0c6105e418
WIP
2020-10-21 12:59:55 +02:00
f86a1ae90c
Merge branch 'maint-platform' into dev
2020-09-24 17:17:12 +02:00
d58c49421e
source/Graphics/OpenGL.cpp: in init() return false if display fails to be created.
2020-09-23 12:41:22 +02:00
afc1491718
Merge branch '6-abstract-filesystem' into dev
2020-09-17 09:50:06 +02:00
9e581ef859
source/Graphics/ImageLoader.h: remove unimplemented methods.
2020-01-19 22:01:26 +01:00
8a3b5a17d8
Graphics/ImageLoader: move decode() to loadFromMemory()
2020-01-19 22:00:56 +01:00
1a43bcd77a
source/Graphics/ImageLoader.cpp: use the new File API
2020-01-19 21:43:07 +01:00
59a4f1347a
source/Graphics/Shader.cpp: use the new File API
2020-01-19 21:43:07 +01:00
1a218532c0
source/System/File.cpp: move path stuff to Path.cpp
2020-01-10 00:45:11 +01:00
093149e72c
FontEngine/FreeType: move libWrapper to its own compile unit.
2020-01-06 00:38:06 +01:00
f72178ffd0
FontEngine: remove hinting (exists in FontDescripion class) and let child classes handle it.
2020-01-06 00:25:01 +01:00
6e14209aae
Font: add FontDescription class.
2020-01-06 00:18:07 +01:00
2dd1187ff2
Font: move Glyph to it's own header.
2020-01-05 23:40:25 +01:00
5c4eea4ae1
Font: rename Driver stuff to Engine and move subdirectory
2020-01-05 23:31:45 +01:00
2a111a237d
Move OpenGL headers from API to implementation.
...
We don't want to expose any OpenGL functions to client code. Because if we do, there is a chance we break client code if we switch implementation (Direct3D).
2020-01-03 20:30:08 +01:00
4df668e68f
Minor formating fixes.
2019-12-29 22:26:05 +01:00
f67f89715a
Adding bam build system.
2019-12-29 20:45:43 +01:00
a39069cdb9
GL/WGL: Upgrade to glad2
2019-12-24 20:29:16 +01:00
3b27db9435
include/Spectre/System/Log.h: implement a static "Log" class instead of just a function.
2019-11-10 14:56:56 +01:00
e10daeaaa6
Move everything from global namespace to "sp" namespace
...
When writing the X11 (linux) implementation there was a problem with X11 defining a "Display" type and we also have a Display class in the engine.
So to fix that problem and minimize the risk for running into other name conflicts. We move everything from global namespace.
2019-09-30 19:10:17 +02:00
87a59ef21f
source/Graphics/Shader.cpp: minor fix.
2019-05-31 20:19:00 +02:00
f3a3a6aa4d
source/Graphics: do not prefix standard c functions with "std::", also include the right files.
2019-05-31 20:14:47 +02:00
e2195c1d49
Adding GLAD files.
2018-05-14 12:01:33 +02:00
ebd598b2b0
Fixing a bunch of compiler warnings.
2018-05-12 19:31:34 +02:00
ede60da544
source/Graphics/Font/FreeTypeDriver.cpp: get rid of some compiler warnings by proper casting.
2018-05-12 19:25:57 +02:00
93f869acc6
BatchRenderer2D: OpenGL Core profile requires the use of VAO, so implement that.
2018-02-28 00:42:09 +01:00
babd741fa4
source/Graphics/Transformable.cpp: scale() should invalidate the transform.
2018-02-27 21:25:32 +01:00
ab9a7e576c
BatchRenderer2D.cpp: use ICamera::getProjectionViewMatrix()
2016-06-27 15:50:36 +02:00
6db9d81f45
BatchRenderer2D.cpp: Remove unnused variable.
2016-06-27 15:48:09 +02:00
5a48f0d8ca
source/Graphics/BatchRenderer2D.cpp: Sort by Z-order.
2016-06-26 17:16:04 +02:00
8ce53c41cb
Renderable2D: Adding Z order variable.
2016-06-26 17:15:49 +02:00
84ffd0189e
Renderer2D: reverse the relationship between Renderer2D and Renderable.
...
Pass Renderer2D to Renderable and have each subclass of Renderable decide what the Renderer should do (like drawText(), drawRect() etc).
This makes the Renderable more flexible. right now, each renderable has a texture, vertices and indices. but what if some renderables does not use textures? or more than one? What if some renderables are just a group of other renderables? (Scene Graph's).
If we instead just make Renderables implement render(Renderer2D& r) interface. we can make each renderable pass the data it holds to the renderer without a hard defined interface.
2016-06-18 13:26:08 +02:00
b2dbee33fb
Font: moving text size from font to Text object.
2016-05-05 11:04:54 +02:00
c74dda1200
include/Spectre/Graphics/Font.h: move texture variable into it's own struct.
...
When implementing rendering of glyphs with different properties: size, stroke width, bold etc.
We will need to store them in different textures.
2016-04-23 18:36:39 +02:00
1e5d448fa1
source/Graphics/Font/FreeTypeDriver.cpp: Take outlineSize into account when setting advance.
2016-04-17 22:48:45 +02:00
6306c1e647
source/Graphics/Font/FontDriver.h: Add support for outlines.
2016-04-17 22:18:24 +02:00
308e0dff6b
Graphics/Text.h: Adding outline width/color.
2016-03-29 07:31:52 +02:00
1423a161a4
source/Graphics/Font.cpp: resizeTexture() take pixelformat from current texture.
2016-03-28 17:23:20 +02:00
1a39c4bede
source/Graphics/Texture.cpp: cleaning up pixel store/format code abit.
2016-03-08 19:02:07 +01:00
151baaa8ff
Freetype: use actual metrics instead of bitmap data. also skip empty glyphs (whitespace chars/missing glyphs etc).
2016-03-08 15:14:54 +01:00
008cb6d33f
source/Graphics/Text.cpp: include Vector4.h
2016-02-17 13:28:32 +01:00
8675018522
Graphics: Change Vertex color to 4 components.
2016-02-02 00:09:29 +01:00
edfc5298e1
Initial commit
2016-01-10 09:26:43 +01:00