Cameron Cawley
4700a4110e
GRIM: Use the best pixel format for video playback
2024-11-03 09:40:07 +02:00
Le Philousophe
1c1125d8ac
GRIM: Refresh screen on a regular basis when possible
...
The only case where it's not possible is when we directly draw on OpenGL
backbuffer.
In TinyGL, we only update the backend screen without doing any
rendering.
2024-08-31 16:29:21 +02:00
Donovan Watteau
579a272211
GRIM: Fix -Wunused-private-field warning when there's no GL_ARB_fragment_program
2024-08-17 09:24:54 +03:00
Paweł Kołodziejski
20cb0ae228
ALL: Cleanup ResidualVM -> ScummVM
2021-12-26 21:19:38 +01:00
Eugene Sandulenko
abea37c9bb
ALL: Update ScummVM project license to GPLv3+
2021-12-26 18:48:43 +01:00
Cameron Cawley
ac37fe4044
GRIM: Avoid directly including system OpenGL headers
2021-12-09 22:37:27 +00:00
Paweł Kołodziejski
af37825be3
ENGINES: Replace PixelBuffer with Surface
2021-11-27 20:14:44 +01:00
Cameron Cawley
03e8f0ed2d
ENGINES: Remove code for toggling fullscreen mode ( #2523 )
...
* GRIM: Remove code for toggling fullscreen mode
* MYST3: Remove code for toggling fullscreen mode
* STARK: Remove code for toggling fullscreen mode
* ENGINES: Remove the fullscreen argument from initGraphics3d()
2020-10-14 07:49:28 +02:00
Paweł Kołodziejski
264f6f037b
ALL: Separate USE_OPENGL and USE_OPENG_GAME. Exclude WME3D for GLES2 for now.
2020-10-10 14:12:07 +02:00
Paweł Kołodziejski
6e619ca714
GRIM: Merge branch 'remastered'
2020-10-07 18:26:49 +02:00
Pawel Kolodziejski
b8ae32d71b
GRIM: Remove unused return value from GfxBase::setupScreen
2020-10-05 20:03:16 +02:00
Dries Harnie
5c813a8b64
GRAPHICS: Only manually pull pointers if USE_GLEW not defined
2015-05-11 16:57:05 +02:00
Joel Teichroeb
1afe52dcf9
Add overlays. Colour is currently wrong"
2015-01-28 20:44:27 -08:00
Christian Krause
56e13b52ca
EMI: Use half-transparent plane to implement dimScreen (OpenGL)
...
- instead of re-calculating the color values when dimming the screen,
better draw a half-transparent plane after drawing all non-overworld
characters
- fixes the issue that overworld actors were dimmed and that the
pause screen is transparent when the inventory is open
2014-09-13 10:43:33 +02:00
Joseph Jezak
ff9f26981c
EMI: Refactor to use a matrix for the camera.
2014-08-19 18:35:26 -04:00
Joni Vähämäki
9a87fa5d51
EMI: Parse per-texture blending mode from model data.
2014-08-12 17:46:42 +03:00
Joseph Jezak
e057c003c1
EMI: Calculate the bounding box using the actor's bounding box info.
2014-08-04 11:14:28 -04:00
Joseph Jezak
60fa48490e
EMI/GRIM: Rename getBoundingBoxPos to getScreenBoundingBox to better describe the behavior.
2014-07-30 15:23:53 -04:00
Pawel Kolodziejski
a39576d921
GRIM/EMI: attempt to fix over read buffer. cleanup types
2014-07-24 15:37:11 +02:00
Joseph Jezak
0866354007
GRIM/EMI: Rename setupCamera to better describe what it does.
2014-07-22 23:28:00 -04:00
Joseph Jezak
6068e94938
EMI/GRIM: Remove unsused roll parameter from setupCamera calls.
2014-07-22 23:27:56 -04:00
Joel Teichroeb
e97e61c619
Merge pull request #954 from chkr-private/savegame-screenshots
...
EMI: Implement screenshot thumbnails for savegames
2014-07-22 14:45:04 -07:00
Pawel Kolodziejski
90e7fa2fa7
OPENGL: remove GLU leftovers
2014-07-19 12:45:09 +02:00
Christian Krause
1e82136592
EMI: Implement screenshot thumbnails for savegames
2014-07-16 23:18:43 +02:00
Joni Vähämäki
88ec1d5285
EMI: Implement lighting for OpenGL Shaders renderer.
2014-07-05 14:09:56 +03:00
Joel Teichroeb
5f87912e91
Merge pull request #949 from Akz-/grim-quat
...
GRIM: Use quaternions for animation.
2014-07-04 10:45:32 -07:00
Joni Vähämäki
dbfec3b1e8
GRIM: Use quaternions for animation.
