sm64coopdx/levels/bbh
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
..
areas/1 Add built-in preset screen shader effects configurable through Lua (#1217) 2026-05-11 15:59:48 -04:00
coffin extract assets from rom at runtime (#4) 2024-03-23 16:11:30 -04:00
merry_go_round extract assets from rom at runtime (#4) 2024-03-23 16:11:30 -04:00
mesh_elevator extract assets from rom at runtime (#4) 2024-03-23 16:11:30 -04:00
moving_bookshelf extract assets from rom at runtime (#4) 2024-03-23 16:11:30 -04:00
staircase_step extract assets from rom at runtime (#4) 2024-03-23 16:11:30 -04:00
tilting_trap_platform extract assets from rom at runtime (#4) 2024-03-23 16:11:30 -04:00
tumbling_platform_far extract assets from rom at runtime (#4) 2024-03-23 16:11:30 -04:00
tumbling_platform_near extract assets from rom at runtime (#4) 2024-03-23 16:11:30 -04:00
geo.c Refresh 8 2020-04-03 14:57:26 -04:00
header.h Refresh 3 2019-11-03 14:36:27 -05:00
level.yaml Refresh 3 2019-11-03 14:36:27 -05:00
leveldata.c refresh 4 2019-12-01 21:52:53 -05:00
script.c Rewrote how players are initialized, stored, and displayed 2020-09-06 18:52:52 -07:00
texture.inc.c extract assets from rom at runtime (#4) 2024-03-23 16:11:30 -04:00