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Author SHA1 Message Date
24c3f14c8c
include/Spectre/Input/InputEvent.h: Move Key::Type to Keyboard class 2020-02-01 15:49:53 +01:00
762d26f368
include/Spectre/Input/InputEvent.h: Move MouseButton::Type to Mouse class. 2020-02-01 15:49:52 +01:00
b2ca926a00
include/Spectre/Input/InputDevice.h: do not include "InputModule.h" 2020-02-01 15:49:50 +01:00
fb58490bfe
System/MessageQueue: Use PlatformEventQueue 2020-02-01 15:49:46 +01:00
1a218532c0
source/System/File.cpp: move path stuff to Path.cpp 2020-01-10 00:45:11 +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
8b96338e24
include/Spectre/Graphics/Font.h: Minor typo fix. 2020-01-05 23:20:00 +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
a6bfa15044
System/MessageQueue: postEvent() should not accept a reference. 2019-12-29 20:45:40 +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
9da8addeb2 include/Spectre/Math/Matrix4.inl: gcc complains about multiple definitions of Identity. just template the type instead of only allow float. 2019-06-01 21:06:59 +02:00
ffe75049d0 include/Spectre/Math/Matrix4.inl: gcc need "template<>" for Indentity variable. 2019-06-01 21:06:59 +02:00
77804b8620 include/Spectre/Math/Matrix4.inl: in matrix vector multiplication. for some reason g++ was not happy with calling the constructor. this works. 2019-06-01 21:06:59 +02:00
c590b5b16a include/Spectre/Input/InputDevice.h: include InputModule 2019-06-01 18:01:26 +02:00
ba11d5002b include/Spectre/Graphics/PixelFormat.h: Minor stuff. 2019-05-31 19:36:58 +02:00
d1b613058d include/Spectre/Math/Vector2.inl: minor fix. 2019-05-31 16:26:22 +02:00
0c76494939 include/Spectre/Math/Vector2.inl: less than or equal operator should be written as "<=" not "=<" 2019-05-31 15:46:40 +02:00
7bf8617267
include/Spectre/Math/Matrix3.h: minor comment fix. 2019-04-29 08:54:40 +02:00
84d773dc0d
Math/Matrix3: remove Zero static variable (default constructor creates a zero matrix). 2019-04-29 08:54:15 +02:00
4e29b3ea2c
include/Spectre/Math/Matrix4.inl: make sure the default constructor creates a zero matrix. 2019-04-29 08:48:40 +02:00
f1c68cb0b4 remove GLEW headers. 2018-05-14 16:28:06 +02:00
45a3362d99 include/Spectre/Graphics/OpenGL.h: include GLAD instead of glew. 2018-05-14 16:27:55 +02:00
e2195c1d49 Adding GLAD files. 2018-05-14 12:01:33 +02:00
17e580dfa2 include/Spectre/Graphics/Vertex2D.h: minor fix. 2018-05-12 19:22:01 +02:00
a0949b981f include/Spectre/Graphics.h: Adding getVersion() 2018-02-28 11:21:59 +01:00
93f869acc6 BatchRenderer2D: OpenGL Core profile requires the use of VAO, so implement that. 2018-02-28 00:42:09 +01:00
e57f099a3c include/Spectre/Math/Vector2.inl: fixing stupid error in one of the scalar compare functions (forgot to use the vector object) 2018-02-27 21:18:16 +01:00
72ee3fbfde include/Spectre/Math/Vector2.inl: fixing some scalar functions that did not have the correct function definition. 2018-02-27 21:14:54 +01:00
8686151215 ICamera: Adding getProjectionViewMatrix() 2016-06-27 15:48:47 +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
308e0dff6b Graphics/Text.h: Adding outline width/color. 2016-03-29 07:31:52 +02:00
2da2601149 GLContext: Remove bpp parameter from create()
Hardcode to 32 bits for now.
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