that once a previous screen is used as
texture (e.g. in the intro or for the transition effects
in set kab when walking eastwards or westwards), it is shown
too dark due to the applied static lighting for overworld
actors.
2015-02-24 22:49:48 +01:00
Christian Krause
28804cd9fe EMI: Flip y coordinate when creating screenshot textures
With OpenGL the created textures were mirrored in y direction
because OpenGL uses a different coordinate system where (0, 0)
is the bottom left corner.
2015-02-23 20:24:57 +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