Commit Graph

324 Commits

Author SHA1 Message Date
Jace a4b9521c34 CMAKE Conditional compilation against DirectX and OpenGL targets
...just don't enable both, okay?
2015-10-20 14:52:12 +02:00
Jace 80f34b27b9 OpenGL renderer back in working condition 2015-10-20 14:31:12 +02:00
Jace aacc194358 Passthrough shader for DirectX GUI 2015-10-20 13:52:07 +02:00
Jace 4175b29653 DirectX GUI rendering 2015-10-20 12:07:40 +02:00
Jace 3557b45440 PNG loader now converts RGB to RGBA, because we'd rather treat them the same way when rendering, especially in DirectX 2015-10-20 12:07:30 +02:00
Jace 4a3575190f DX sprites and stuff I guess 2015-10-19 17:48:07 +02:00
Jace 1abee730ec Moved shaders to separate OpenGL and DirectX folders 2015-10-19 14:08:12 +02:00
Jace d423239320 All vertex attributes now present in DX shaders 2015-10-19 13:53:12 +02:00
Jace e195e69408 Working DirectX textures 2015-10-19 13:39:00 +02:00
Jace a782e6b40a Successful DirectX context through GLFW, praise Gaben! 2015-10-19 13:39:00 +02:00
Jace 0666e8513f Split model file loading and buffer creation into separate classes 2015-10-19 13:38:46 +02:00
Jace 00f537bc03 Removed OpenGL specifics from RenderQueue 2015-10-19 13:38:12 +02:00
Jace 13360856f9 Separated OpenGL specific code into its own "compilation unit" 2015-10-19 13:37:59 +02:00
Stiffly 2c6ac49e15 Added particle event for each brick debris. poof! 2015-10-16 13:05:33 +02:00
Stiffly bf82e549aa Added VectorInterpolation function. Fixed time bug for particles. 2015-10-16 12:43:40 +02:00
Stiffly 0600230ed4 Merge remote-tracking branch 'origin/master' into water 2015-10-16 11:59:17 +02:00
Jace f335955396 Animation system now listens to pause events 2015-10-15 18:39:47 +02:00
Jace 862396e0fa Improved config loading to read default options from one file and overrides from another and merge differences properly 2015-10-15 17:55:56 +02:00
Jace f732687347 Fixed huge memory leak reading textures 2015-10-15 17:54:42 +02:00
Jace 4a031147a6 Added log level to config 2015-10-15 14:57:33 +02:00
Jace 4182ba52b8 Changed default log level to INFO 2015-10-15 14:57:33 +02:00
Jace 0e4cbf4009 Custom libpng error handlers 2015-10-15 14:57:32 +02:00
Jace 218de4b02e Custom error functions for PNG 2015-10-15 14:47:08 +02:00
Jace 8ecb1aa8c5 Fixed LOG_LEVEL not being defined correctly and therefore unchangable 2015-10-15 14:36:56 +02:00
Jace 2ddb1847c5 Added ability to save to ConfigFile 2015-10-15 14:10:22 +02:00
Stiffly e719a342f2 Master volume init values depends on configfile. 2015-10-15 14:03:06 +02:00
Jace a35d72cac3 Working skeletal animations!!! 2015-10-15 12:48:28 +02:00
Jace 1e3536e060 Taking the root node transform into account when loading model formats containing scene graph information. Needs more work. 2015-10-15 12:48:16 +02:00
Jace af8fc118b7 World initialization refactored to register system components and resources BEFORE initializing them all
because apparently we create entities in system initialization functions now and need all components to be registered and available.
2015-10-15 12:48:16 +02:00
tleety 52fe2e697e Added a config file and implemented code for it 2015-10-15 12:15:53 +02:00
Stiffly 46f3a9f72e Refactored CParticle->Radius to CParticle->Scale. Reviewed by Tobias Dahl aka Tleety. 2015-10-14 18:29:43 +02:00
tleety 5da96f40f3 Fixed so 42+ combo particle is shown when you have 42+ combo 2015-10-14 18:19:45 +02:00
tleety 6c41911233 Combos now show up as a particle when it is reset 2015-10-14 18:07:15 +02:00
Stiffly cbb6e7a04f Trail to individual brick debris.
Counter the particle spawn bug.
The bug occurs when the position is read as (0, 0) from the emitter. Similar particle removal bug appears when particles are deleted. Counterered  by deleting particle entities a little time before b2particles.
2015-10-14 17:40:24 +02:00
Stiffly e9ca58de64 Merge branch 'master' into water
Conflicts:
	src/game/Game/LevelSystem.cpp
	src/game/Physics/PhysicsSystem.cpp
2015-10-14 15:43:34 +02:00
PlatinumSkink b94eeac2cd Merge branch 'master' of https://github.com/teamfisk/AgileBreakOut 2015-10-13 18:34:46 +02:00
PlatinumSkink ffea58d41f ScreenShake works as intended at the press of E and upon calling the event. 2015-10-13 18:34:21 +02:00
viktorljung e6cffcb217 Merge remote-tracking branch 'origin/master' into Physics 2015-10-13 18:03:15 +02:00
PlatinumSkink 8762fe3513 Fixed minor sticky bug. 2015-10-13 18:01:10 +02:00
viktorljung 8b218a0103 Next level now working 2015-10-13 17:51:37 +02:00
viktorljung a5cb1ed77a Spin fixed 2015-10-13 17:47:53 +02:00
PlatinumSkink f773458654 Merge branch 'LevelSystemAndSuch' 2015-10-13 17:45:34 +02:00
Stiffly 5955a888d2 Merge remote-tracking branch 'origin/master' into water
Conflicts:
	src/game/Physics/PhysicsSystem.cpp
2015-10-13 17:44:05 +02:00
Stiffly 5040ff4649 added a radius distribution to randomize the scale. 2015-10-13 17:39:40 +02:00
viktorljung 40054cb40f Merge remote-tracking branch 'origin/master' into Physics
Conflicts:
	src/game/Game/LevelSystem.cpp
2015-10-13 17:32:07 +02:00
PlatinumSkink 36d0601dfd Added TravellingSystem for travelling to the next stage. Added incomplete ScreenShake. Ball now starts on pad. 2015-10-13 17:28:31 +02:00
viktorljung f86dc9a530 Needs some spinfixing 2015-10-13 17:20:32 +02:00
Stiffly 1065d3abc3 Merge remote-tracking branch 'origin/master' into water
Conflicts:
	src/game/Game/LevelSystem.cpp
	src/game/Physics/PhysicsSystem.cpp
2015-10-13 17:02:31 +02:00
viktorljung b8e1f6fcde Added brick break, needs more work with the removal code and particles 2015-10-13 16:18:46 +02:00
Stiffly 94cac38cc6 "Lightening" particle bugg fixed. Scale and alpha interpolation implemented through ScalarInterpolation-funtion 2015-10-13 15:22:11 +02:00