2
0
mirror of https://github.com/AxioDL/metaforce.git synced 2025-05-13 15:11:22 +00:00

37 Commits

Author SHA1 Message Date
4eff37fcb2 aurora: Code cleanup, more performant hashing 2022-05-02 19:42:59 -04:00
57d96dbb17
Fully decouple hecl from Metaforce
- Added CStringExtras Convert functions
  (and UTF-compatible versions)
- GX header copied into Runtime
- SFX headers copied into Runtime/Audio
2022-02-21 08:01:06 -08:00
e48435f11e Start wiring up wgpu+winit 2022-01-31 19:06:54 -05:00
a9bcb7a9ce
Reformat pass 2021-06-07 12:29:18 -07:00
9bae2f943e
Rename everything 2021-04-10 01:42:06 -07:00
168eb6ac39 CModelShaders: Split Thermal into ThermalModel, ThermalStatic extended shaders
This semi-hacky approach will be replaced with future hsh work
2020-12-18 06:08:25 -05:00
9e5f28ba80 CModelShaders: Check noZWrite for thermal depth test
Adds back LightingAlphaWrite extended shader
2020-09-27 12:59:56 -04:00
6ff305da06 CModelShaders: Disable Z-test for LightingAlphaWrite
Permits static thermal hot objects to render properly
2020-09-27 12:23:54 -04:00
Lioncash
136a229a1a Graphics/Shaders: Use std::array where applicable
Makes the arrays strongly typed and impervious to array->pointer decay.
This also allows simplifying some operations (such as being able to call
fill() instead of needing to use std::fill, etc).
2019-11-09 20:22:16 -05:00
Lioncash
902f4fb5c5 Graphics/Shaders: Use forward declarations where applicable
Now, with all of the headers normalized, we can safely convert some
headers into forward declarations without needing to worry about
potentially breaking code in other headers or source files.
2019-11-09 20:22:09 -05:00
Jack Andersen
b7aa3e06d2 Per-stage shader hashing 2019-06-05 14:07:50 -10:00
Jack Andersen
4a4cf58b6f HLSL cubemaps 2019-05-31 23:28:12 -10:00
Jack Andersen
410d7896f7 Support for rendering dynamic cubemaps 2019-05-31 17:41:01 -10:00
Jack Andersen
5f4ebcb2f5 Windows fixes 2019-05-09 18:09:01 -10:00
Jack Andersen
233d13ceb9 Refactor for blender 2.8 and new shader model 2019-05-07 17:50:21 -10:00
Jack Andersen
ed4ebf0af1 Metal fixes 2019-03-03 18:45:22 -10:00
Jack Andersen
67b9882dbe Thermal visor fixes 2019-02-24 22:14:59 -10:00
Jack Andersen
8df0a4913c zeus constexpr refactor and thermal visor fixes 2019-02-23 21:15:54 -10:00
Jack Andersen
a353c7ddcf Metal shader fixes 2019-02-03 14:01:44 -10:00
Jack Andersen
f9b0614327 Various bug fixes 2019-01-04 22:34:09 -10:00
Jack Andersen
636c82a568 New code style refactor 2018-12-07 19:30:43 -10:00
Jack Andersen
57c1196599 Various bug fixes 2018-11-17 18:01:29 -10:00
Jack Andersen
1aab0528f3 Various bug fixes 2018-11-07 14:53:38 -10:00
Jack Andersen
919140c06f macOS API sync 2018-10-15 17:17:02 -10:00
Jack Andersen
1851308021 Windows fixes 2018-10-14 10:16:21 -10:00
Jack Andersen
1559163f98 Shader refactor bug fixes and attachment model extract/cook 2018-10-11 10:50:05 -10:00
Jack Andersen
c307e354ca Huge shader refactor 2018-10-06 16:59:17 -10:00
Jack Andersen
70b3404b7c Windows build fixes and warning avoidance 2018-05-24 20:39:38 -10:00
Jack Andersen
083571e693 Work on CGameProjectile 2018-02-08 21:12:26 -10:00
Jack Andersen
1cb36fc37a UWP support 2017-12-05 17:26:15 -10:00
Jack Andersen
30ae347420 Implement CWorldShadow and texture clamp mode 2017-09-30 18:26:46 -10:00
Jack Andersen
3650a58a1e Initial CFluidPlane implementation 2017-08-07 20:03:57 -10:00
Jack Andersen
1629882113 Refactors to support fog volume rendering 2017-03-13 21:03:58 -10:00
Jack Andersen
8ef9ed2c3b Work on CMorphBallShadow 2017-03-04 21:57:12 -10:00
Jack Andersen
f95d6c8ada OpenGL enum change; Metal <10.11 fixes 2016-08-23 18:35:35 -10:00
Jack Andersen
c4c3e1883f Metal extended shader support 2016-07-31 10:52:04 -10:00
Jack Andersen
a6477c635d Lots of initial CThermalColdFilter implementation 2016-07-21 16:32:23 -10:00