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2010-05-25Add support for EXT_timer_query.Eric Anholt1-3/+75
2009-11-09Update for GLU3 API changes.Eric Anholt1-10/+11
2009-08-11Move a bunch of division for the ward calc out to uniforms.Eric Anholt1-0/+3
2009-08-10Move the rings drawing code to a separate file.Eric Anholt1-496/+6
2009-08-07Move texcoord.x *= 4 out of VS into constants.Eric Anholt1-1/+1
2009-08-07Add a -benchmark mode.Eric Anholt1-11/+33
2009-08-01Calculate a better bounding box for the rings by calculating their radius.Eric Anholt1-1/+16
2009-08-01Add acne-ridden shadowing to rings.Eric Anholt1-2/+15
2009-07-31Fix the rings position, calculated center position, and radius.Eric Anholt1-6/+6
2009-07-31Update light eye position for the ground shader.Eric Anholt1-1/+1
2009-07-31Fix the light position to be outside of the bounds of the shadow casters.Eric Anholt1-1/+1
2009-07-30Apply the shadow map to the ground plane.Eric Anholt1-0/+3
2009-07-28Add debug printing functions for GLU types.Eric Anholt1-0/+7
2009-07-28Move the light up above the objects.Eric Anholt1-1/+1
2009-07-28Add "m" to display the shadow map.Eric Anholt1-3/+77
2009-07-28Start implementing shadow texturing.Eric Anholt1-14/+51
2009-07-28Move to new GLU3 API.Eric Anholt1-23/+24
2009-07-28Cut code duplication in load_program.Eric Anholt1-18/+16
2009-07-28Save off the obj_to_world transforms for each ring.Eric Anholt1-5/+17
2009-07-28Phong it up on the ground plane.Eric Anholt1-0/+1
2009-07-28Add a bright red ground plane.Eric Anholt1-21/+48
2009-07-28Fix up load_program so it can be used for other programs too.Eric Anholt1-17/+41
2009-07-28Use glu3 for handling our matrices instead of using ff.Eric Anholt1-43/+64
2009-07-21Use SDL instead of GLUT.Eric Anholt1-28/+115
2009-07-21Use ARB_vertex_array_object to simplify the drawing code.Eric Anholt1-26/+27
2009-07-21Actually check for 2.0.Eric Anholt1-0/+3
2009-06-17Draw more instances of the model.Eric Anholt1-7/+10
2009-06-17Stop rendering all those times and just use ward.Eric Anholt1-28/+5
2009-06-17Reduce the gratuitous number of verts in the barely-visible ring corners.Eric Anholt1-1/+1
2009-06-12Put more objects in the world to increase depth complexity.Eric Anholt1-10/+35
2009-06-12Fix up window w/h to fit the rings.Eric Anholt1-1/+4
2009-06-12Remove the discontinuity of the texcoords at the end of the ring.Eric Anholt1-6/+3
2009-06-12Remove 965 hack glFlush now that it's fixed in Mesa master/7.4.Eric Anholt1-1/+0
2009-06-10Do each shader model a few times with different params.Eric Anholt1-8/+15
2009-06-10print fps.Eric Anholt1-4/+24
2009-05-07Add a Ward anisotropic model.Eric Anholt1-0/+1
2009-05-07Reduce the number of steps and verts.Eric Anholt1-2/+2
2009-04-29Use the original heightmap for the normal map to do ambient occlusion.Eric Anholt1-1/+7
2009-04-29glclear hack fixed in mesa.Eric Anholt1-3/+0
2009-04-29Bring the eye and the light down into the plane so we can see more fresnel.Eric Anholt1-4/+2
2009-04-29Add a mode that's just the fresnel term mixing diffuse versus specular.Eric Anholt1-0/+1
2009-04-29Give it a glass/plastic-film reflection instead of copper.Eric Anholt1-1/+1
2009-04-29Start moving some BRDF constants to uniforms.Eric Anholt1-0/+17
2009-04-29Add some spin to the ring because I was worried that the n map was weird there.Eric Anholt1-0/+4
2009-04-29Bring the light a little more into the plane of the ring.Eric Anholt1-1/+1
2009-04-29Draw both phong and cook/torrance modes.Eric Anholt1-23/+45
2009-04-29Give light_pos the hungarian treatment.Eric Anholt1-10/+10
2009-04-29Clear up the texcoord array state for sanity versus any other rendering.Eric Anholt1-0/+4
2009-04-29Add 'c' to reload the shaders.Eric Anholt1-25/+37
2009-04-22Move the object around a little over time.Eric Anholt1-4/+14