Commit Graph

11 Commits (e3017ba4ac67cc004271b74af5ceab9af83bb5aa)

Author SHA1 Message Date
Tushar Maheshwari a661eab867 Automatic fixes using clang-tidy for header files
A follow-up on a previous PR GH-41. The discussion in the forum can be
viewed at http://forum.openclonk.org/topic_show.pl?pid=33086.
Run clang-tidy (without auto, pass-by-value and using checks) to fix the
header files not modified in the previous PR.

Summary of the changes:

 - C++11 member initialization.
 - nullptr instead of 0 for pointers.
 - override for functions declared virtual in base class.
 - default trivial special member functions
2017-05-15 13:46:46 +02:00
Nicolas Hake eabca223f5 Update all copyright notices for 2016 2016-04-03 20:24:42 +02:00
Armin Burgmeier 8766f5123b Remove other usages of built-in GL matrices
Primarily for the FoW rendering, which now also uses (simple) shaders
without ftransform() everywhere. This also removes all GLU calls.
2015-12-31 17:30:21 -08:00
Armin Burgmeier de3ed60aa8 Avoid built-in GL matrices for mesh rendering
Instead, compute the projection, modelview and normal matrices explictly
and upload them as shader uniforms.
2015-12-24 23:02:03 -08:00
Armin Burgmeier a487457563 Add a 4x4 matrix class (StdProjectionMatrix)
This makes it easier to convert the projection and modelview matrices
to GLSL uniforms.
2015-12-24 23:01:52 -08:00
Armin Burgmeier a9967e7b16 Avoid built-in GL matrices for sprite rendering
Instead, compute the projection, modelview and normal matrices explictly
and upload them as shader uniforms. This is one step towards using the
OpenGL 3 core profile.
2015-12-19 22:37:36 -08:00
Nicolas Hake 5562b09dc4 Remove a lot of disabled legacy code, round 2
Maybe at some point we'll be rid of all the commented-out code that
nobody has looked at in years.
2015-03-25 20:02:53 +01:00
Nicolas Hake d2563fe345 Do skinning in hardware
Instead of transforming all vertices on the CPU every time an animation
progresses, we now only recalculate the skeleton, leaving the heavy
lifting for the GPU. This also means we no longer have to push all
vertices onto the bus every frame, because the mesh isn't changing and
can therefore be stored in a GL_STATIC_DRAW VBO when it's first loaded.
The downside of this approach is that there's only a limited number of
uniforms and vertex attributes we can pass to the shader. At the moment
these limits are a maximum of 128 bones per skeleton, and no vertex can
be influenced by more than 8 bones at once. So far this is no problem,
as the most complex skeleton in the base game uses less than 64 bones
and no more than 6 bone weights per vertex.
2015-02-27 21:51:58 +01:00
Nicolas Hake e0dc30c59a Update copyright notices
As discussed in http://forum.openclonk.org/topic_show.pl?tid=2917, I
have merged all copyright notices into a single file and referenced that
merged file from each source file.

For the updated source files, the timeline has been split into three
parts:
 1. Pre-RWD code (before 2001)
 2. RWD code (2001 through 2009)
 3. OpenClonk code (2009 and later)
All pre-RWD copyright notices have been left intact, as have RWD-era
copyright notices where the file did not have a RedWolf design copyright
notice but only individual author ones. All copyright notices of the
OpenClonk era have been replaced by a single notice ranging from the
first recorded year to the current year (2013). Mape code did not get a
OpenClonk Team copyright notice because it is somewhat separate from the
main OpenClonk codebase and has only been touched by Armin Burgmeier.
2013-12-23 13:03:19 +01:00
Armin Burgmeier 695a9a88c3 Add TransformBone and SetAnimationBoneTransform script functions 2013-05-27 21:33:29 +02:00
Armin Burgmeier 7e532c2bd6 Split math functions into StdMeshMath.{h,cpp} 2011-12-29 15:41:52 +01:00