2014-07-02 22:29:37 +03:00
Christian Krause
565f488c58
GRAPHICS: Refactoring
...
Rename some variables and functions of the graphics drivers to distinguish properly betwen textures and materials.
2014-07-02 02:07:06 +02:00
Christian Krause
bf8501fd37
EMI: Clear depth buffer before starting to draw the Overworld
...
- all actors of the Overworld should cover any non-Overworld drawings
- Overworld actors need to use the depth buffer so that e.g. the
pause screen is drawn above the inventory
- this fixes issue #927 (inventory is drawn above background of pause
or menu screen)
2014-06-21 23:59:07 +02:00
Christian Krause
ec43bc6755
GRIM/EMI: Cleanup
...
- add override to overridden functions
- make sure that all overridden functions are virtual
- make local functions protected
2014-06-21 23:59:04 +02:00
Joel Teichroeb
a539832c78
Merge pull request #910 from JoseJX/FixGLTextureParams
...
EMI: Clamp sprites, repeat other textures.
2014-06-20 08:30:44 -07:00
Joseph Jezak
df3d63fc24
EMI: Add support for clamping sprite textures and repeating other textures.
2014-06-18 22:19:42 -04:00
Joni Vähämäki
b5cdd1240f
EMI: Only draw models for actors inside the view frustum.
...
This adds math classes for doing frustum culling in software. These could be used for optimizing performance in many other places as well. For example, if an actor is outside the view frustum, it may not be necessary to do expensive keyframe animation and vertex skinning calculations for that actor.
2014-06-16 15:42:18 +03:00
Joel Teichroeb
21ca0acedc
GRIM: Add override to overriden functions
2014-05-30 17:45:22 -07:00
Christian Krause
47251c0c09
EMI: Change drawing order of faces
...
If multiple faces of one model are referring to the same triangles, let
them overwrite each other so that the latest one will be visible. For
this purpose glDepthFunc is changed from GL_LESS to GL_LEQUAL so
that subsequent drawing attempts for the same triangle are not ignored by
the depth test.
This fixes the issue of the colored leg of the monkey bot in the end
scenes: the leg is drawn using color maps by the first face and using
textures by a following face.
2014-05-03 00:22:35 +02:00
Pawel Kolodziejski
8759900b6a
ALL: synced with ScummVM
2014-04-05 18:18:42 +02:00
sietschie
98e9b41010
EMI: Implement GetBoundingPos for EMIModel
...
Added the ability to compute the bounding boxes of models so that the
text can be correctly placed near the actors.
2013-12-10 17:19:07 +01:00
Dries Harnie
b1a910c800
GRIM/EMI: Refactor GfxBase::startActorDraw
2013-12-04 14:31:06 +01:00
Dries Harnie
43fcfa765f
GRAPHICS: Pass Mesh* to GfxBase::drawModelFace
2013-11-05 07:29:30 -08:00
Einar Johan Trøan Sømåen
fe3883cecd
GRIM: Reformat code to be closer to convention.
2013-07-09 21:12:55 +02:00
Dries Harnie
3196c0a0fb
EMI: Draw to depth buffer if sortorder >= 100
2013-07-02 00:22:58 +02:00
Dries Harnie
a723b0e3f5
EMI: Draw background layers at intervals
...
Previously, we split the background layers into everything
before SO 15 and after, and drew like that. However, this caused
the pink ship in shi.setb to not be drawn.
This patch draws the layers of the background at intervals of ten.
So if a set has six layers, layer 5 is the background and 4,3,2,1,0
are rendered at sortorder 40,30,20,10,0.
2013-06-29 14:41:17 +02:00
Paweł Kołodziejski
175620b62a
ALL: change license headers from LGPL to GPL, and few updates
2012-12-19 23:15:43 +01:00
Dries Harnie
bde37f96a8
EMI: Over-draw some actors in Set::drawForeground
...
EMI draws portions of the background over actors
with sortOrder >= 15.
2012-11-26 02:08:58 +01:00
Dries Harnie
6334cc0290
EMI: Gfx::startActorDraw() accepts a quaternion
2012-11-13 21:51:11 +01:00
Dries Harnie
1bc9155cb7
EMI: Move _current{Quat,Pos} up to GfxBase
2012-07-03 20:02:57 +02:00
Dries Harnie
9d8f2afd09
EMI: Proper rendering of setups (OpenGL)
2012-07-03 00:20:45 +02:00
Dries Harnie
662e247c77
EMI: Pass scene.roll to Gfx::positionCamera()
2012-07-03 00:20:39 +02:00
Joel Teichroeb
13a9e6fd3e
GRIM: Make TextObject use const where appropriate
2012-05-05 18:20:54 -07:00
Joel Teichroeb
b223ca4880
GRIM: Make PrimitiveObject use const where appropriate
2012-05-05 18:20:54 -07:00