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@ -17,6 +17,15 @@
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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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* - maybe fixed now with MeshBufferType enum and getMeshData() |
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