Commit Graph

144 Commits (master)

Author SHA1 Message Date
Günther Brammer 20577f8575 GL: Identifiers starting with GL_ are reserved for the implementation
Some compilers are less strict about this than others, unfortunately.
The Gallium one complains with

preprocessor error: Macro names starting with "GL_" are reserved.
2012-05-30 23:34:08 +02:00
Nicolas Hake e0bde2256a GL: Make max uniform count available to shader and work around low limits (#786)
beliar reports that his driver doesn't support the number of fragment shader
uniforms that we're using in the landscape scaler. By making the reported limit
available to the GLSL code, it can use a workaround using a 1D texture to
transfer data.
2012-05-28 16:05:30 +02:00
Julius Michaelis 9166c770ef <Ringwaul> Soooo I was thinking [\n] The Savegames folder should have the floppy disk icon instead of the standard book 2012-05-22 23:20:01 +02:00
Charles Spurrill 10739a4d78 re-added airplane to StartupScenSelIcons.png 2012-05-22 13:54:15 -07:00
Charles Spurrill fe866111ef added floppy-disk icon to StartupScenSelIcons.png 2012-05-22 13:28:17 -07:00
Tobias Zwick 61c348a3e2 update credits 2012-05-10 21:40:17 +02:00
Felix Wagner ef00b15e65 Raped the dialogue pic to fit to the new arrangement (sry Ringwaul...) 2012-01-29 02:26:27 +00:00
Felix Wagner d468862159 Player options dialogue, let the player choose a clonk skin 2012-01-29 02:16:22 +00:00
Günther Brammer e432f5bc42 Endeavour.ttf update 2012-01-12 01:35:19 +01:00
Felix Wagner 9c82958fa1 Little tweaks for the player options dialogue 2012-01-25 04:53:59 +00:00
Charles Spurrill 4272b0e5ea Player Options Dialogue Box: Ink markings aren't offset 2011-10-25 15:14:32 -07:00
Felix Wagner 610940ceb8 Version corrected 2011-10-13 00:43:16 +01:00
Tobias Zwick 2b70a27df2 slightly update credits 2011-09-29 23:11:43 +02:00
Günther Brammer e61c0f1393 Remove some obsolete files from Graphics.ocg 2011-09-23 01:40:28 +02:00
Charles Spurrill 749511d0ea Simpler "shaded black" slider graphics 2011-09-20 05:11:25 -07:00
Charles Spurrill 3c09df8878 Removed old clonk from Loader image (as was done with the others) 2011-09-18 18:32:04 -07:00
Tobias Zwick c4e4694b61 even more sound effects license updates 2011-09-18 19:05:33 +02:00
Charles Spurrill a6946b27a8 authors.txt in graphics.ocg updated 2011-09-18 05:23:43 -07:00
Charles Spurrill eca975d833 A bunch of new and/or improved frontend graphics 2011-09-18 05:12:08 -07:00
Tobias Zwick dd5291b5ab crlf 2011-08-29 23:45:14 +02:00
Tobias Zwick 89d9a43244 clouds license info 2011-08-29 22:28:05 +02:00
Tobias Zwick 69ba1fa9af new Clouds1.jpg 2011-08-29 22:25:39 +02:00
Peter Wortmann c0df3afedc Material texture animation support
Use by having texmap entries of the form "Mat-Tex1-Tex2-...". Right
now the speed is hard-coded to one phase per second.

