Commit Graph

111 Commits

Author SHA1 Message Date
Raphael Junqueira 6b03dd5c85 - move input and output data in VertexShader struct
- better traces
- specific input data filling function for vertex shaders using vertex
  shader declaration (and not FVF ... maybe FVF will return for fast
  path with simples vertex shader declarations)
- huge vertex shader fixes:
  - add and fix many vs (1.0->2.0) used opcodes in complex shaders
  - improvements to programs parser: parse comments, version, ..
  - add a vertex shader input filler function (parsing vertex shader
    declaration): almost complete
- comments most of the traces (else flood ...)
- add more urls in comments
- indent, cleanups
2003-01-14 20:29:33 +00:00
Raphael Junqueira 559b10699f - integration with DrawPrimitive
- remove non-esthetic c++ comments into c comments block ;)
- more more debug
- indent, cleanups
- trying to use DIFFUSE and SPECULAR for vertex shader
- many fixes
- integration with Jason's texture patch
2003-01-02 17:59:01 +00:00
Jason Edmeades 13ee7cd154 Query opengl to ensure it supports multitexture, and honour the number
of supported texture units. Especially important for NVidia drivers
which only support 2 texture units.
2002-12-23 01:34:59 +00:00
Raphael Junqueira 1df8f18e46 - some fixes in CreateDevice init
- vertex shader declaration parser (with output dump) and
   interpretation (generate the FVF descriptor for program input)
 - vertex shader program parser (with output dump)
 - software vertex shader program emulation
2002-12-18 05:05:41 +00:00
Raphael Junqueira e31ae92630 - some D3D8 fixes
- beginning of shaders support (Vertex and Pixel Shaders 1.1 on
  DirectX8)
- beginning of D3DX8 support the D3D8 utility API (very basic, only
  the core header)
2002-12-17 01:15:15 +00:00
Jason Edmeades ca6bcdcc99 - Stencil mapping now works (it helps to actually allocate a stencil
buffer).
- Texture mapping corrected if no real texture bound.
- Code now detects which opengl extensions are present - to be
  extended later.
- More debug tracepoints.
2002-11-06 19:56:32 +00:00
Jason Edmeades ec7155b608 - Initialize the texture state information.
- Add dummy textures so texture operations which dont reference the
  texture can work.
- Support 2d and 3d textures properly.
- Reapply the texture state information as textures get set, as opengl
  stores the state along with the bound texture whereas directx uses the
  current state information during the draw stage.
- 3rd attempt to sort out lighting, for programs which dont set normals.
- Temporarily silence some unnecessary fixmes.
2002-10-28 19:00:23 +00:00
Jason Edmeades 99cd0de7d9 Add the basic support for volume textures / volumes (3d textures). 2002-10-21 18:21:59 +00:00
Jason Edmeades 78a9bf8709 Significantly improve the lighting code. 2002-10-11 23:31:07 +00:00
Jason Edmeades 9240bc3fbe Various fixes, typos corrected and clarifying trace points. 2002-10-07 18:24:28 +00:00
Jason Edmeades 26258ce06a Initial D3D8 implementation. 2002-09-27 22:46:16 +00:00