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* Add a CLI.David Thompson2021-09-216-13/+540
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* Drop support for Guile 2.2.David Thompson2021-09-131-1/+1
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* Add asynchronous REPL implementation.David Thompson2021-09-132-0/+213
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* Add readline bindings.David Thompson2021-09-135-1/+108
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* math: matrix: Remove references to old vec3-dot-product procedure.David Thompson2021-09-081-3/+3
| | | | Oopsies.
* Add the start of a test suite.David Thompson2021-09-087-2/+134
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* math: vector: Rename dot product procedures.David Thompson2021-09-082-6/+6
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* graphics: path: Move gradient matrix multiplication to vertex shader.David Thompson2021-09-082-6/+5
| | | | *Much* cheaper to do this per-vertex than per-fragment.
* examples: path: Exit when Q key is pressed.David Thompson2021-09-081-0/+5
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* graphics: path: Add support for linear/radial gradient fills.David Thompson2021-09-083-10/+136
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* graphics: path: Use case instead of match for stroke cap matching.David Thompson2021-09-081-8/+10
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* graphics: path: Fix bounding box state sharing issue.David Thompson2021-09-081-4/+5
| | | | | Create a new bounding box each time the compiled path is reset to avoid all paths sharing, and clobbering, the same rect object.
* graphics: path: Remove code that wasn't doing anything.David Thompson2021-09-081-1/+0
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* math: matrix: Add matrix3-inverse! and matrix3-inverse.David Thompson2021-09-082-0/+56
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* graphics: shader: Add support for 3x3 matrices.David Thompson2021-09-071-0/+14
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* graphics: gl: Export glUniform3fv binding.David Thompson2021-09-071-0/+1
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* graphics: path: Separate fill/stroke into different shaders.David Thompson2021-08-277-117/+137
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* doc: Update to reflect renaming of buffer views to vertex attributes.David Thompson2021-08-241-46/+46
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* graphics: buffer: Reorganize where dynamic buffer stuff is defined.David Thompson2021-08-241-78/+78
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* graphics: Rename <buffer-view> to <vertex-attribute>.David Thompson2021-08-244-173/+170
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* graphics: mesh: Add make-sphere procedure.David Thompson2021-08-201-0/+205
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* graphics: Add basic image based ambient lighting.David Thompson2021-08-164-25/+36
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* graphics: shader: Add support for cube map samplers.David Thompson2021-08-161-3/+17
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* graphics: Add skybox module.David Thompson2021-08-162-0/+102
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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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