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* Update gamecontrollerdb.txt.David Thompson2023-09-131-79/+256
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* Update SDL game controller database file.David Thompson2022-10-241-9/+29
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* Update SDL game controller database file.David Thompson2022-10-011-792/+1073
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* graphics: Fix compatibility issue with cube maps in phong/pbr shaders.David Thompson2021-10-082-2/+8
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* graphics: Enable nvidia cube map extension in shaders that use samplerCube.David Thompson2021-09-283-0/+3
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* Fix compatibility shims in PBR/Phong fragment shaders.David Thompson2021-09-282-2/+2
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* graphics: light: Add intensity field.David Thompson2021-09-232-4/+6
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* Add missing skybox shader files.David Thompson2021-09-212-0/+53
| | | | Oopsies!
* Update SDL game controller database file.David Thompson2021-09-211-106/+688
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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.
* graphics: path: Add support for linear/radial gradient fills.David Thompson2021-09-082-2/+35
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* graphics: path: Separate fill/stroke into different shaders.David Thompson2021-08-275-104/+122
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* graphics: Add basic image based ambient lighting.David Thompson2021-08-162-8/+17
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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 Thompson2021-08-122-94/+48
| | | | | If models don't specify their own textures, use noop textures as appropriate.
* graphics: Refactor model/phong/pbr modules to use new mesh module.David Thompson2021-08-122-27/+22
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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: phong: Improve lighting.David Thompson2021-08-062-11/+22
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* graphics: phong: Respect the user defined lights passed to draw-model.David Thompson2021-05-142-42/+138
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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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* graphics: model: Add support for dynamic lights in PBR models.David Thompson2021-05-122-62/+85
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* graphics: model: Add really rough sketch of PBR lighting model.David Thompson2021-05-112-30/+204
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* 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: Add basic alpha mode support for glTF models.David Thompson2021-05-081-0/+22
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* model: Improve PBR material handling for glTF models.David Thompson2021-05-071-15/+58
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* graphics: phong: Extract shader code to separate files.David Thompson2021-05-072-0/+123
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* graphics: pbr: Extract shader code to separate files.David Thompson2021-05-072-0/+81
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* Update game controller database file.David Thompson2020-11-191-3/+17
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* graphics: path: Fix bad syntax in fragment shader in GLSL 1.2.David Thompson2020-11-191-2/+2
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* render: Add vector path rendering module.David Thompson2020-11-182-0/+137
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* Update game controller database file.David Thompson2020-10-081-11/+283
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* font: Make Inconsolata the new default font.David Thompson2020-10-034-246/+2
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* render: Restructure 3D modules and add basic support for OBJ models.David Thompson2019-10-242-21/+0
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* Update SDL2 game controller database file.David Thompson2019-05-121-1/+38
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* Add SDL2 game controller database file.David Thompson2019-01-081-0/+586
| | | | | | | | | This will allow for lots of controllers to be automatically mapped correctly without the user having to do anything. * data/gamecontrollerdb.txt: New file. * Makefile.am (dist_pkgdata_DATA): Add it. * chickadee.scm (run-game): Load game controller db file.
* Rename data/CREDITS to data/AUTHORS.David Thompson2018-12-141-0/+0
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* render: font: Include a default font for convenience.David Thompson2018-12-133-0/+248
| | | | | | | | | | | | | | | | | | | * data/fonts/good-neighbors.fnt: New file. * data/fonts/good-neighbors.png: New file. * data/CREDITS: New file. * examples/fonts/AUTHORS: Delete. * examples/fonts/good_neighbors_starling.png: Delete. * examples/fonts/good_neighbors_starling.xml: Delete. * Makefile.am (dist_pkgdata_DATA, fontsdir, dist_fonts_DATA): New variables. (EXTRA_DIST): Remove examples/fonts files. * chickadee/render/font.scm (draw-text): Make font an optional keyword argument. * doc/api.texi (Fonts): Document it. * examples/grid.scm: Update to use new draw-text API. * examples/nine-patch.scm: Ditto. * examples/text.scm: Ditto. squash! render: font: Include a default font for convenience.
* render: scene: Apply base color texture and factor.David Thompson2018-09-072-1/+9
| | | | | | | | | * chickadee/render/scene.scm (draw-primitive): Set base color texture and send base color factor as uniform to shader. * data/shaders/pbr/pbr-vert.glsl (texcoord_0): New input attribute. (frag_tex): New output attribute. * data/shaders/pbr/pbr-frag.glsl (frag_tex): New input attribute. (base_color_factor, base_color_texture): New uniforms.
* data: shaders: Update WIP PBR shaders.David Thompson2018-09-062-5/+4
| | | | | They don't *anything* related to PBR, but they allow me to test glTF asset loading as I work towards full PBR support.
* Add beginnings of glTF parser and loader.David Thompson2017-09-132-0/+14
* chickadee/render/asset.scm: New file. * chickadee/render/scene.scm: New file. * data/shaders/pbr/pbr-frag.glsl: New file. * data/shaders/pbr/pbr-vert.glsl: New file.