Commit message (Collapse) | Author | Age | Files | Lines | |
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* | vis: add viewport upscaling support. | rodri | 2024-07-14 | 1 | -11/+32 |
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* | fixes. | rodri | 2024-07-14 | 4 | -14/+26 |
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* | use the new camera interface. solar got faster with backface culling. | rodri | 2024-07-13 | 4 | -134/+127 |
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* | vis: add knobs to control culling. | rodri | 2024-07-13 | 1 | -0/+21 |
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* | fix the toon shader. | rodri | 2024-07-13 | 1 | -1/+5 |
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* | get rid of redundant draw lock and adapt to libgraphics changes. | rodri | 2024-07-13 | 3 | -50/+33 |
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* | adapt to recent changes in libgraphics. | rodri | 2024-07-09 | 3 | -30/+20 |
| | | | | | | | also set the normals correctly in the phong shader after mapping from tangent space. that way we can see the actual normals being used in the normals framebuffer. | ||||
* | adapt to the new texture interface and fix the identvshader. | rodri | 2024-07-05 | 2 | -16/+20 |
| | | | | | | | | the identvshader was used for the toon shader as well, and that forced it to do a light computation when its fragment shader won't ever use it. split it in two vshaders, each for their own purpose, so we don't get slow identity rendering. | ||||
* | med,vis: fix normal map sampling. | rodri | 2024-07-04 | 2 | -4/+6 |
| | | | | | | recent changes in libgraphics assume every texture resides in an sRGB color space, which is not the case for material resources like normals. | ||||
* | vis,med: make qball rotations position-independent. | rodri | 2024-06-16 | 2 | -9/+44 |
| | | | | | the camera no longer needs to be on the first quadrant for the qball to work. | ||||
* | vis: add some instrumentation to debug the framebuffers. | rodri | 2024-06-14 | 2 | -1/+39 |
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* | use the new modulapt3 functions. don't clamp in the shaders. | rodri | 2024-06-13 | 3 | -114/+80 |
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* | add more info to the readme. | rodri | 2024-06-07 | 1 | -0/+11 |
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* | update the readme with a list of tools and their usage. | rodri | 2024-06-07 | 1 | -3/+74 |
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* | add skyboxes based on cubemaps. | rodri | 2024-06-06 | 17 | -23/+51 |
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* | vis: same as previous commit, and add normal mapping to the phong shader. | rodri | 2024-06-04 | 1 | -29/+53 |
| | | | | | implemented tangent space normal mapping and now diablo3 looks sick! | ||||
* | med: the qball now changes the model's rframe orientation. | rodri | 2024-06-04 | 1 | -24/+25 |
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* | add a material file for the diablo3 model. | rodri | 2024-06-04 | 2 | -0/+10 |
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* | get rid of rendering latency by decoupling it from i/o. | rodri | 2024-05-23 | 3 | -41/+105 |
| | | | | | | | | | | | i was using a single alternator to mux both i/o and drawing in a single proc, and avoid locking. the problem is that it causes a fight to break up every time there's any input (steady 100Hz) or a lot of drawing requests from the renderer (up to 60Hz.) i added a drawproc to handle exclusively drawing requests, and a drawing lock for UI widgets that kidnap the display. | ||||
* | fix the gouraud shader. improve the cube generator in med. | rodri | 2024-05-23 | 3 | -62/+97 |
| | | | | | | | | gouraud wasn't being applied when the vertex had no material, now it just takes the defaults. also added a new primtest.obj to visualize all the primitives in a single model. | ||||
* | began work on a model editor. add two more models. | rodri | 2024-05-22 | 5 | -0/+1034 |
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* | solar: add planet selection. | rodri | 2024-05-20 | 1 | -12/+88 |
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* | add the diablo3 model. | rodri | 2024-05-18 | 8 | -0/+13340 |
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* | add a triangular basis and clamp the fov to [1,180]°. | rodri | 2024-05-16 | 2 | -2/+13 |
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* | fix the qball. | rodri | 2024-05-15 | 5 | -30/+24 |
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* | use real lengths in solar. bring a qball for vis. | rodri | 2024-05-14 | 7 | -57/+183 |
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* | solar: add a button to select the ephemeris date. | rodri | 2024-05-13 | 1 | -25/+64 |
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* | began work on a solar system planetarium. | rodri | 2024-05-12 | 15 | -0/+2392 |
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* | debug/plmon: close the Biobuf after loading the file. | rodri | 2024-05-11 | 1 | -0/+1 |
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* | debug/plmon: paint selected timeslots differently and add an MMB quit option. | rodri | 2024-05-10 | 1 | -2/+27 |
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* | vis: print pipeline timings to stderr when profiling. | rodri | 2024-05-07 | 1 | -0/+6 |
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* | debug: add a pipeline monitor. | rodri | 2024-05-07 | 2 | -0/+378 |
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* | mkfile: clean all the targets. | rodri | 2024-05-03 | 1 | -1/+1 |
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* | adapt to the recent changes in libgraphics. add new test files. | rodri | 2024-05-03 | 5 | -27/+53 |
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* | mkone → mkmany | rodri | 2024-04-24 | 2 | -4/+5 |
| | | | | | crucial step to begin exploration of different 3d environments and their tools. | ||||
* | fix alpha channel value in the fragment shaders. | rodri | 2024-04-18 | 1 | -3/+3 |
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* | add a way to control zoom with the keyboard. | rodri | 2024-04-11 | 2 | -8/+26 |
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* | use the new renderer interface. | rodri | 2024-03-25 | 1 | -5/+9 |
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* | add a fake Keyboardctl filled by kbdproc. reset camera stats when switching ↵ | rodri | 2024-03-21 | 2 | -5/+23 |
| | | | | shaders. | ||||
* | fix the empty dir issue for good. | rodri | 2024-03-17 | 1 | -3/+2 |
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* | implement actual gouraud (phong on the vertex shader). | rodri | 2024-03-16 | 1 | -38/+103 |
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* | add models, textures and other assets. | rodri | 2024-03-06 | 20 | -0/+13798 |
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* | use the diffuse color map texture from the OBJMaterial for shading. | rodri | 2024-03-06 | 1 | -7/+22 |
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* | change the fshaders to return a Color. no more cbuf+memfillcolor bullshit. | rodri | 2024-03-06 | 1 | -69/+25 |
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* | use the new texture sampler and vertex material definitions. | rodri | 2024-03-06 | 1 | -10/+96 |
| | | | | | add an mmb menu for texture sampling selection and point light position randomization. | ||||
* | make use of the new user-defined vertex attributes (varyings). | rodri | 2024-03-03 | 1 | -12/+26 |
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* | replace the Memimage-based screenfb with an Image and fix flickering hud. | rodri | 2024-02-27 | 1 | -13/+18 |
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* | implement a phong shader. add a shader selection menu. update the light source. | rodri | 2024-02-25 | 1 | -13/+87 |
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* | model2world is now provided by libgraphics. | rodri | 2024-02-21 | 1 | -6/+1 |
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* | add the ability to load multiple models at once. | rodri | 2024-02-15 | 1 | -20/+22 |
| | | | | | at the moment only one texture can be loaded and it is applied to the first model. |