From 1d7c0be9ab40cea6314a09f20dae946e057ec622 Mon Sep 17 00:00:00 2001 From: cinnaboot Date: Tue, 8 Feb 2022 12:40:20 -0500 Subject: [PATCH] update main TODO list --- src/tangerine.h | 21 +++++++++------------ 1 file changed, 9 insertions(+), 12 deletions(-) diff --git a/src/tangerine.h b/src/tangerine.h index 3e38f6b..0c12792 100644 --- a/src/tangerine.h +++ b/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; };