halx99
ba65bdfa32
Revert 'Remove callbackUniforms support"
2021-09-30 22:33:23 +08:00
halx99
b478425a2d
Use more better typecast
2021-09-30 08:18:44 +08:00
halx99
5ef8402b59
Remove unused callbackUniforms
2021-09-30 08:18:01 +08:00
halx99
ed3a0d05ec
Move GL macros to backend MacrosGL.h
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a. Fix box2d-testbed crash on macos and ios
b. User should avoid use them at application
2021-07-07 13:52:56 +08:00
rh101
95cf5b5c2b
Merge: 2aa2d69151
b7506fed0c
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Merge branch 'vfs-support' of https://github.com/rh101/engine-x into vfs-support
2021-04-23 00:01:47 +10:00
rh101
54ffa13dff
Move PosixFileStream class to its own files
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Update UserDefault to work with FileStream
Fix undefined openFileStream on platforms other than Win32
2021-04-23 00:01:32 +10:00
RH
1e15ed4839
Merge: 2cef9f2e76
844119d162
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Merge pull request #3 from c4games/master
Sync with master
2021-04-22 21:48:49 +10:00
rh101
7540c06fd3
Use FileStream to write JPG images to disk
2021-04-22 21:36:26 +10:00
halx99
8ed6d34234
Explicit set cmake minimum version at app/build.gradle [ci build]
2021-04-22 11:40:53 +08:00
rh101
2bf12b2226
Add support for virtual file system via custom FileStream and FileUtils implementations.
2021-04-22 03:15:49 +10:00
halx99
6904b9f3f3
Fix depth stencil state/desc ( #321 )
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* Fix ds state
* fix 3d object not render
* Update DepthStencilStateGL.cpp
* fix ds, not complete
* fix image ref incorrect
* Fix metal captureScreen
* Share ds desc
needs restore properly after non-default render target destroy.
* fix gl compile
* Sync ds desc
* Only set vertex & index buffer once for batch draw
* Add set/get ds desc for renderer
* Refine code style
* Fix RenderTextureTest
a. should restore stencil desc properly
* Sync gl captureNode
* Sync GL
2021-01-31 22:22:52 +08:00
halx99
984c164c57
Sync yasio to 3.35.0 [ci build]
2020-12-21 18:12:13 +08:00
aismann
f38b271650
Update controller.cpp
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"Node: Physics" using Chipmunk2D (hardcoded on e.g.: CCPhysicsBody.cpp)
Maybe a Wiki entry is also usefull?
2020-12-20 07:11:13 +01:00
halx99
3ebb1f57c0
Fix next drawable maybe nil crash[ci build] ( #310 )
2020-12-17 15:31:16 +08:00
halx99
a060ef3bcb
Use DeviceGL to store defaultFBO
2020-10-27 16:58:37 +08:00
halx99
0830fe9c14
Only needs updateUniformID when set a unstable uniform variable
2020-10-23 15:07:18 +08:00
halx99
e4d8e60c0b
Since v4, no needs callback uniform, so mark setCallbackUniform deprecated
2020-10-23 11:57:17 +08:00
halx99
212148dc56
Remove unused varaibles
2020-10-20 19:38:33 +08:00
halx99
cca0739793
Refactor pixel format manipulate ( #217 )
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* PixelFormat use table
* Correct PixelFormat name to match 'GL_LUMINANCE'
* Up
* fix cube update texture enum
* linux build
* Refine ci
* fix linux build
* Remove unused function, match mtl framebuffer pixel format
* readPixels always RGBA format
* fix ci for linux
* fix linux build
* Remove unused functions
* fix travis
* fix android ci
* Update config.json
* linux glad
* Update CCGLViewImpl-desktop.cpp
* fix linux build
* Fix linux build
* Link issue [skip appveyor][skip travis]
* Update CMakeLists.txt
* Refine GL enums use
* Update test case name [skip appveyor][skip travis]
* fix linux link issue
* for mtl
* fix ci
* Tidy pixelformat enums
* fix ci
* fix rgba8 to abgr4 error
* fix ci
* fix ci for GLES
* Fix linux build, require glibc-2.27+
* Use properly dist for travis [skip appveyor]
* fix linux build [skip appveyor]
* Update install-deps-linux.sh
* Remove unused members for pixel block info, update external to v73
* Sync from compile linux warnings
* Remove unused check, and PixelFormat::A8 is ordinary format, not compressed format
* metal doesn't support rgb8 (#3 )
* Update CCTexture2D.cpp
* Refine code
* Pixel Format Descriptor Table
* fix ci
* BGR5A1
* Simplfy texture format convert function name
* Update
* rgba4 match mtl render format
* Add note about RGBA4
* Remove unused function
* fix osx
* Already converted at texture2d
* Clearly comment
* fixup
2020-09-25 11:07:56 +08:00
halx99
3eb2d51df9
Refactor render pipeline state ( #211 )
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* Refactor pipeline state
* Cache DepthStencil state for MTL renderer backend
2020-09-22 16:32:17 +08:00
halx99
6e7e117a0d
RenderTarget abstract, in-progress ( #210 )
...
RenderTarget abstract
2020-09-21 22:10:50 +08:00
halx99
759acc98a7
fix fbo attachment texture bind error
2020-09-13 19:17:49 +08:00
halx99
474531fda7
UtilsGL::readPixels also use PBO if available
2020-09-12 23:26:40 +08:00
halx99
3b71ea621a
Refine code
2020-09-12 15:34:09 +08:00
halx99
caf9d4b761
Remove test stubs
2020-09-12 14:52:39 +08:00
halx99
4f51702b66
a. Refine captureScreen, glReadPixels shoud from glviewport's origin.
...
b. Sets desktop GL min version from 2.0 to 2.1
2020-09-12 14:50:48 +08:00
halx99
4fc03985d3
Use glMapBuffer if available
2020-09-11 17:32:08 +08:00
halx99
a6b3fa91fd
fix ci
2020-09-11 13:38:05 +08:00
halx99
0365122f4a
v4 captureScreen API compatiable, gl needs flip always for capture
2020-09-11 11:57:55 +08:00
halx99
d2acbe176e
finish gl backend
2020-09-11 01:19:10 +08:00
halx99
b32b9b75e9
More clearly comment
2020-08-29 19:51:42 +08:00
halx99
998335b8af
More clearly comment for multi-textures support
2020-08-29 17:39:17 +08:00
halx99
32549195cf
fix multi-texture2d support
2020-08-29 16:56:48 +08:00
halx99
f45bcbc723
Refine sources
2020-02-15 10:48:44 +08:00
halx99
be59a192c1
Move maxTextureIdx to base texture class
2020-02-14 23:42:05 +08:00
halx99
46c8fff152
Merge: 5a83d24b2f
a460438c3b
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Merge pull request #56 from c4games/astc-ios
Make astc works on ios platform.
2020-02-14 23:23:07 +08:00
halx99
67c153f589
Make multi-meta-textures support works on Metal.
2020-02-14 21:40:33 +08:00
coulsonwang
3541d06339
set gl framebuffer read and write back again ( #20403 )
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* set gl framebuffer read and write back again
* update review
2019-12-29 23:07:19 +08:00
halx99
8df3d5e274
Init Commit
2019-11-23 20:27:39 +08:00