The general idea is that the 3D texture contains all texture
transitions somewhere in the form of two textures with neighbouring
3D coordinates. There's some room for optimization here, of which
the code exploits some. Being smart can be arbitrarily hard actually.
2011-08-20 01:25:08 +01:00
Tobias Zwick 532cea1abe removed Cursor graphics in different sizes 2011-08-18 19:06:49 +02:00
Tobias Zwick f025edb4a9 removed Portraits
+ CustomMessage now uses a normal picture of a definition/object
+ BigIcon is now the small (and only) "Portrait" the player chan choose
+ In future, one could of course make the max size of the BigIcon bigger
2011-08-05 14:58:16 +02:00
Tobias Zwick a5a9e3b23a new clonk-head graphics 2011-08-05 14:54:54 +02:00
Tobias Zwick 4a517e06b6 #394 - Separate graphic for "Mouse Over" for main-menu buttons and Icons 2011-08-05 14:24:41 +02:00
Peter Wortmann a3801f77b3 Scaled up scaler. Now HQ8x-equivalent!
Also means we will have to think about mip-mapping on the scaler
soon. We might want to disable the scaler for zoom levels < 1
anyway - but right now the shader isn't flexible enough for that.
2011-08-03 23:51:01 +01:00
Peter Wortmann 0a8e09abcf CPU-side scaler more resistant to GPU rounding troubles 2011-07-25 22:12:12 +01:00
Peter Wortmann cd2582728c Fixed last commit 2011-07-25 02:12:31 +01:00
Peter Wortmann 6394061f3d Calculate scaler coordinate in CPU
Uses up another color component, but might be faster for some GPUs?
We will see.
2011-07-24 22:50:52 +01:00
Peter Wortmann 475b990994 Shader: Removed test code 2011-07-03 22:52:11 +01:00
Peter Wortmann 3bf8b24624 Shader: Moved rounding to a separate function
Newton might need a special version of it.
2011-07-03 19:34:54 +01:00
Peter Wortmann 0a8aa19939 Even more complicated other detection.
Probably the best I can do without having the shader recognize
even more special cases.
2011-06-20 00:15:15 +01:00
Peter Wortmann 5738bdb86f Use texture2DLod again, fallback to texture2D
Using the walkaround mechanism we can now safely try whether the
driver has a problem with texture2DLod getting used in the
fragment shader. It might be against the standard, but I see no
reason why I shouldn't try - it did improve things for my old
driver.
2011-05-29 16:13:01 +01:00
Peter Wortmann 26f51432c8 Fixed brightness calculation 2011-05-28 23:07:41 +01:00
Peter Wortmann 7075f00c62 Improved edge handling
Now using the best algorithms I could think of, meaning that quite
a lot of information is stashed into the scaler texture in order to:

1. Reliably find the "other" pixel to interpolate towards using the
   scaler. The approximation used before would use invalid texture
   coordinates when interpolating.

   This now allows us to calculate the shading for this "other"
   pixel as well, which actually caused even more visible artifacts.

2. Decide how to calculate the shader for the point rendered. In
   case we are in the middle of a material, we want GL to interpolate
   the normal so we get a nice smooth sub-pixel gradient. On the
   edges, however, we would get interpolation between normals of
   different materials, which looks ugly.
2011-05-28 18:22:56 +01:00
Peter Wortmann 8204c8d644 Introduced a woraround for missing array support. Some major clearnups.
Now especially has a few debugging options that make it easier to
spot when texture coordinates are not calculated accurately. Use
DEBUG_SEPERATOR_TEXTURES to add nasty stripe textures that should
(in theory) never be visible. Set DEBUG_SOLID_COLOR_TEXTURES on top
of that to replace all materials with dark solid colors to make the
stripes more clearly visible.
2011-05-28 15:18:40 +01:00
Peter Wortmann 1c109b5db4 Use texture2D instead of texture2DLod again
Seemingly my new graphics driver has fixed the bug - I can't
reproduce the original problem anymore.
2011-05-24 21:57:37 +01:00
Peter Wortmann 1334a494eb Removed gl_TexCoord declaration as well, Mac GLSL driver objects 2011-05-24 10:29:08 +01:00
Peter Wortmann 27d3869ca3 Shader now only requires GLSL 1.10 instead of 1.30 2011-05-24 01:32:20 +01:00
Peter Wortmann 8d276063fe Fixed line endings and depreciation warnings in shader 2011-05-24 00:42:51 +01:00
Peter Wortmann a02ccafc4d Shader landscape rendering, first simple version (scaler, shading) 2011-05-24 00:12:19 +01:00
Armin Burgmeier 41a1b5867d Change .c4g extension to .ocg 2011-03-13 16:16:45 +01:00