Commit Graph

91 Commits

Author SHA1 Message Date
SmallJoker
8f03b70584 IrrlichtMt: Document Driver/Device compatibility 2024-11-15 12:18:48 +01:00
SmallJoker
4838eb2f7d Non-SDL: Add opengl3 support 2024-11-15 12:18:48 +01:00
sfan5
794aea8e92
Drop fixed pipeline support code (#15421)
OpenGL 2.0 is now mandatory.
2024-11-13 14:24:01 +01:00
grorp
11e04ec113
Replace forgotten SEvent memset 2024-11-13 14:23:13 +01:00
sfan5
a5e3fca40c Revert "Disable SDL2 for 5.10.0 (#15284)"
This reverts commit 6d7a5197407460515b68e1ca18052c124b2fe15b.
2024-11-10 20:56:09 +01:00
sfence
e55ba9c390
Support generation of working Xcode project for signature purposes on MacOS (#15303) 2024-11-10 19:06:52 +01:00
sfan5
8b27340b2e Work around Intel driver bug on Win 8.1 and older 2024-11-10 17:44:45 +01:00
Lars Mueller
0391d91e5d Improve error messages for failed mesh loading 2024-11-09 18:13:56 +01:00
grorp
50b7523336 ogles 2 driver: Delete some dead code
grepping for IRR_COMPILE_GLES2_COMMON gives no other results

COGLESCoreExtensionHandler is only used through COpenGL3ExtensionHandler
2024-11-08 20:43:24 +01:00
grorp
fced6ff240 Fix ECF_D32 support in ogles2 video driver
OES_depth32 only talks about support for render buffers, not textures,
so it's not relevant here:
https://github.com/KhronosGroup/OpenGL-Registry/blob/main/extensions/OES/OES_depth32.txt

This fixes the scene being black with "video_driver = ogles2" and
"enable_post_processing = true" on my desktop computer.
2024-11-08 20:43:24 +01:00
grorp
bafc477919
Revert "2D rendering: Enable bilinear filter for downscaling textures" (#15385)
This reverts commit minetest/irrlicht@fb7a0e4298.
2024-11-08 11:17:15 +01:00
Ælla Chiana Moskopp
60cd1e4529 Correctly render transparency in TGA type 1 with color format A1R5G5B5
The branch removed in this patch handled color format A1R5G5B5 specially
when creating a texture from a TGA type 1 file, i.e. an image that has a
colormap. It did not handle the 1-bit alpha channel correctly, rendering
transparent pixels black instead.

Since the colormap is converted to A8R8G8B8 earlier anyways, the code
for the general case is able to handle this scenario already – at the
expense of making the created texture use twice as much GPU memory as
necessary.
2024-11-06 20:07:05 +01:00
sfan5
5c5538685e
Don't memset SEvent directly (#15359)
Fixes a compiler warning by manually zeroing the tag and the largest union member instead
2024-10-31 19:24:43 +01:00
grorp
4b90e582b4
Rename to Luanti (#15294)
The new header intentionally isn't in MTG stone design (or any other MTG-esque design), since we want to distance Luanti and MTG from each other. The font "undefined medium" (https://undefined-medium.com/) was used. 

ASCII art generated by https://patorjk.com/software/taag/#p=display&f=Graffiti&t=luanti
https://github.com/minetest/minetest/pull/11952#issuecomment-1013364703

---------

Co-authored-by: sfan5 <sfan5@live.de>
2024-10-27 14:04:51 +01:00
sfan5
2d135cc1bb
Revert "Use EGL over GLX" (#15315)
This reverts commit aa273119f292e52df8d99f663df5337bac31556d.
2024-10-24 17:52:06 +02:00
sfan5
aa273119f2
Irrlicht: Use EGL over GLX (#15286) 2024-10-22 23:04:46 +02:00
DS
e5d321d286
Cleanup headers in irr/include/ (#15181) 2024-10-18 10:58:32 +02:00
grorp
9f43018df2
Better UX when touch events aren't supported by Irrlicht device (#15288) 2024-10-16 21:37:00 +02:00
Lars Müller
c7938ce81c
Improve glTF logging (#15274)
Also removes all animations but the first one from gltf_frog.gltf
to address the corresponding warning.

