cinnaboot
ef11271049
break out SDL_PollEvents() while loop to new function
5 years ago
cinnaboot
e412f21c7e
add simple SDL input handling and callbacks
5 years ago
cinnaboot
6be56bc532
expose SDL_Handles struct
5 years ago
cinnaboot
5de92d3f1e
add option to pass SDL init flags to renInit()
6 years ago
cinnaboot
a05a546193
add option to pass SDL init flags to renInint()
6 years ago
cinnaboot
ea1c5f7f9a
remove completed TODO:
6 years ago
cinnaboot
b793e737ba
add notes about cavity shader
6 years ago
cinnaboot
81cb24a2d8
don't forget to free meshes and shaders
6 years ago
cinnaboot
397ec3ee68
enable world_transform in default shader path
6 years ago
cinnaboot
c18bd7b51b
re-add world_transform
6 years ago
cinnaboot
2c29fc8f69
remove more references to simple_render_object
6 years ago
cinnaboot
5f21f1eb46
combine code paths for render_objects
6 years ago
cinnaboot
db54b4b635
prepare codepath for default meshes/shaders
6 years ago
cinnaboot
e7f80875d2
make SDL_Handles an opaque pointer for render_state
6 years ago
cinnaboot
7c3a6aea30
maybe we should be able to rotate entities?
6 years ago
cinnaboot
b7e6f5af21
add simple mesh, render object, and shader types
6 years ago
cinnaboot
9474278220
rename meMeshInfo/Group to match other struct style
6 years ago
cinnaboot
e598a58e2e
add renDoRenderLoop interface
6 years ago
cinnaboot
688fee362d
can't use individual uniform buffer objects for each light
...
we want to allow for thousands of lights eventually for deferred
lighting, and most cards have a limit of less than 15
GL_MAX_FRAGMENT_UNIFORM_BLOCKS
6 years ago
cinnaboot
fce30650ad
break lighting
6 years ago
cinnaboot
89a9a78e2a
clean up shader initialization
6 years ago
cinnaboot
b89f1ac25e
remove unused vector types
6 years ago
cinnaboot
62d78c4765
re-add draw calls for new renderer structure
6 years ago
cinnaboot
4028c86c14
get data buffering into GL again
6 years ago
cinnaboot
47b6bbdb9a
add options to renInit()
6 years ago
cinnaboot
a3312a4c53
use glm::vec3 in entSetWorldPosition()
6 years ago
cinnaboot
6ca8cfff2b
add renAllocateGroup()
6 years ago
cinnaboot
58ff019a54
hey, we can compile again
6 years ago
cinnaboot
3ebce450a3
require entities/meshes to have diffuse texture
6 years ago
cinnaboot
51215d68e4
breaking even more renderer structures
6 years ago
cinnaboot
3fa874c981
breaking everything to reorganize render_groups
6 years ago
cinnaboot
b6535ba5c9
add more animation debug info
6 years ago
cinnaboot
2ffeeaf780
remove unused render_groups, and add SDL shutdown
6 years ago
cinnaboot
fbeb8dbaa5
add path for binary texture data in util_image
6 years ago
cinnaboot
584fd98da1
stop passing around data_dir everywhere
6 years ago
cinnaboot
e8d32bb769
break out util_image from util
6 years ago
cinnaboot
b62c29bd53
forgot to remove palette_id from render_state
6 years ago
cinnaboot
1db49532f3
remove default palette texture
6 years ago
cinnaboot
7c5046df6d
add another example application
6 years ago
cinnaboot
b2d98a4d36
breakup giant renInit function
6 years ago
cinnaboot
44c07b7ab8
initial commit
...
new file: .gitignore
new file: .gitmodules
new file: Makefile
new file: README.txt
new file: examples/Makefile
new file: examples/main.cpp
new file: ext/stb_libs
new file: include/camera.h
new file: include/dumbLog.h
new file: include/entity.h
new file: include/mesh.h
new file: include/platform_wait_for_vblank.h
new file: include/render_group.h
new file: include/renderer.h
new file: include/util.h
new file: src/camera.cpp
new file: src/dumbLog.cpp
new file: src/entity.cpp
new file: src/mesh.cpp
new file: src/render_group.cpp
new file: src/renderer.cpp
new file: src/util.cpp
6 years ago