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Many mostly graphics related changes

Open paulwedeck opened this issue 6 years ago • 2 comments

I reduced the number of shader to three:

  • normal unified shader (now including texes and colors functionality) (GL(ES) 2.0)
  • unified-array to bundle multiple drawings of a single quad at multiple locations/colors (GLES 3.0 /GL_EXT_draw_instanced
  • unified-multi to bundle drawing of different objects at different locations (GLES32/ GL_EXT_geometry_shader4 &GL_ARB_uniform_buffer_object)

There no longer is any pre gl2 render path because there are barly any remaining users:

  • for desktop gl (https://feedback.wildfiregames.com/report/opengl/feature/GL_VERSION)
  • for android (https://developer.android.com/about/dashboards/index.html#OpenGL)

I rewrote the FogOfWar algorithm to better fit the Backgrounds needs and to respect to current game speed/pause status.

GeometryHandles are no replaced by *DrawHandles. Most Textures and Geometries are bundled together in ManagedHandles hold by GLDrawContext that only create a single buffer and texture instead of one per SingleImage. Only parts of ManagedHandles can be used to draw via the unified-multi shader.

paulwedeck avatar Jul 17 '19 12:07 paulwedeck

Wow, this looks massive. I'll need some time to check this all out. Thanks already for your work!

andreas-repp avatar Jul 17 '19 15:07 andreas-repp

419b2e2 fixes #769 for some characters (only that that I could extract from the labels_* files)

paulwedeck avatar Jul 20 '19 21:07 paulwedeck