Remove FLIPFROMGL from shaders, use F1 key for uncapping frame-rate

This commit is contained in:
Jack Andersen 2018-10-15 21:28:41 -10:00
parent 3f4aeffb17
commit 2eb4573e53
8 changed files with 13 additions and 16 deletions

View File

@ -98,9 +98,6 @@ class ViewManager final : public specter::IViewManager
if (MP1::CMain* m = m_vm.m_projManager.gameMain()) if (MP1::CMain* m = m_vm.m_projManager.gameMain())
if (MP1::CGameArchitectureSupport* as = m->GetArchSupport()) if (MP1::CGameArchitectureSupport* as = m->GetArchSupport())
as->charKeyDown(cc, mkey, repeat); as->charKeyDown(cc, mkey, repeat);
if (cc == '\t')
m_vm.m_skipWait = true;
} }
void charKeyUp(unsigned long cc, boo::EModifierKey mkey) void charKeyUp(unsigned long cc, boo::EModifierKey mkey)
@ -108,9 +105,6 @@ class ViewManager final : public specter::IViewManager
if (MP1::CMain* m = m_vm.m_projManager.gameMain()) if (MP1::CMain* m = m_vm.m_projManager.gameMain())
if (MP1::CGameArchitectureSupport* as = m->GetArchSupport()) if (MP1::CGameArchitectureSupport* as = m->GetArchSupport())
as->charKeyUp(cc, mkey); as->charKeyUp(cc, mkey);
if (cc == '\t')
m_vm.m_skipWait = false;
} }
void specialKeyDown(boo::ESpecialKey skey, boo::EModifierKey mkey, bool repeat) void specialKeyDown(boo::ESpecialKey skey, boo::EModifierKey mkey, bool repeat)
@ -118,6 +112,9 @@ class ViewManager final : public specter::IViewManager
if (MP1::CMain* m = m_vm.m_projManager.gameMain()) if (MP1::CMain* m = m_vm.m_projManager.gameMain())
if (MP1::CGameArchitectureSupport* as = m->GetArchSupport()) if (MP1::CGameArchitectureSupport* as = m->GetArchSupport())
as->specialKeyDown(skey, mkey, repeat); as->specialKeyDown(skey, mkey, repeat);
if (skey == boo::ESpecialKey::F1)
m_vm.m_skipWait = true;
} }
void specialKeyUp(boo::ESpecialKey skey, boo::EModifierKey mkey) void specialKeyUp(boo::ESpecialKey skey, boo::EModifierKey mkey)
@ -125,6 +122,9 @@ class ViewManager final : public specter::IViewManager
if (MP1::CMain* m = m_vm.m_projManager.gameMain()) if (MP1::CMain* m = m_vm.m_projManager.gameMain())
if (MP1::CGameArchitectureSupport* as = m->GetArchSupport()) if (MP1::CGameArchitectureSupport* as = m->GetArchSupport())
as->specialKeyUp(skey, mkey); as->specialKeyUp(skey, mkey);
if (skey == boo::ESpecialKey::F1)
m_vm.m_skipWait = false;
} }
}; };
std::unique_ptr<TestGameView> m_testGameView; std::unique_ptr<TestGameView> m_testGameView;

View File

@ -298,7 +298,6 @@ void main()
vtf.uvTexr = uvsInTexrTind[gl_VertexID].xy; vtf.uvTexr = uvsInTexrTind[gl_VertexID].xy;
vtf.uvTind = uvsInTexrTind[gl_VertexID].zw; vtf.uvTind = uvsInTexrTind[gl_VertexID].zw;
gl_Position = mvp * pos; gl_Position = mvp * pos;
gl_Position = FLIPFROMGL(gl_Position);
} }
#fragment glsl #fragment glsl

View File

@ -27,7 +27,6 @@ void main()
vtf.uv = uvIn; vtf.uv = uvIn;
vtf.color = mulColor; vtf.color = mulColor;
gl_Position = mv * vec4(posIn, 1.0); gl_Position = mv * vec4(posIn, 1.0);
gl_Position = FLIPFROMGL(gl_Position);
} }
#fragment glsl #fragment glsl

View File

@ -30,7 +30,6 @@ void main()
vtf.color = color; vtf.color = color;
vtf.uv = uvIn.xy; vtf.uv = uvIn.xy;
gl_Position = mtx * vec4(posIn.xyz, 1.0); gl_Position = mtx * vec4(posIn.xyz, 1.0);
gl_Position = FLIPFROMGL(gl_Position);
} }
#fragment glsl #fragment glsl

View File

@ -204,13 +204,14 @@ fragment float4 fmain(VertToFrag vtf [[ stage_in ]],
#dstfac one #dstfac one
#shader CRandomStaticFilterMult : CRandomStaticFilterAlpha #shader CRandomStaticFilterMult : CRandomStaticFilterAlpha
#srcfac srccolor #srcfac zero
#dstfac dstcolor #dstfac srccolor
#shader CRandomStaticFilterCookieCutter : CRandomStaticFilterAlpha #shader CRandomStaticFilterCookieCutter : CRandomStaticFilterAlpha
#srcfac srccolor #srcfac zero
#dstfac dstcolor #dstfac srccolor
#depthwrite true #depthwrite true
#colorwrite false
#depthtest lequal #depthtest lequal
#fragment glsl #fragment glsl

View File

@ -33,7 +33,6 @@ void main()
vtf.uv = uvIn.xy; vtf.uv = uvIn.xy;
vtf.lod = lod; vtf.lod = lod;
gl_Position = mtx * vec4(posIn.xyz, 1.0); gl_Position = mtx * vec4(posIn.xyz, 1.0);
gl_Position = FLIPFROMGL(gl_Position);
} }
#fragment glsl #fragment glsl

2
hecl

@ -1 +1 @@
Subproject commit 9fe82ea92f5719a698a32dc7bea0fce66d1b3391 Subproject commit ec70fea916fd65574f0425478e21343452f9d785

@ -1 +1 @@
Subproject commit 8653be549c224160fe3bc9ad0c41131dd2fe549d Subproject commit 7ff240567107e87d46b6ce1b00cb73f6c249b08d