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update main TODO list

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cinnaboot 4 years ago
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1d7c0be9ab
  1. 21
      src/tangerine.h

21
src/tangerine.h

@ -14,17 +14,6 @@
/*
* === TODO: ===
* - full lighting model
* - add buffer backed storage for light arrays in GLSL
* - remove hard-coded values in full_lighting.frag
* - test buffer backed lights, probably need to pad any scalars/vec3s
* - add point light type with tweakable attenuation parameters
* - see if we can find a way to automate the creation of the LightsBuffer
* padding, maybe not possible without reflection
* - make separate shaders for per vertex, and per pixel/fragment lighting
* see red book chapter 7
* - add a bloom/blur render to texture shader for light sources?
* https://learnopengl.com/Advanced-Lighting/Bloom
* - add scene abstrastion for RenderState
* - test complex entities
* - need a separate GLBufferToAttribMapping for each mesh on an entity
@ -36,6 +25,10 @@
* instead of an allocate only linear allocator
* - add libTangerine namespace?
* - merge back into libTangerine
* - make separate shaders for per vertex, and per pixel/fragment lighting
* see red book chapter 7
* - add a bloom/blur render to texture shader for light sources?
* https://learnopengl.com/Advanced-Lighting/Bloom
*
* === TODONE: ===
* - don't allocate Asset structure on asset arena
@ -59,6 +52,11 @@
* - rename instances of 'model_xform' that refer to a mesh node to something
* like node_xform. model_xform should be reserved for the entity node
* - move default shaders out of git-lfs
* - full lighting model
* - add buffer backed storage for light arrays in GLSL
* - remove hard-coded values in full_lighting.frag
* - test buffer backed lights, probably need to pad any scalars/vec3s
* - add point light type with tweakable attenuation parameters
*/
@ -160,7 +158,6 @@ struct RenderState
// TODO: should we have a 'scene' abstraction here?
// could have render groups, lights, camera
// could match up with gltf scene graph where everyting is part of a node
// TODO: will also need other types of lights: directional, spotlight
LightsBuffer* lights_buf;
};

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