Commits

Author Commit Message Labels Comments Date
Alex Szpakowski
Renamed all instances of 'ShaderEffect' (previously 'PixelEffect') to 'Shader'.
Alex Szpakowski
Improved clarity of some comments, variable names, and functions
Alex Szpakowski
Merged from main?
Alex Szpakowski
Merged in from main repository (originally from love-mipmap fork)
Alex Szpakowski
Better boolean shader extern support
Alex Szpakowski
Added boolean value support to ShaderEffect:send
Alex Szpakowski
More minor graphics.lua cleanup
Alex Szpakowski
Cleaned up graphics.lua script a bit
Alex Szpakowski
Minor tweaks, balanced disable/enable clientstate calls in SpriteBatches
Alex Szpakowski
Changed shader source list from a vector of sources to a map of shader types to source codes
Alex Szpakowski
Changed some variable names to be more descriptive
Alex Szpakowski
Format luaL_error strings properly in ShaderEffect lua wrapper code
Alex Szpakowski
Removed unnecessary tabs from empty lines
Alex Szpakowski
More cleanup and some overdone comments
Alex Szpakowski
Minor cleanup
Alex Szpakowski
Uniform value defines now exist in both the vertex and fragment shaders
Alex Szpakowski
Changed vertex shader callback function name from 'transform' to 'position', added more vertex shader defines (some to make it easier to eventually have a GLES2 backend), hopefully updated Visual Studio project with changed filenames
Alex Szpakowski
opengl graphics module files now always include OpenGL.h rather than GLee.h
Alex Szpakowski
Add internal support for tesselation control and evaluation shaders (not that they'll ever be used), now that GLee has definitions for them
Alex Szpakowski
Update GLee to latest available version (supports extensions and versions up to when OpenGL 4.2 was released, old GLee only had GL3.0 support)
Alex Szpakowski
Bind texture id 0 (no texture) instead of disabling/re-enabling texturing entirely, when drawing graphics primitives. This both allows shaders to potentially use their own textures when drawing textureless primitives, and reduces overhead caused by constant GL state changes when drawing many graphics primitives.
Alex Szpakowski
Don't override texture binding check when calling bindTexture with a texture id of 0
Alex Szpakowski
Re-added "pixeleffect" graphics isSupported string for compatibility
Alex Szpakowski
Use GLSL #line preprocessor directive instead of manually trying to convert error message lines; flag shader objects for lazy-deletion after linking with program object instead of detaching them immediately (debuggers can now view source code of shader programs)
Alex Szpakowski
minor cleanup and fixes
Alex Szpakowski
Use initializer list copy constructor instead of per-element copying for shader source list in ShaderEffect constructor
Alex Szpakowski
ShaderEffects now take a dynamically sized list of source codes instead of one vertex and one fragment shader string
Alex Szpakowski
misc cleanup
Alex Szpakowski
shaders now use a static vector of counters for each texture unit to help keep track of completely free texture units
Alex Szpakowski
made ShaderEffects individully handle texture units for sent images/canvases, added GL helper function for quickly binding a texture to a specific texture unit, hopefully made ShaderEffects load and unload volatile better
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