Common update:
-added multiple new function to allocate template and add entity -updated README.md (complete initial version) -empty components now don't take memory -fixedd small bug with TestRunner -added many new tests (HashMap, Vector, EntityMeta, ...) -added default hashing function to HashMap -fixed critical bug with adding entities -fixed small bug with adding entity with remplacement components -added asserts into code to better bug detection -small performance improvement for events -added ComponentRef structure which contain data pointer and componentID -remove EntityID from Event structure -now events are handled before removing entiteis -fixed GDC compilation -fixed rendering of rotated sprites -added weapons as separate entities to space ship and others -added Tower enemy to SpaceInvaders demo -added Boss to SpaceInvaders demo (boss has four tower attached to it) -Boss towers shoot multiple bullets upon death -fixed critical bug with demos switching -fixed critical bug related to adding/removing entities form inside onAdd/onRemove entity callback -added animation support -added particles sypport and particles for firing and explostions, and more -multithreaded rendering now has same rendering order as singlethreaded -application automaticallu detect host CPU threads count -added upgrades to SPaceInvaders demo -fixed texture memory freeing -improved documentation -improved multithreaded performance -improve shader code -fixed registration issue -some additional performance improvements -added depth and colors to rendering parameters -jobs now has names corresponding to their systems -change execute() -> willExecute() -added EntityMeta structure to speedup getting fetching components form entity -improved multithreading rendering -added possibility tio change number of threads runtime -added bullets collision detection in SpaceInvaders demo -some CI changes -added VBO batch rendering (current default, no render mode switch yet) -fixed camera positioning calculation -fixed buffer issue with WebGL -added viewport scalling (at least 300 pixels height). Pixels are scalled if screen is bigger. -center demos gameplay area -added fullpage html template for Emscripten build -added many new sprites to atlas -fixed critical bug with CPU usage in multithreaded mode -snake render tile coresponding to body part -snake is destroyed after collision and emit some particles -added some functionality to vectors -fixed documentation issue in Manager.d -more minor code changes and cleanup
This commit is contained in:
parent
2ddb97e9ce
commit
024356df9b
62 changed files with 5918 additions and 1673 deletions
|
|
@ -3,6 +3,31 @@ precision mediump float;
|
|||
precision lowp sampler2D;
|
||||
precision lowp samplerCube;
|
||||
|
||||
|
||||
#ifdef GLES
|
||||
#define TEX(x,y) texture2D(x,y)
|
||||
#if __VERSION__ >290
|
||||
#define M_IN in mediump
|
||||
#define L_IN in lowp
|
||||
#else
|
||||
#define M_IN varying mediump
|
||||
#define L_IN varying lowp
|
||||
#endif
|
||||
#else
|
||||
#define TEX(x,y) texture(x,y)
|
||||
#if __VERSION__ > 320
|
||||
#define M_IN in
|
||||
#define L_IN in
|
||||
#else
|
||||
#define M_IN varying
|
||||
#define L_IN varying
|
||||
#endif
|
||||
#endif
|
||||
|
||||
|
||||
M_IN vec2 uv;
|
||||
M_IN vec4 color;
|
||||
/*
|
||||
#ifdef GLES
|
||||
