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2018-11-28Move client-specific files to 'src/client' (#7902)Quentin Bazin
Update Android.mk Remove 'src/client' from include_directories
2017-08-20Modernize code: very last fixes (#6290)Loïc Blot
Last modernization fixes
2017-08-19Code modernization: src/p*, src/q*, src/r*, src/s* (partial) (#6282)Loïc Blot
* Code modernization: src/p*, src/q*, src/r*, src/s* (partial) * empty function * default constructor/destructor * for range-based loops * use emplace_back instead of push_back * C++ STL header style * Spelling: vertice -> vertex
2017-07-11Add 'plantlike_rooted' drawtypenumber Zero
Useful for underwater plants. Node consists of a base cube plus a plantlike extension that can pass through liquid nodes above without creating air bubbles or interfering with liquid flow. Uses paramtype2 'leveled', param2 defines height of plantlike extension.
2017-07-01Include TILE_MATERIAL_OPAQUE in shaders header (#6086)stujones11
2017-07-01Tile material: Add 'TILE_MATERIAL_OPAQUE', use for drawtype 'NDT_NORMAL'stujones11
Prevents normal drawtype nodes having transparency. Avoids clients cheating by using 'x-ray' texture packs with transparent textures.
2017-06-26Isolate irrlicht references and use a singleton (#6041)Loïc Blot
* Add Device3D class which will contain IrrlichtDevice interface move getSupportedVideoDrivers to Device3D Add Device3D singleton & use it in various places Rename Device3D to Rendering engine & add helper functions to various device pointers More singleton work RenderingEngine owns draw_load_screen move draw functions to RenderingEngine Reduce IrrlichtDevice exposure and guienvironment RenderingEngine: Expose get_timer_time() to remove device from guiEngine Make irrlichtdevice & scene manager less exposed * Code style fixes * Move porting::getVideoDriverName, getVideoDriverFriendlyName, getDisplayDensity, getDisplaySize to RenderingEngine Fix XORG_USED macro -> RenderingEngine + create_engine_device from RenderingEngine constructor directly * enum paralax => enum parallax
2017-06-11Remove threads.h and replace its definitions with their C++11 equivalents ↵ShadowNinja
(#5957) This also changes threadProc's signature, since C++11 supports arbitrary thread function signatures.
2017-06-06Use C++11 mutexes only (remove compat code) (#5922)Loïc Blot
* Fix event LINT & remove default constructor/destructors * remove compat code & modernize autolock header
2017-04-19Fix various variables passed by copy instead of const ref (#5610)Loïc Blot
Pointed by cppcheck
2017-01-23Add hardware node coloring. Includes:Dániel Juhász
- Increase ContentFeatures serialization version - Color property and palettes for nodes - paramtype2 = "color", "colored facedir" or "colored wallmounted"
2016-12-07Fog: Make fraction of visible distance at which fog starts configurableLars Hofhansl
Optimise the fetching of global settings 'camera_smoothing', 'cinematic' and 'cinematic_camera_smoothing'. Cache 'cam_smoothing'.
2016-11-23No functional changes. Credit gcuZeno-
This merge doesn't make any functional changes. It's a trivial style fix so that @gregorycu can be dual credited along with shadowninja for PR #4800
2016-11-23Fix superflous shader setting updates (#4800)ShadowNinja
This improves rendering performance by ~40%
2016-11-04Remove unused shader matrices. (#4723)lhofhansl
2016-03-19Clean up StrfndShadowNinja
Changes: * Fix indentation. * Pass strings by const reference. * Merge Strfnd and WStrfnd into one class instead of copying them. * Remove trailing spaces. * Fix variable names. * Move to util. * Other miscellaneous style fixes.
2016-02-11Set proper GLSL pixel shader versionRealBadAngel
2016-02-11Dump shader programs on compile errorsRealBadAngel
2016-02-09Fix inverted conditions in shader.cppLoic Blot
2016-02-09shader.cpp: don't test twice if shader programs are presentLoic Blot
Also use string::empty method, it is better than comparing with empty strings.
2016-02-09Filmic HDR tone mappingRealBadAngel
2015-10-16Refactor thread utility interfacekwolekr
- Add "thr_" prefix to thread utility functions - Compare threadid_ts in a portable manner, where possible
2015-08-25Change i++ to ++iDavid Jones
2015-08-23Clean up threadingShadowNinja
* Rename everything. * Strip J prefix. * Change UpperCamelCase functions to lowerCamelCase. * Remove global (!) semaphore count mutex on OSX. * Remove semaphore count getter (unused, unsafe, depended on internal API functions on Windows, and used a hack on OSX). * Add `Atomic<type>`. * Make `Thread` handle thread names. * Add support for C++11 multi-threading. * Combine pthread and win32 sources. * Remove `ThreadStarted` (unused, unneeded). * Move some includes from the headers to the sources. * Move all of `Event` into its header (allows inlining with no new includes). * Make `Event` use `Semaphore` (except on Windows). * Move some porting functions into `Thread`. * Integrate logging with `Thread`. * Add threading test.
2015-07-02Shaders fixes and cleanup relief mapping code.RealBadAngel
2015-06-14Improved parallax mapping. Generate heightmaps on the fly.RealBadAngel
2015-05-19Replace instances of std::map<std::string, std::string> with StringMapkwolekr
Also, clean up surrounding code style Replace by-value parameter passing with const refs when possible Fix post-increment of iterators
2015-04-01Move globals from main.cpp to more sane locationsCraig Robbins
Move debug streams to log.cpp|h Move GUI-related globals to clientlauncher Move g_settings and g_settings_path to settings.cpp|h Move g_menuclouds to clouds.cpp|h Move g_profiler to profiler.cpp|h
2015-03-07For usages of assert() that are meant to persist in Release builds (when ↵Craig Robbins
NDEBUG is defined), replace those usages with persistent alternatives
2015-03-05Replace std::list to std::vector into tile.cpp (m_texture_trash) and move ↵Loic Blot
tile.hpp to src/client/
2014-10-02Add optional framed glasslike drawtypeBlockMen
2014-09-21Add firelike drawtypeTriBlade9
2014-07-06Fix warnings reported by clangsfan5
2014-07-02Fix memory leaks in GenericCAO, ShaderSource and Player classessapier
2014-06-15Unite nodes shaders.RealBadAngel
Pass drawtype and material type to shaders. Move shaders generation to startup only. Allow assign shaders per tile. Initial code to support water surface shader.
2014-04-15Fix all warnings reported by clangSfan5
2014-03-21Normal maps generation on the fly.RealBadAngel
Parallax mapping with slope information. Overriding normal maps.
2014-01-10Make MutexQueue use jsemaphore for signalingsapier
2013-12-09Optimize shaders code. Add settings at compile time.RealBadAngel
2013-12-08Fix shaders on some GPUsNovatux
2013-12-01Cleanup jthread and fix win32 buildsapier
2013-11-17Fix Result of processed Request was written to invalid (non existent) ↵sapier
ResultQueue if requesting thread timed out before
2013-11-17Fix multicaller support in RequestQueuesapier
2013-07-08Settings: everything != 0 equals true; remove .asm shadersPilzAdam
2013-07-07Fix many formspec menu bugssapier
2013-07-05Don't rebuild the dummy shader (less SourceShaderCache warning spam)Kahrl
Also write something about rebuilding shaders to infostream in Client::afterContentReceived()
2013-05-06Fix shader license headers to be LGPLBrent Hull
2013-04-07fix memory leak on shader shutdownsapier
2013-03-11Migrate to STL containers/algorithms.Ilya Zhuravlev
2013-02-24Update Copyright YearsSfan5