Grant Sanderson
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c3823e722d
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Update fill shader alpha blending, and simplify the fill canvas
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2023-02-02 11:28:20 -08:00 |
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Grant Sanderson
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b1fb3e1d54
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Add render mode and early discard for fill canvas vao
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2023-02-01 11:19:22 -08:00 |
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Grant Sanderson
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474a6c27e3
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Counteract alpha scaling from fill frag
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2023-01-28 15:00:15 -08:00 |
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Grant Sanderson
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144e512952
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Use active camera config, not default
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2023-01-28 12:19:49 -08:00 |
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Grant Sanderson
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60a27f52f1
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Add depth sampling for fill
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2023-01-28 10:36:41 -08:00 |
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Grant Sanderson
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71ef39ea5b
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Remove "poor man's anti-aliasing" for Fill and instead render a small border width for fill
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2023-01-27 16:15:20 -08:00 |
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Grant Sanderson
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97e4c25453
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Add comment
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2023-01-27 08:29:41 -08:00 |
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Grant Sanderson
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1707958e0f
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Clean up fill shader a bit
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2023-01-27 08:26:54 -08:00 |
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Grant Sanderson
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8f6c14ad5f
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Increase threshold for discarding fill fragments
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2023-01-26 22:41:23 -08:00 |
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Grant Sanderson
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5803a00598
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Use smaller fill_texture, adjusting winding-fill blending hack as is necessary
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2023-01-26 20:14:22 -08:00 |
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Grant Sanderson
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37f0bf8c11
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Fix winding fill blending
(Using somewhat of a hack)
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2023-01-26 15:27:48 -08:00 |
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Grant Sanderson
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3f5df432ce
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Consider winding_fill alphas pre-multiplied
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2023-01-26 12:17:21 -08:00 |
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Grant Sanderson
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a68bc1271b
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Have FillShaders all share the same texture used for intermediary rendering
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2023-01-25 19:43:16 -08:00 |
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Grant Sanderson
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c94d8fd3b0
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Move Texture handling and vao creation outside of Camera
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2023-01-25 12:10:39 -08:00 |
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Grant Sanderson
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3299741359
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Move program code to ShaderWrapper, away from Camera
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2023-01-25 11:23:31 -08:00 |
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Grant Sanderson
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f15ac81131
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Pull out helper functions from shader_wrapper.py
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2023-01-16 14:18:35 -08:00 |
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Grant Sanderson
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72472c5836
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Refactor in terms of a ShaderWrapper object
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2020-07-22 18:21:42 -07:00 |
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Grant Sanderson
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2671817ae9
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Refactor away from treating shader_info as a dictionary, and make it a proper type as ShaderWrapper. This also includes some cleanup in hos Camera renders
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2020-06-29 18:17:18 -07:00 |
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Grant Sanderson
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2b3bd2bfce
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Use an index buffer for shaders to save memory
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2020-06-29 11:05:09 -07:00 |
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Grant Sanderson
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279f66ceaf
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A little refactoring and performance improvement
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2020-06-28 12:14:46 -07:00 |
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Grant Sanderson
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10c6bfe3ad
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Add refresh_shader_info_id insetead of having create_shader_info_id called all the time
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2020-06-27 00:01:45 -07:00 |
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Grant Sanderson
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60e1c88eb4
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Slight tweaks to how shader_info id is found and stored
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2020-06-26 23:05:25 -07:00 |
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Grant Sanderson
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212cdbb4d2
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Speed improvements. Camera saves vbo for static mobjects, data in shader_data_info is saved and concatenated in raw form
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2020-06-26 19:29:34 -07:00 |
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Grant Sanderson
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5ce8d08e0f
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Go back to recomputing shader id
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2020-06-17 17:10:35 -07:00 |
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Grant Sanderson
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1e6eef89ec
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Have shader_info remember its own id
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2020-06-15 11:59:24 -07:00 |
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Grant Sanderson
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9d772496dd
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Removes the need to be able to recover shader_info from shader_id
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2020-06-14 19:01:04 -07:00 |
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Grant Sanderson
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222b6d1220
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Push depth test decision to the mobject level, as opposed to the camera
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2020-06-14 17:41:47 -07:00 |
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Grant Sanderson
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bab809b9a6
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Allow for passing shader uniforms from mobjects
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2020-06-08 15:57:12 -07:00 |
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Grant Sanderson
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39230a805c
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Better handling of textures, now letting multiple get passed in to a textured surface
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2020-06-08 15:06:22 -07:00 |
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Grant Sanderson
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9d4b16d03f
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Moved around where batching mobjects by shader type occurs, while also pulling out some of the shader_id helper functions
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2020-02-17 12:14:40 -08:00 |
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