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