cinnaboot
c144442eed
add extra assertion for name_len in arenaCopyCStr
4 years ago
cinnaboot
4bec420d4f
remove defaults for initTransforms()
4 years ago
cinnaboot
f166fcfe76
add getRenderGroupByName helper
4 years ago
cinnaboot
b2c839b815
correct setEntityPosition helper function
4 years ago
cinnaboot
28e77fd9af
re-implement full_lighting shader point lights
4 years ago
cinnaboot
25e4498e86
add a utilCStrMatch helper
...
this checks both the length of a cstr, and if the strings match. an
improvement over checking with std::strncmp(), which could match two
strings where one matched the prefix of the other
4 years ago
cinnaboot
92411decf2
add getUBOByName helper
4 years ago
cinnaboot
05f76e8efd
fix bug setting the wrong address offset in initLights()
...
the first offset should have been the entire size of the 'header', aka)
the LightsBuffer structure
4 years ago
cinnaboot
f52a905575
remove FIXME in full_lighting.frag
5 years ago
cinnaboot
6ca1e919f8
add TODO about sorting uniform buffers
5 years ago
cinnaboot
a490303c23
change assertion to boolean return in parseUniformBlocks
5 years ago
cinnaboot
f537673ea2
track arena free size when allocating blocks
5 years ago
cinnaboot
c999f408b1
add arenaGetAddressOffset helper
5 years ago
cinnaboot
54c65d1745
implement buffer backed lighting uniform structure
5 years ago
cinnaboot
d0bbd641c8
zero initialize remaining variables in LightsBuffer
5 years ago
cinnaboot
a3b86b77c1
add FIXME for cleaning up shader after linking
5 years ago
cinnaboot
cd74503d5f
check for valid block binding in parseUniformBlocks
5 years ago
cinnaboot
783f4427bc
clean up initTransforms() a bit
5 years ago
cinnaboot
01cb752a70
add matching lights structure in test shader
5 years ago
cinnaboot
f23ae1247e
add a LightsBuffer structure for use in shader programs
5 years ago
cinnaboot
09de3eeca8
remove duplicate initGLContext declaration
5 years ago
cinnaboot
3993fe4129
add updateCamerTransforms helper function
5 years ago
cinnaboot
72607666a8
add getFreeUBO helper function
5 years ago
cinnaboot
79b20bb6b0
load a dummy shader to init GLContext limits
...
This solves a chicken and egg problem when loading shaders that need to
know about GLContext limits.
Also moved initGLContext() from tangerine.cpp to shader.cpp
5 years ago
cinnaboot
351f179bba
rename instances of GLmesh to GLMesh
5 years ago
cinnaboot
5948f7b2e0
add some notes and skeleton for scene abstraction
5 years ago
cinnaboot
52dc91dad4
set GLVertexAttrib.buf_type when loading a GLMesh
5 years ago
cinnaboot
7e4eadd16a
add cstdio header to shader.cpp
5 years ago
cinnaboot
87f0523434
add extra logging for shader linking errors
5 years ago
cinnaboot
3c9b7c9376
add full lighting shader with debug values
5 years ago
cinnaboot
e47af665c6
update TODO list
5 years ago
cinnaboot
6bd954923d
change hash_str creation to use snprintf
5 years ago
cinnaboot
974c03b289
move default shaders into git
5 years ago
cinnaboot
6ed9bc8688
stop tracking shaders in git-lfs
5 years ago
cinnaboot
8d0f3be381
rename instances of model_matrix to node_matrix
...
model matrix is the transform that should be applied at the entity
level. Anything with and entity as parent should be transformed with a
node matrix
5 years ago
cinnaboot
9a7a9ce16e
update TODO
5 years ago
cinnaboot
9f94c153f8
rename structures in asset.h to consistent style
5 years ago
cinnaboot
99db662ac5
rename data structure in shader.h to consistent style
5 years ago
cinnaboot
2461e499ee
replace instances of printf with new logging macro
5 years ago
cinnaboot
e13d5cf8ec
add a printf style logging macro
5 years ago
cinnaboot
fd95561ebd
make example cubes a little bigger
5 years ago
cinnaboot
7687335719
update TODO list with new items
5 years ago
cinnaboot
2005cfb4ec
speed up debugging by adding fewer symbols during compilation
5 years ago
cinnaboot
09c5d2a292
move TODO about loading interface and add a NOTE in loadScene
5 years ago
cinnaboot
1013506095
make use of new shader init interface in example
5 years ago
cinnaboot
eee1cae65e
remove addShaders from example since load them automatically
5 years ago
cinnaboot
41b4ed4d6d
set up the attrib mappings for the default shaders automatically
5 years ago
cinnaboot
2e0dd1ab5a
move getMeshData function to internal
5 years ago
cinnaboot
dd64cae398
add a function to get the correct mesh buffer automatically
...
Previously we had to add the correct buffer to the
GLBufferToAttribMapping struct. This doesn't work if we want to deal
with entities at a high level. Now we can specify the buffer type as an
enum, and have a helper function get a reference to the corrent mesh
buffer when loading into GL.
5 years ago
cinnaboot
9232f5c7a3
update TODO items
5 years ago