RoosterDragon
277699cbd5
Fix CA1822
2023-06-06 11:51:47 +03:00
abcdefg30
5bf7fe852c
Remove the copyright year numbers
2023-01-11 11:58:54 +02:00
Vapre
7005da3592
SpriteRenderer, do not copy vertex array data each flush.
2022-11-14 23:33:24 +01:00
AspectInteractive2
a1a50d6c98
Added rotation logic to the renderer to enable the use of Interpolated Facings.
2022-07-17 17:03:53 +02:00
abcdefg30
6a31b1f9f3
Update the copyright header year
2022-05-28 00:35:10 -05:00
penev92
8ba6d13b2f
Removed unused using directives
2021-10-15 13:12:33 +02:00
Paul Chote
512dee0ac0
Fix rendering glitches with EnableDepthBuffer disabled.
2021-08-25 17:42:44 +02:00
Paul Chote
ef1aee5e95
Fix and document the depth buffer calculations.
2021-08-20 20:17:55 +02:00
Paul Chote
962d6496bd
Overhaul depth preview rendering:
...
* Replace Jet color map with grayscale
* Added Shift + \ hotkey to toggle preview
* Added Shift + [, Shift + ] hotkeys to change contrast
* Added Shift + ;, Shift + ' hotkeys to change offset
2021-08-20 20:17:55 +02:00
Paul Chote
24f64ae1a8
Fix an edge case where the wrong sheet may be mapped to a depth sprite.
2021-07-25 19:20:19 +02:00
Paul Chote
70892a6661
Change DrawSprite calls to provide scales instead of sizes.
...
This allows us to remove a hacky workaround for calculating
depth offsets when sprites have size.Z == 0.
2021-07-25 00:32:17 +02:00
Andre Mohren
6810469634
Updated copyright years.
2021-06-29 18:33:21 -05:00
Paul Chote
c64cfea179
Allow mods to downscale framebuffer resolution for large world viewports.
2021-05-16 14:22:52 +02:00
Paul Chote
0735345674
Set world framebuffer size based on minimum zoom.
...
This avoids reallocating buffers each time the player changes zoom level.
2021-05-16 14:10:32 +02:00
Paul Chote
95f5d162ef
Increase SheetCount back to 8.
...
This was previously decreased to support legacy GPUs
that only supported 8 texture image units and we need
to reserve one of these for the palette texture.
OpenGL 3.X mandates a minimum of 16 (and most most GL2
cards also supported it) so we can now safely increase
this limit.
2021-05-16 14:10:32 +02:00
teinarss
10676be377
Replace F extension with string interpolation
2021-05-08 22:20:59 +02:00
Castle
12b6bb9448
Allow BlendMode of RgbaColorRenderer to be changed
2021-03-23 17:07:20 +01:00
Paul Chote
142870d78a
Support multiple sheets in TerrainSpriteLayer.
2021-01-16 22:09:08 +01:00
Paul Chote
67754e8693
Add alpha support to SpriteRenderer.
2021-01-06 00:06:51 +01:00
teinarss
2c9a36b9a3
Update float3 to readonly and use in modifier for parameters.
2020-12-02 20:37:50 +01:00
RoosterDragon
e11c8436bd
Misc changes to reduce allocation:
...
- Avoid creating new strings in SpriteRenderer.Flush.
- ProductionQueue.CancelUnbuildableItems can exit early if the queue is empty. It can also use a set of names for quicker lookups.
- OpenGL.CheckGLError avoids a Enum.HasFlag call.
2020-10-17 23:48:48 +02:00
Paul Chote
ac7eda8ca2
Add support for rendering tinted artwork.
2020-07-13 14:02:02 +02:00
abcdefg30
23b3c237b7
Update the year numbers in all license headers to 2020
2020-01-05 17:00:34 +00:00
Paul Chote
860117daf9
Implement optimized pixel-art antialiasing mode for non-integer world zoom.
2019-12-13 21:29:43 +01:00
Paul Chote
8c41e6a3f7
Remove redundant zoom parameter.
2019-12-08 04:36:31 +01:00
Paul Chote
c0ee346c1c
Render via an intermediate frame buffer.
2019-09-04 20:20:04 +02:00
Paul Chote
ab4a7e3558
Replace System.Drawing primitives with our own.
2019-03-04 18:26:42 +00:00
abcdefg30
cadbd0d9ab
Change the year number in all cs headers from 2018 to 2019
2019-01-26 23:15:21 +01:00
Paul Chote
95c5c683e3
Limit samplers to 8 in combined.frag.
...
The additional palette sampler wasn't accounted
for in the original PR.
2018-11-01 14:38:57 +01:00
Paul Chote
8c0f4fde81
Fix newlines in C# files.
2018-07-01 11:08:32 +02:00
Paul Chote
9ff177359b
Split IGraphicsContext from IPlatformWindow.
2018-06-13 18:45:21 +01:00
Paul Chote
ab14a86d39
Rename Renderer.Device to Renderer.Window.
2018-06-13 18:45:21 +01:00
Paul Chote
8461a82577
Remove requirement for depth sprites to share color sheet.
2018-06-04 23:33:57 +02:00
Paul Chote
bfcbe8c004
Improve batching by binding up to 8 simultaneous textures.
2018-06-04 23:33:57 +02:00
Paul Chote
131496ebf8
Merge RGBA sprite rendering into SpriteRenderer.
...
Renderer.RgbaSpriteRenderer is kept as a thin
wrapper to maintain compatibility with consumer
code.
2018-06-04 23:33:57 +02:00
RoosterDragon
8ec90525e3
Change Shader.Render to Shader.PrepareRender.
...
Instead of running the shader operation as an action, just run it after the shader is prepared.
2018-05-29 23:05:39 +01:00
Paul Chote
a329711011
Render lines using SpriteRenderer without breaking the batch.
2018-05-23 23:28:22 +02:00
Arular101
8a60918841
Update copyright notice year to 2018
2018-01-17 00:47:34 +01:00
Taryn Hill
43317e0f5d
Update copyright notice year to 2017
2016-12-31 23:46:13 -06:00
Paul Chote
2915db67c4
Add depth buffer support to sprites and sequences.
2016-04-15 09:42:29 -04:00
Paul Chote
dabea59b7d
Pass depth scale factors to vertex shaders.
2016-04-10 09:41:01 -04:00
Paul Chote
e71225496b
Clarify GPL version.
2016-02-21 16:30:48 +00:00
Paul Chote
b396965fd9
Update licence header year.
2016-02-21 16:27:31 +00:00
Paul Chote
a754a96b77
Convert SpriteRenderer to TriangleList.
2015-12-26 12:46:54 +00:00
Paul Chote
83949b250a
Add a visualisation mode for depth sprites.
...
For now this displays the raw sprites. It will
eventually be repurposed for rendering the proper
depth data.
2015-10-17 22:35:47 +01:00
RoosterDragon
92389916a6
Cache the simpler delegates used in IShader.Render calls.
2015-07-15 21:09:11 +01:00
RoosterDragon
1e60a0ca76
Create only one scratch vertex buffer for rendering.
...
Previously several buffers were created but only one was ever used.
2015-06-05 21:32:07 +01:00
Paul Chote
629f877032
Extract terrain vertex buffer into a reusable class.
2015-05-29 19:06:11 +01:00
Paul Chote
5532ed4fc9
Remove now-redundant blend code.
2015-05-23 08:50:28 +01:00
Matthias Mailänder
63e4d40770
add alpha channel to every possible blend mode
2015-04-26 09:22:19 +02:00