Age | Commit message (Collapse) | Author | Files | Lines | |
---|---|---|---|---|---|
2011-02-02 | Switch to tori!shadowtex | Kenneth Graunke | 2 | -2/+2 | |
While still calling everything spheres. | |||||
2011-01-26 | add forgotten files shadow.frag and shadow.vert | Kenneth Graunke | 2 | -0/+12 | |
2011-01-26 | Actually apply the shadow. | Kenneth Graunke | 4 | -3/+15 | |
Something still seems wrong but I'm not sure what. | |||||
2011-01-26 | Create a dummy 1x1 shadow map...supply one or the other to the shader. | Kenneth Graunke | 4 | -2/+24 | |
2011-01-26 | phong: Rename "sampler" to "environment". | Kenneth Graunke | 2 | -5/+5 | |
We're gonna have another sampler in a moment. | |||||
2011-01-26 | Mark top sphere as an occluder; only draw occluders into shadowtex. | Kenneth Graunke | 1 | -4/+13 | |
2011-01-26 | Move light to world space and draw the shadows from PoV of the light. | Kenneth Graunke | 2 | -9/+17 | |
2011-01-22 | main: Remove leftover shader loading cruft. | Kenneth Graunke | 1 | -20/+0 | |
2011-01-22 | Lower the resolution of the shadow FBO | Kenneth Graunke | 1 | -3/+3 | |
2011-01-21 | Move glViewport calls into Scene::Reshape | Kenneth Graunke | 2 | -4/+3 | |
We really want the projection matrix to be tied to the viewport | |||||
2011-01-21 | STUFF!!! | Kenneth Graunke | 3 | -39/+65 | |
2011-01-21 | scene: Rename shader specific variable names to "phong_..." | Kenneth Graunke | 1 | -21/+21 | |
2011-01-21 | Initial refactoring for rendering the scene to multiple FBOs. | Kenneth Graunke | 3 | -47/+53 | |
2011-01-21 | Use textureOffset | Kenneth Graunke | 3 | -30/+14 | |
2011-01-21 | Fix the lack of a depth buffer.sobel | Kenneth Graunke | 1 | -0/+6 | |
2011-01-21 | Check for ARB_framebuffer_objects. | Kenneth Graunke | 1 | -0/+5 | |
2011-01-21 | Render to a FBO and apply a Sobel filter as a post-processing effect. | Kenneth Graunke | 12 | -416/+767 | |
Something strange is happening with the depth/clipping, but that can be debugged in a future version. Or not. Apologies for the giant squashed commit. | |||||
2010-12-08 | Ian says I'm supposed to use 'n' and 'v' in the Fresnel calculation.HEADmaster | Kenneth Graunke | 1 | -3/+3 | |
2010-12-08 | Fix up the lighting/environment combining - use mix(). | Kenneth Graunke | 1 | -6/+3 | |
2010-12-08 | Use GL_LINEAR instead of GL_NEAREST for the texture filtering. | Kenneth Graunke | 1 | -2/+2 | |
2010-12-08 | Make "eye" a uniform rather than an attribute. | Kenneth Graunke | 2 | -10/+6 | |
Previously I declared it as an attribute and then tried to initialize it with a bogus glUniform4fv call. Amazingly, it didn't completely break. | |||||
2010-12-01 | Remove unnecessary glEnable call. | Kenneth Graunke | 1 | -2/+0 | |
Apparently this is only used for fixed function. | |||||
2010-11-17 | Small fragment shader changes. | Kenneth Graunke | 1 | -2/+3 | |
2010-11-17 | Combine the environment mapping and bump mapping via a Fresnel factor. | Kenneth Graunke | 1 | -4/+24 | |
2010-11-17 | Upgrade shaders to GLSL 1.20. | Kenneth Graunke | 2 | -0/+2 | |
Having to type 1.0 everywhere is really irritating. | |||||
2010-11-17 | Make the C1 camera the default. | Kenneth Graunke | 1 | -1/+1 | |
2010-11-17 | Add environment mapping. | Kenneth Graunke | 3 | -2/+32 | |
Still need to combine this with the bump mapping. | |||||
2010-11-17 | Load the cube texture at startup. | Kenneth Graunke | 2 | -0/+37 | |
2010-11-17 | Add cube map textures from Humus. | Kenneth Graunke | 6 | -0/+0 | |
Freely redistributable "Earth" textures downloaded from: http://www.humus.name/index.php?page=Textures&&start=64 | |||||
2010-11-07 | Implement a procedular bump map. | Kenneth Graunke | 2 | -4/+29 | |
Based off the example shader in the Orange Book, 3rd ed., chapter 11. | |||||
2010-11-04 | Convert shaders to work in surface space rather than eye space. | Kenneth Graunke | 2 | -19/+27 | |
2010-10-27 | Add support code for loading textures from disk. | Kenneth Graunke | 4 | -3/+293 | |
Signed-off-by: Ian Romanick <idr@freedesktop.org> | |||||
2010-10-27 | Remove unused "color" variable from the phong fragment shader. | Kenneth Graunke | 1 | -2/+0 | |
2010-10-21 | Add comments.assignment-1 | Kenneth Graunke | 1 | -0/+3 | |
2010-10-21 | Move initial control points to more sensible locations. | Kenneth Graunke | 1 | -3/+3 | |
With the original points, the straight line paths caused the camera to pass through the spheres. Signed-off-by: Ian Romanick <idr@freedesktop.org> | |||||
2010-10-21 | Calculate initial C0 curves based off of the original code points. | Kenneth Graunke | 1 | -15/+21 | |
Signed-off-by: Ian Romanick <idr@freedesktop.org> Signed-off-by: Kenneth Graunke <kenneth@freedesktop.org> | |||||
2010-10-21 | Refactor out the linear interpolation function (lerp). | Kenneth Graunke | 1 | -1/+10 | |
Instead of open-coding it. | |||||
2010-10-21 | Fix per-fragment lighting. | Kenneth Graunke | 1 | -5/+5 | |
The code in the slides uses vec3s, but the supplied shaders use vec4s. My implementation incorrectly included the 'w' component in the normalize call, which threw off the results. This patch is quite ugly; fixing the code to use vec3s would almost certainly be superior. Or at least factoring the .xyz into one place. | |||||
2010-10-21 | Implement G1 and C1 curve conversion. | Kenneth Graunke | 1 | -7/+32 | |
2010-10-21 | Add support for switching the camera. | Kenneth Graunke | 1 | -35/+82 | |
This allows the user to switch the camera between linear interpolation, unmodified C0 bezier curves, G1, and C1 curves. This also renames "G0" to "G1" in the code. | |||||
2010-10-20 | Implement the bezier position function. | Kenneth Graunke | 1 | -2/+17 | |
2010-10-20 | Implement phong shading. | Kenneth Graunke | 2 | -9/+11 | |
2010-10-06 | Initial commit. lol | Kenneth Graunke | 11 | -0/+963 | |