Catches some more possible exceptions (out of bounds, optional access)
which might be caused by a broken model to properly log them.
2024-10-15 12:19:19 +02:00
sfan5
6d7a519740
Disable SDL2 for 5.10.0 (#15284)
see #14545
2024-10-14 22:09:11 +02:00
Lars Mueller
06907aa99b Support floating-point animation frame numbers 2024-10-10 21:39:57 +02:00
Lars Mueller
323fc0a798 Add glTF animation support 2024-10-10 21:39:57 +02:00
Lars Mueller
d8274af670 Refactor global inversed matrix usage (+ minor fix)
Thanks to GreenXenith and Josiah for spotting a bug here
2024-10-10 21:39:57 +02:00
Lars Mueller
224066c1d3 Implement glTF texture wrapping support 2024-10-10 21:02:05 +02:00
Lars Mueller
2fee37f31b Fix gltf / glb loader oversights
- Avoid an unnecessary copy
- Reject models requiring extensions

Co-authored-by: DS <ds.desour@proton.me>
2024-10-10 21:02:05 +02:00
Lars Mueller
521e678d39 Add binary glTF (.glb) support 2024-10-10 21:02:05 +02:00
Lars Mueller
7e4919c6ed Refactor matrix4.h
Sets the surprising row-major conventions used here straight.

Renames rotateVect to rotateAndScaleVect:
If the matrix also scales, that is applied as well by the method.
Obsolete rotateVect variants are removed.
The inverseRotateVect method is also renamed accordingly.
Note that this applies the transpose of the product
of the scale and rotation matrices, which inverts just the rotation.
2024-10-10 17:40:31 +02:00
grorp
f5076723e8 Android: Fix camera jump when switching to mouse mode
Easy way to reproduce:

1. Connect a bluetooth mouse to your Android phone with Minetest installed
2. Play Minetest
3. Slowly move the mouse to the right so that the camera rotates continously
4. While still moving the mouse continously, tap the screen a few times per second

Before this commit: The camera jumps around randomly.
After this commit: The camera moves like it should.

This is a combination of two Irrlicht changes copied from MoNTE48/irrlicht
and one Minetest change authored by me. I have no idea why this works, but
it does work and I have spent way too much time on this bug already.
2024-10-09 18:26:19 +02:00
grorp
4952f17df4 Auto-toggle TouchControls in-game when receiving touch/mouse input 2024-10-09 18:26:19 +02:00
sfan5
3c5f05b284 Don't expose irrlicht internal headers as public 2024-10-09 16:25:02 +02:00
swagtoy
05cbd84ae0
Fix irrString use-after-free with char-like assignment (operator=) 2024-10-04 10:45:09 +02:00
grorp
3eef1ca28f
Fix incorrect SMaterial::operator!= (regression from #15165) (#15226) 2024-10-03 11:37:14 +02:00
swagtoy
c6fc694ea6
Fix deletePathFromFilename returning cutoff filenames (#15211) 2024-09-30 22:41:53 +02:00
Desour
e3efaa1733 Move irr_ptr.h too irr/include/ 2024-09-18 12:19:40 +02:00
grorp
70e169f165
Drop fixed pipeline lighting stuff (#15165) 2024-09-18 12:18:28 +02:00
sfan5
58ea11c2b3 Add some debug helpers around this area 2024-09-16 23:12:52 +02:00
sfan5
6f275e2ba0 Remove dead code in COpenGL3MaterialBaseCB 2024-09-16 23:12:52 +02:00
DS
4aec4fbe6f
Add support for Tracy profiler (#15113) 2024-09-15 13:47:45 +02:00
Gregor Parzefall
2208fc0632 Move Minetest GUISkin -> Irrlicht CGUISkin 2024-09-08 13:53:33 +02:00
Gregor Parzefall
c8ebc2e5d0 Delete Irrlicht CGUISkin 2024-09-08 13:53:33 +02:00
sfan5
3feec87d52 Count global number of drawcalls too 2024-09-08 13:53:23 +02:00
sfan5
e90ef85e7d Fix texture matrix handling in our shaders 2024-09-07 14:23:37 +02:00
sfan5
e55fb6da71 Mark a bunch of classes as final 2024-09-02 21:50:13 +02:00
sfan5
3fb4049612 Prevent accidentally copy/move of refcounted objects 2024-09-02 21:50:13 +02:00
sfan5
62131fe295 Put all pieces together and clean up leftover code 2024-09-02 21:50:13 +02:00
sfan5
6b7fc1e9fe Handle vertex & index VBOs separately in GL drivers 2024-09-02 21:50:13 +02:00
sfan5
be9aa19208 Propagate changes to IMeshBuffer parent class 2024-09-02 21:50:13 +02:00
sfan5
435a89b5a4 Apply same changes to SSkinMeshBuffer 2024-09-02 21:50:13 +02:00
sfan5
47e4c33a50 Split CIndexBuffer from CMeshBuffer 2024-09-02 21:50:13 +02:00
sfan5
5d6e15bc49 Split CVertexBuffer from CMeshBuffer 2024-09-02 21:50:13 +02:00