Commit graph

16 commits

Author SHA1 Message Date
Christoph Oelckers
b83349fe6b - moved the surface shader to the backend and the shader source to the resource file. 2019-10-05 13:09:15 +02:00
Christoph Oelckers
bd4e4834e3 - moved the main shader and its entire uniform maintenance into the backend. 2019-10-05 12:28:08 +02:00
Christoph Oelckers
d058084c10 - added an engine resource file.
Currently this only contains the main Polymost shaders and the resources from nblood.pk3.
The latter cannot be used yet because the Build resource management system is too stubborn to add the newly added file without some changes.
It's better to refactor the entire system instead.
2019-10-04 23:29:00 +02:00
Christoph Oelckers
ae1e090716 - all non-shader related GL calls are gone from the main code base. 2019-10-04 21:13:04 +02:00
Christoph Oelckers
f992aebf33 - two more 2019-10-04 19:17:55 +02:00
Christoph Oelckers
cb80e877ff - refactored fog and depth func setting into GLInterface. 2019-10-04 18:44:16 +02:00
Christoph Oelckers
204abab724 glColor calls refactored. 2019-10-04 18:25:18 +02:00
Christoph Oelckers
96c0c3197c - abstracted away more OpenGL calls, in particular all matrix access. 2019-10-04 18:12:03 +02:00
Christoph Oelckers
ad4527c8be - initialize the GL backend in the proper place.
As long as there are still video mode switches this needs to be in the video mode switching function.
2019-09-23 23:33:59 +02:00
Christoph Oelckers
e0f823a492 - refactored texture setup to use an intermediate layer. 2019-09-18 22:16:15 +02:00
Christoph Oelckers
d63cf04e06 - removed the compressed texture cache.
This is a pointless relic from the past and makes zero sense with modern graphics hardware.
2019-09-17 20:18:18 +02:00
Christoph Oelckers
b1763a8f4a - hooked up the texture management.
Not in active use yet!
2019-09-17 19:03:42 +02:00
Christoph Oelckers
2b439ae181 - work on backend 2019-09-16 23:28:26 +02:00
Christoph Oelckers
9edf6be10d - texture sampler class added, not used yet. 2019-09-16 22:56:48 +02:00
Christoph Oelckers
6536d910b3 - all drawing is being routed through the interface layer, all vertex buffers are gone.
No big loss here, none of them made much sense performance wise.
2019-09-16 21:08:42 +02:00
Christoph Oelckers
318009fd69 - added a centralized drawer and converted the main geometry drawer to use it. 2019-09-16 19:35:04 +02:00