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* graphics: texture: Add state for texture unit 5.David Thompson2021-08-161-0/+7
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* graphics: texture: Add support for cube maps.David Thompson2021-08-163-72/+197
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* graphics: pbr: Move attributes around to support auto-generated meshes.David Thompson2021-08-121-5/+5
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* graphics: Always use normal/ambient/etc. maps.David Thompson2021-08-125-202/+103
| | | | | If models don't specify their own textures, use noop textures as appropriate.
* graphics: texture: Add black, white, gray, and flat convenience textures.David Thompson2021-08-121-0/+40
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* graphics: Refactor model/phong/pbr modules to use new mesh module.David Thompson2021-08-125-346/+206
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* graphics: engine: Fix indentation.David Thompson2021-08-121-1/+1
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* graphics: Add mesh module.David Thompson2021-08-122-0/+432
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* math: Remove unnecessary pi digits and add precomputed pi/2.David Thompson2021-08-121-2/+2
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* math: Rename 2pi to tau.David Thompson2021-08-123-8/+8
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* graphics: pbr: Normalize the interpolated normal vector in fragment shader.David Thompson2021-08-081-1/+1
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* graphics: phong: Use Blinn-Phong method for specular highlights.David Thompson2021-08-081-1/+2
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* graphics: buffer: Remove max, min, sparse fields from <buffer-view>.David Thompson2021-08-061-8/+2
| | | | | Just a dumb thing I added when I was first trying to add glTF support and didn't really know what I wsas doing.
* graphics: model: Stop passing max, min, sparse args to make-buffer-view.David Thompson2021-08-061-4/+1
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* model: Add mipmapping support to glTF models.David Thompson2021-08-061-5/+4
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* graphics: texture: Add support for mipmaps.David Thompson2021-08-061-2/+17
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* graphics: gl: Add binding for glGenerateMipmap.David Thompson2021-08-061-0/+9
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* graphics: phong: Improve lighting.David Thompson2021-08-063-12/+23
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* graphics: model: Add placeholders for more texcoords in glTF models.David Thompson2021-08-061-2/+11
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* graphics: color: Do not clamp color values to [0, 1] range.David Thompson2021-05-141-6/+1
| | | | Not doing so allows for high dynamic range color manipulation.
* graphics: phong: Respect the user defined lights passed to draw-model.David Thompson2021-05-144-66/+148
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* graphics: model: Change default OBJ model color factors.David Thompson2021-05-141-3/+3
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* graphics: model: Don't flip pixels of OBJ model textures.David Thompson2021-05-141-4/+8
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* graphics: model: Change default ambient light color.David Thompson2021-05-141-1/+1
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* graphics: model: Use multisampling.David Thompson2021-05-141-1/+3
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* graphics: pbr: Add placeholder inputs/outputs to shaders.David Thompson2021-05-142-3/+16
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* graphics: pbr: Fix missing semicolon in fragment shader.David Thompson2021-05-141-1/+1
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* graphics: pbr: Improve fragment shader.David Thompson2021-05-141-54/+115
| | | | Properly process normal maps, among other small changes.
* graphics: pbr: Partially rewrite fragment shader.David Thompson2021-05-131-93/+147
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* math: matrix: Add in-place orthographic/perspective projection procedures.David Thompson2021-05-131-10/+24
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* Add warp-mouse and set-show-cursor! procedures.David Thompson2021-05-131-0/+8
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* Add mouse wheel event handler.David Thompson2021-05-132-0/+18
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* guix: Update guile-sdl2 to latest commit.David Thompson2021-05-131-2/+2
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* math: matrix: Add look-at/look-at! procedures.David Thompson2021-05-121-0/+23
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* graphics: model: Add support for dynamic lights in PBR models.David Thompson2021-05-124-69/+131
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* graphics: model: Remove occlusion factor.David Thompson2021-05-122-8/+0
| | | | This was silly. It's not even in the spec!
* math: vector: Minor style tweaks.David Thompson2021-05-121-6/+7
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* math: vector: Fix vec3-copy!David Thompson2021-05-121-2/+4
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* Add (chickadee graphics light) module.David Thompson2021-05-122-0/+104
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* graphics: model: Add really rough sketch of PBR lighting model.David Thompson2021-05-113-31/+207
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* graphics: pbr: Add metallic roughness texture back in.David Thompson2021-05-112-3/+18
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* graphics: texture: Add state for texture unit 4.David Thompson2021-05-111-0/+7
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* graphics: pbr: Set alpha cutoff of default material to 0.5.David Thompson2021-05-101-1/+1
| | | | This conforms to the glTF 2.0 specification.
* graphics: pbr: Add comments to fragment shader.David Thompson2021-05-101-3/+3
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* graphics: pbr: Shade blue when there is no vertex color or base color.David Thompson2021-05-101-1/+1
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* graphics: model: Display a warning when loading sparse glTF data.David Thompson2021-05-101-0/+4
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* graphics: model: Fix buffer view index/vertex logic.David Thompson2021-05-101-12/+26
| | | | This is the gnarliest part of the glTF spec I've run into yet.
* graphics: model: Fix matrix multiplication order errors.David Thompson2021-05-101-3/+3
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* graphics: buffer: Fix indexed rendering with a byte offset.David Thompson2021-05-101-6/+8
| | | | | Need to pass in the byte offset as a pointer to gl-draw-elements rather than using the null pointer aka an offset of 0 bytes.
* math: matrix: Fix implementation of matrix4-rotate!David Thompson2021-05-101-15/+21
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