I have my new shader compiler handing MOV with swizzle and negate for
variables and arrays. This was a fatal flaw in my first design (arrays).
Sorry for the slow progress rate; between work-work, and Civilization 5 I've
been busy.
But, this is a nice milestone && the next set of opcodes should go quickly.
My plan is to implement the basic ones, then start testing via Cg code.
Hope all is going well for you!
nice to see that you are doing some progress. I'm now working mainly
on Fog-Graphics part, some things need to be done before shader
architecture will be enabled/used.
I studied the language for directx (hlsl
http://msdn.microsoft.com/en-us/library/bb509615%28v=VS.85%29.aspx)
and for me it looks great. I'm still not sure if we want to support
all functionality offered by opengl/cg, because we are restricted to
2d graphics only (no 4x4 matrix, no vertex shading). What are your
exact plans?
I think that that shaders should enable to write compositing or
pattern fetching functions, true?
BTW: I'm civ fan too, but I played mainly civ2. Other series not
impressed me; although Civ5 looks really great;)
Best regards
Petr Kobalicek
I'll take a look at the HLSL and see what it is about.
I would like to finish what I started with the ARBfp, if only to get all the
bits worked out. Adding another grammar and code generator would not be too
bad.
Once I can run simple programs, I'll get it hooked onto Fog and see what
happens!
Civ 5 is interesting, and much more of a management game than the earlier
ones (IMHO).