#if __VERSION__ >290
|
||||
in mediump vec2 uv;
|
||||
|
|
@ -15,7 +40,7 @@ precision lowp samplerCube;
|
|||
#else
|
||||
varying vec2 uv;
|
||||
#endif
|
||||
#endif
|
||||
#endif*/
|
||||
|
||||
//layout(binding = 0)uniform sampler2D tex;
|
||||
|
||||
|
|
@ -23,20 +48,8 @@ uniform sampler2D tex;
|
|||
|
||||
//layout(location = 0) out vec4 outColor;
|
||||
|
||||
void main() {
|
||||
|
||||
#ifdef GLES
|
||||
#if __VERSION__ >290
|
||||
gl_FragColor = texture(tex,uv);
|
||||
#else
|
||||
gl_FragColor = texture2D(tex,uv);
|
||||
#endif
|
||||
#else
|
||||
#if __VERSION__ > 320
|
||||
gl_FragColor = texture(tex,uv);
|
||||
#else
|
||||
gl_FragColor = texture2D(tex,uv);
|
||||
#endif
|
||||
#endif
|
||||
void main()
|
||||
{
|
||||
gl_FragColor = TEX(tex,uv) * color;
|
||||
if(gl_FragColor.a < 0.01)discard;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -2,12 +2,37 @@ precision highp float;
|
|||
precision highp int;
|
||||
precision lowp sampler2D;
|
||||
precision lowp samplerCube;
|
||||
|
||||
#ifdef GLES
|
||||
#if __VERSION__ >290
|
||||
layout(location = 0) uniform vec4 matrix_1;
|
||||
layout(location = 1) uniform vec4 matrix_2;
|
||||
layout(location = 2) uniform vec4 uv_transform;
|
||||
#define LOC(x) layout(location = x)
|
||||
#define ATT in
|
||||
#define M_OUT out mediump
|
||||
#define L_OUT out lowp
|
||||
#else
|
||||
#define LOC(x)
|
||||
#define ATT attribute
|
||||
#define M_OUT varying mediump
|
||||
#define L_OUT varying lowp
|
||||
#endif
|
||||
#else
|
||||
#if __VERSION__ > 320
|
||||
#define LOC(x) layout(location = x)
|
||||
#define ATT in
|
||||
#define M_OUT out
|
||||
#define L_OUT out
|
||||
#else
|
||||
#define LOC(x)
|
||||
#define ATT attribute
|
||||
#define M_OUT varying
|
||||
#define L_OUT varying
|
||||
#endif
|
||||
#endif
|
||||
/*
|
||||
#ifdef GLES
|
||||
#if __VERSION__ >290
|
||||
uniform vec4 matrix_1;
|
||||
uniform vec4 matrix_2;
|
||||
uniform vec4 uv_transform;
|
||||
|
||||
layout(location = 0) in vec2 positions;
|
||||
layout(location = 1) in vec2 tex_coords;
|
||||
|
|
@ -43,13 +68,39 @@ precision lowp samplerCube;
|
|||
|
||||
varying vec2 uv;
|
||||
#endif
|
||||
#endif*/
|
||||
|
||||
#define VBO_BATCH 1
|
||||
|
||||
M_OUT vec2 uv;
|
||||
L_OUT vec4 color;
|
||||
|
||||
LOC(0) ATT vec2 positions;
|
||||
LOC(1) ATT vec2 tex_coords;
|
||||
|
||||
#ifdef VBO_BATCH
|
||||
LOC(2) ATT float depth;
|
||||
LOC(3) ATT vec4 vcolor;
|
||||
#else
|
||||
uniform vec4 matrix_1;
|
||||
uniform vec4 matrix_2;
|
||||
uniform vec4 uv_transform;
|
||||
uniform vec4 vcolor;
|
||||
|
||||
float depth = matrix_2.z;
|
||||
#endif
|
||||
|
||||
void main() {
|
||||
#ifdef VBO_BATCH
|
||||
vec3 position = vec3(positions*4.0,1.0);
|
||||
uv = tex_coords;
|
||||
#else
|
||||
vec3 position = mat3(matrix_1.x,matrix_1.y,0,matrix_1.z,matrix_1.w,0,matrix_2.xy,1.0) * vec3(positions,1.0);
|
||||
uv = tex_coords * uv_transform.zw + uv_transform.xy;
|
||||
#endif
|
||||
|
||||
vec3 position = mat3(matrix_1.x,matrix_1.y,0,matrix_1.z,matrix_1.w,0,matrix_2.xy,1) * vec3(positions,1.0);
|
||||
uv = tex_coords * uv_transform.zw + uv_transform.xy;
|
||||
|
||||
gl_Position = vec4(position.xy,0,1.0);
|
||||
color = vcolor * 2.0;
|
||||
|
||||
gl_Position = vec4(position.xy,depth,1.0);
|
||||
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue