Commit Graph

45 Commits

Author SHA1 Message Date
Sylvain PILLOT 1719aa0714 added azrp_poly() and azrp_filledpoly() shaders 2023-05-26 18:14:57 +02:00
Sylvain PILLOT 69a7ece6f9 added azrp_filledcircle shader 2023-05-26 13:23:33 +02:00
Sylvain PILLOT 4f97d9e40c added prototypes of azrp_shader_circle/line_configure into azur/gint/render.h 2023-05-25 22:14:39 +02:00
Sylvain PILLOT 9cf20a11d9 corrected azrp_circle shader to work with multiple instances 2023-05-25 12:57:02 +02:00
Sylvain PILLOT 406cc3739e Resync with last Azur update 2023-05-13 11:28:27 +02:00
Sylvain PILLOT 139cd45159 azrp_circle() shader finally working - Yes git add --all! 2023-05-11 22:09:18 +02:00
Sylvain PILLOT b3573036ac Tracking bug ... still. All code has been expanded to simplify and check 2023-05-11 21:03:08 +02:00
Sylvain PILLOT b1efb3141d Transfer 2023-05-11 18:51:28 +02:00
Sylvain PILLOT a823c24c66 issue with table data access -- provoke crash 2023-05-11 14:07:00 +02:00
Sylvain PILLOT a7cf53b62b Backup 2023-05-11 08:03:11 +02:00
Sylvain PILLOT 94a20a2de9 corrected a 1 pixel shift error in azrp_line() + [WIP] on azrp_circle() 2023-05-11 07:50:56 +02:00
Sylvain PILLOT b8b9064e9b azrp_line() with clipping added 2023-05-10 07:58:20 +02:00
Sylvain PILLOT 5907c27706 [WIP] adding clipping into azur line shader 2023-05-09 22:49:25 +02:00
Sylvain PILLOT 0d014a542a added a working line shader 2023-05-07 16:08:29 +02:00
Sylvain PILLOT 8b5ff08fb0 added line Shader 2023-05-03 22:37:23 +02:00
Sylvain PILLOT 2fb3d98e5a Corrected on small typo 2023-01-21 08:06:34 +01:00
Lephenixnoir 81b1cc1083
azur: double buffer space for command data
Now that it's in the main RAM we don't have to limit it as much.
2023-01-20 22:39:06 +01:00
Lephenixnoir e86a95f6d6
azrp: update image shader to use dwindow settings 2022-11-19 17:47:21 +01:00
Lephenixnoir b62e026fa5
azrp: clean up the prototype triangle shader in C 2022-08-20 20:57:46 +02:00
Lephenixnoir 4ee1537084
azrp: improve the triangle shader (speedup x1.2)
It's quite optimized now.
2022-08-20 20:56:48 +02:00
Lephenixnoir 8448467cd4
azrp: bump command limit to 1024
It used to be 256 due to XYRAM limits but it's easy to hit.
2022-08-20 20:54:52 +02:00
Lephenixnoir cc66d3a520
azrp: faster triangle shader in assembler (speedup ≈ ×2) 2022-08-20 14:59:48 +02:00
Lephenixnoir 8badb9f9cc
azrp: add very basic triangle shader 2022-08-20 11:49:21 +02:00
Lephenixnoir 7de30b80e7
azur: update r61524_start_frame() to match gint 2.8.1 2022-07-18 23:10:43 +01:00
Lephenixnoir c74e8fcf13
azur: restructure to adhere to a more consistent C++ style 2022-07-18 23:02:13 +01:00
Lephenixnoir 2e63daa59a
meta: new build system (and emscripten fullscreen)
* Update the build system to support intermediate installs (instead of
  exposing CMake targets that were only usable from within the main
  CMakeLists.txt).
* Finish the emscripten build and add detailed instructions in
  README.md.
* Get rid of runtime GLSL files by embedding them into a C file. This
  solves the annoying problem of where to install them and how to find
  them at runtime.
* Provide FindAzur.cmake to access the library. At the moment the module
  still needs to be found which requires a set(CMAKE_MODULE_PATH) in
  user applications. I consider this an acceptable compromise.
* Automatically go soft-fullscreen in the emscripten application.
2022-06-05 14:08:49 +01:00
Lephenixnoir e2e73c4934
meta: updated build system with gint install, README 2022-06-02 21:18:58 +01:00
Lephe e63b1eb3c4
azur: update to new gint 2.8 image format 2022-05-27 20:55:45 +01:00
Lephe 8ac9ac747a
azur: image shader with dynamic effects, and 16-row fragment 2022-05-27 20:55:44 +01:00
Lephe e124719de3
azur: share command data between fragments (with updates) 2022-05-27 20:55:44 +01:00
Lephe 911cc8e5ac
azur: documentation and optimization on rendering 2022-05-27 20:55:44 +01:00
Lephe c5cdb2b885
azur: rename tex2d shader to image 2022-05-27 20:55:44 +01:00
Lephe 52a66402aa
azur: bugfixes and support for P4_RGB565 (3.5 c/p) 2022-05-27 20:55:44 +01:00
Lephe c16b1a85c6
azur: implement support for P4_RGB565A (P4) 2022-05-27 20:55:44 +01:00
Lephe ddff9f6d6b
azur: replace P8 with P8_RGB565A (4.5 c/p), P8_RGB565 (3 c/p)
The code for P8 failed in some non-transparent cases and I'll admit I
could not be bothered to fix it when the superiors formats were already
designed and promised a significant boost.
2022-05-27 20:55:44 +01:00
Lephe 18ee037693
azur: support for P8 in tex2d (5.5 cycles/pixel) 2022-05-27 20:55:44 +01:00
Lephe e10f8fabac
azur: filter out internal events used to wake up the main loop 2022-05-27 20:55:44 +01:00
Lephe 0c8efcd635
azur: RGB565A in tex2d (still 4c/p) 2022-05-27 20:55:33 +01:00
Lephe 0fec6da1c4
azur: progress on tex2d as bopti, custom command sorter 2022-05-27 20:55:33 +01:00
Lephe 33e6a44578
azur: add shader uniforms, clear shader, super-scaling 2022-05-27 20:55:33 +01:00
Lephe 0005249f71
azur: implement all parity cases of the tex2d shader 2022-05-27 20:55:33 +01:00
Lephe 507fee11e3
azur: (minor) 2022-05-27 20:55:33 +01:00
Lephe 028d927b6d
meta: add GLM as a submodule 2022-05-27 20:55:33 +01:00
Lephe 31da1c0998
meta: build system for Dear ImGui + GL3W + FreeType2
* Add build instructions for Dear ImGui that build the SDL +
  OpenGL 3 / OpenGL ES 2 backend.
* Use Dear ImGui's bundled GL3W as a loader (including in azur itself,
  which has not been using a loader until now).
* Properly select headers for OpenGL ES 2.0 (with the VAO extension) and
  attributes for WebGL; clear up OpenGL 4 error codes.
* If FreeType2 is available through pkg-config, or if empscripten is
  used (since it has a FreeType port), use FreeType to render fonts in
  Dear ImGui for much-appreciated hinting quality.

Minor changes:
* Add window title to azur_init().
* Use emscripten's infinite loop simulation to make sure everything
  stays in the same thread. This is needed for Dear ImGui to work.
2022-05-27 20:55:24 +01:00
Lephe 3a3f607303 azur: basic gint/SDL/emscripten setup with rendering
This basic model supports a couple of options, but mostly designed for
three targets:

* gint on fx-CG 50, with a custom XRAM-streaming rendering engine that
  is (to my knowledge) more powerful than all other existing options;

* The standard SDL/OpenGL combo for desktop platforms, using modern
  OpenGL 3.3 and some basic shaders.

* The web platform with emscripten and its OpenGL ES 2.0 API that maps
  to WebGL 1.0. OpenGL ES 2.0 code could also be used for mobile
  platforms if this ever comes up.

The current code only includes setting up the program's main loop
(update/render) as well as basic rendering.

The framework of gint's rendering engine is drawn ("shader"-based
rendering in XRAM). On the OpenGL side, some utilities are defined,
including a primitive layer of shader code compatibility for OpenGL 3.3
vs. OpenGL ES 2.0. Actual rendering is still at prototype stage.
2021-07-04 14:46:36 +02:00