EmeraldLockdown
0be198af89
Actually add metal files
2026-07-01 01:09:46 -05:00
EmeraldLockdown
073e38189b
Add metal render api
2026-07-01 01:06:11 -05:00
EmeraldLockdown
8f27c6614c
Get shaders up and running again
2026-06-30 09:53:31 -05:00
EmeraldLoc
79661cd3cd
Tidy up multipass shaders
...
There is a doulbe free bug somewhere here but need to move to macos for debugging
2026-06-30 08:22:40 -05:00
EmeraldLoc
e91e2157b2
Fix pass textures
2026-06-20 21:14:54 -05:00
EmeraldLoc
2b9b65fe94
Fix matrices
2026-06-20 20:29:32 -05:00
EmeraldLoc
b272a5421a
Update default shader, update some constant names to not be rubbish
2026-06-20 17:23:16 -05:00
EmeraldLoc
a308d8ac4d
ugh, none of those micro optimizations did anything
2026-06-20 15:42:57 -05:00
EmeraldLoc
b6aa182c88
Actual micro optimizations bro
...
im so cooked
2026-06-20 15:24:39 -05:00
EmeraldLoc
6c4cdfab64
remove some logging
2026-06-20 00:36:08 -05:00
EmeraldLoc
36ce238769
Only do fog calcs when necessary
2026-06-20 00:33:42 -05:00
EmeraldLoc
a460d5d38c
Optimize and fix uniforms in opengl
2026-06-20 00:13:12 -05:00
EmeraldLoc
932386b674
Cache uniform locations
2026-06-19 22:30:55 -05:00
EmeraldLoc
afc2bcc934
Fix uniforms overriding eachother
2026-06-20 01:34:02 -05:00
EmeraldLoc
477c197d9b
Fix hud in directx
2026-06-20 01:33:16 -05:00
EmeraldLoc
7593d0d2a5
fix directx cullin ig
2026-06-20 00:55:01 -05:00
EmeraldLoc
69a03c5cce
Move matrices, fog, and more to shader
2026-06-19 19:39:13 -05:00
EmeraldLoc
82360f44d9
Get first done
2026-06-19 16:08:44 -05:00
EmeraldLockdown
450a72e7c4
YOU SUCK WINDOWS
2026-06-19 14:26:17 -05:00
EmeraldLoc
14cd303dfd
This is the technically correct layout, lets see what windows has to say about it
2026-06-19 13:54:16 -05:00
EmeraldLockdown
afffc91744
Let me just..... undo that rq
2026-06-19 13:48:38 -05:00
EmeraldLockdown
9f0ef9da5b
Does this happen on linux?!?!?
2026-06-19 13:46:16 -05:00
EmeraldLoc
258225d97f
"fix" opengl uniforms
...
Should have spirv still get each uniform and add the uniforms name, size, and loc and still use the loc for opengl
The reason I dont want to have it use the name is because then there can be inconsistent results between opengl and directx
2026-06-19 18:28:25 -05:00
EmeraldLoc
b8d683b0d5
Fix opengl uniforms
2026-06-18 23:20:43 -05:00
EmeraldLoc
5f3cf69fac
Fix compilation errors on linux
2026-06-18 22:34:01 -05:00
EmeraldLoc
02dd40020b
Add frame passes to dx11, more uniform changes and fixes, parser fixes, autogen changes
2026-06-18 21:08:03 -05:00
EmeraldLoc
14fdb5187c
Add support for qualifiers like noperspective, do some rewriting on framepasses
2026-06-17 18:53:16 -05:00
EmeraldLoc
0f4fa7a664
Before the great reckoning
2026-05-25 22:15:55 -05:00
EmeraldLoc
6471135e39
Ton of changes, SPIRV, bunch of stuff
2026-05-15 19:26:37 -05:00
EmeraldLoc
b22fd664a7
Now it compiles on everything
2026-05-13 08:19:31 -05:00
EmeraldLockdown
af89544d35
Fix some issues
2026-05-13 08:07:57 -05:00
EmeraldLockdown
6fdb6a2f6b
Merge remote-tracking branch 'origin/dev' into shaders
2026-05-13 07:56:47 -05:00
EmeraldLockdown
14eabd5798
Weewoo
2026-05-12 21:44:18 -05:00
Isaac0-dev
76e6bf6bce
make it compile again
...
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(my fault)
2026-05-13 11:49:48 +10:00
Demi-kun
1139c0f67a
Re-Implement Sound Modes ( #1226 )
2026-05-13 10:48:15 +10:00
EmeraldLockdown
5a3ce71c6a
Fix a blunder by yours truly ( #1237 )
2026-05-13 09:58:13 +10:00
rPhase
c9154bc60b
Add missing Scale XYZ entry to graphNodeLots ( #1236 )
2026-05-12 19:31:03 -04:00
EmeraldLockdown
5a7b5096d1
Ok it works now!
2026-05-12 18:15:13 -05:00
EmeraldLoc
ec26a472ec
Always use FBO
2026-05-12 15:56:11 -05:00
EmeraldLockdown
699cfa7261
Linux help
2026-05-12 14:06:26 -05:00
EmeraldLoc
15b74bda1b
Fix a crash in gfx_opengl.c caused by matrix stack size being less than zero
2026-05-11 17:04:51 -05:00
EmeraldLockdown
7b1a6c0d21
More changes
2026-05-11 16:39:44 -05:00
Agent X
432b8721d6
Fix no icon on DirectX
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2026-05-11 17:09:57 -04:00
Agent X
63156acf39
Fix mouse input on DirectX
2026-05-11 17:06:15 -04:00
Agent X
07705adc67
Port trilinear filtering to DirectX
2026-05-11 16:52:09 -04:00
Agent X
3f79f261e9
Port lightmap color feature from OpenGL to DirectX
2026-05-11 16:37:57 -04:00
Agent X
19a429dbe5
Add built-in preset screen shader effects configurable through Lua ( #1217 )
...
* C++ lighting engine
Runs better using my new system for storing and iterating through lights.
I removed the lighting ctx profiler because after I've realized its very inaccurate and was probably programmed incorrectly from the start. Although I remember it working fine before and not constantly showing 20 ms or higher when I'm in an extremely simple level with extremely simple lights and the FPS is way too high for it to be taking 20 ms.
* Whoops
* Make some optimizations
* Fix small bug with LE inside graphics vertex function
I also brought back the lighting profiler because it's better than nothing.
* Some optimizations
* Cache active lights and 4 lights per vertex limit
Less branching and less iterating with the limit
* Screen shader effects for Lua [OpenGL]
Hue, saturation, brightness, contrast, exposure, dithering, posterization
Global = usually an object in the world
Non global = usually a screen element
Also:
* Changed skyboxes to use environment color instead of vertex color, visually identical
* Changed hud head texture to be non global
* changed power meter to be non global
* changed sparkles to be global
* changed some BBH vertex types to global
OpenGL renderer supported only for now.
* Add default values and better function names
Also fixed sizes in reset function
* Add scanlines effect
* Add global enabled function
* Fix some default values
* Hopefully fix white sparkles
* Whoops
* Address review
* Update function names
* Fix shader crash
* Address reviews
2026-05-11 15:59:48 -04:00
EmeraldLockdown
1f7519f68d
Multipass shaders
2026-05-11 12:08:13 -05:00
EmeraldLockdown
c7b2b2bb56
Update libs ( #1234 )
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2026-05-11 07:34:35 -04:00
Agent X
000dc5abc9
Auto updater improvements
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2026-05-10 23:48:10 -04:00