Commit Graph

129 Commits

Author SHA1 Message Date
302ec438dd Removed colTint, tint color is colDiffuse
Tint color could be applied to colDiffuse... but what's the best way?
Replace it? Multiply by? A point to think about...
2016-05-31 18:15:53 +02:00
cac2a66deb Improved library consistency
Functions renamed to improve library consistency
2016-05-31 17:11:02 +02:00
Ray
caa7bc366b Reviewed DrawLight() function and some tweaks 2016-05-31 00:51:55 +02:00
b0a0c5d431 Added tint color attribute to material data type
It tints all fragments, ignores lighting. Useful for some features like
feedback (damage color, ...).
2016-05-30 19:55:13 +02:00
f2d61d4043 Remove normal depth
Scaling normal depth (y axis) makes disappear the specular of
fragments... So I think it can be removed, it is not a very
useful/important attribute.
2016-05-30 19:43:35 +02:00
64f6c74c9a Add normal and specular maps to draw model process 2016-05-30 19:18:55 +02:00
ea5b00528b Improved render to texture
Support render texture size different than screen size
2016-05-29 11:49:13 +02:00
d53b6f4381 Renamed shader variables (more generic names)
Now shader maps use a generic naming convention for any kind of texture
maps (not only diffuse, normal or specular). Useful for custom shaders.
2016-05-25 16:19:57 +02:00
dcd6942ed1 Fix small bug and spacing 2016-05-21 18:22:15 +02:00
c320a21f2b Add standard lighting (2/3)
- 3 light types added (point, directional, spot).
- DrawLights() function added using line shapes.
- Standard lighting example added.
- Removed useless struct variables from material and light.
- Fixed light attributes dynamic locations errors.
- Standard vertex and fragment shaders temporally added until rewrite it
as char pointers in rlgl.
TODO:
- Add normal and specular maps calculations in standard shader.
- Add control structs to handle which attributes needs to be calculated
(textures, specular...).
- Adapt standard shader to version 110.
- Rewrite standard shader as char pointers in rlgl.
2016-05-21 18:16:39 +02:00
30c8058fca Add standard lighting (1/3)
- Ambient and lambert lighting added.
- Ambient and diffuse colors linked to standard shader.
- Single light linked to standard shader.
- LoadStandardMaterial() and depending functions added.
2016-05-20 17:18:07 +02:00
6dac1efefe Comented buggy code to avoid problems...
...on model drawing
2016-05-20 15:01:36 +02:00
dcf5f45f68 Add lighting system -IN PROGRESS-
Improved materials
2016-05-20 12:28:07 +02:00
7d1d9ff143 Support DYNAMIC_DRAW mesh loading 2016-05-20 09:36:02 +02:00
8bbbe8cd76 Corrected namings 2016-05-19 13:50:29 +02:00
037edbaa13 Reorganize data for consistency 2016-05-18 13:22:14 +02:00
075f51e0a3 Simplified internal (default) dynamic buffers 2016-05-12 12:20:23 +02:00
6acfda599e Support indexed mesh data on OpenGL 1.1 path
Keep asking myself why I maintain this rendering path... -___-
2016-05-10 19:25:06 +02:00
1ddf594d15 Added support for indexed mesh data 2016-05-10 18:24:28 +02:00
Ray
c85cd29049 Added defines for default shader names 2016-05-09 12:41:53 +02:00
Ray
f7d4951165 Improved vertex attribs support for models 2016-05-08 23:50:35 +02:00
0bcb873cbb Improved mesh support
Depending on mesh data, it can be loaded and default vertex attribute
location points are set, including colors, tangents and texcoords2
2016-05-08 15:24:02 +02:00
eeb151586f Corrected issues with OpenGL 1.1 backend 2016-05-07 18:28:40 +02:00
7ab008878a Library redesign to accomodate materials system 2016-05-07 18:07:15 +02:00
8301980ba8 Clean up and consistency review
- Renamed some functions for consistency (default buffers)
- Removed mystrdup() function (implemented inline)
- Renamed TextFileRead() to ReadTextFile()
2016-05-03 19:20:25 +02:00
Ray
2646ed0393 Removed debug functions 2016-05-02 14:11:42 +02:00
Ray
0e6d1cb272 Working on materials system... 2016-05-02 00:16:32 +02:00
Ray
1fb874cdc5 Check for WebGL/Webkit extensions
Improve DXT-ETC1 support on HTML5
2016-05-01 01:09:48 +02:00
2e5d898443 Corrected bug with old FBO struct 2016-04-17 11:25:04 +02:00
284eaf1576 Use Depth Texture on OpenGL 3.3 2016-04-10 19:38:57 +02:00
aa22d97983 Simplified texture flip and added comments 2016-04-07 13:31:53 +02:00
0133917bf9 Correct detail 2016-04-04 01:15:43 +02:00
Ray
b6cec214bd Unified internal shader to only one
Only defaultShader required, set default value for vertex color
attribute if not enabled and fragColor uniform
2016-04-03 20:14:07 +02:00
a66c8531d6 Some code simplifications 2016-04-03 18:31:42 +02:00
06a8d7eb06 Remove old postprocessing system 2016-04-01 10:39:33 +02:00
66b096d978 Added support for render to texture (use RenderTexture2D)
Now it's possible to render to texture, old postprocessing system will
be removed on next raylib version.
2016-03-30 20:09:16 +02:00
956a6e6f77 Corrected bug and comments on model unloading 2016-03-27 18:34:05 +02:00
ebc2b9a286 Improved windows resizing system...
...despite not being enabled on GLFW3
2016-03-20 14:20:42 +01:00
5e45c3c824 Redesign to work as standalone
Redesigned to work as standalone and support fordward-compatible context
(shaders review)
2016-03-20 13:39:27 +01:00
Ray
e2ba22ec59 Improved 2D-3D drawing
Depth test disabled for 2D and only used on 3D; consequently LINES vs
TRIANGLES vs QUADS buffers drawing order maters... but blending also
works ok.
2016-03-17 13:51:48 +01:00
c9d22c7a14 Redesign to use Material type -IN PROGRESS-
Requires Shader access functions review
2016-03-06 02:05:16 +01:00
4476a9e241 Review rlglUnproject() system 2016-03-02 17:13:31 +01:00
04caf1c262 Corrected memory leak 2016-03-01 15:36:45 +01:00
Ray
0dfc7fffff Removed a couple of TODOs 2016-02-23 00:57:50 +01:00
823abf666e Reviewed code TODOs 2016-02-12 12:22:56 +01:00
fca83c9ff8 Solve bug on matrix multiply order for scale and rotation 2016-02-11 14:27:18 +01:00
Ray
2ef9552454 WARNING message shortened 2016-02-08 09:06:20 +01:00
Ray
646f1c3f71 Some formating tweaks 2016-02-03 17:45:28 +01:00
Ray
df5c64d0be Functions parameters reorganize: Axis and Angle
sin(), cos() functions cached and replaced by float c99 versions sinf(),
cos()
2016-02-02 18:41:01 +01:00
99f99bea47 Simplified shader matrix uniforms 2016-01-25 13:54:09 +01:00