Commit graph

51 commits

Author SHA1 Message Date
Zed A. Shaw
a29494325b Have the original lighting system back and a little lightbulb model to show where the light is. 2026-09-13 16:06:18 -04:00
Zed A. Shaw
3231f747a9 Now rendering fonts separately from the scene render. 2026-09-12 17:14:00 -04:00
Zed A. Shaw
b244c903a6 Started a simple font text class to do font rendering. 2026-09-12 16:42:11 -04:00
Zed A. Shaw
1830faf4c9 Now have anti-aliasing with framebuffers and can do post processing on it. Look at shaders/30-screen-bw.frag.glsl to see. 2026-09-11 14:33:20 -04:00
Zed A. Shaw
9ce217e0e2 Day 30, starting with anti-aliasing, removed all the instancing stuff. 2026-09-10 15:52:27 -04:00
Zed A. Shaw
6ffc6cb4ca Messing around with when to do glGen, solving a memory leak because of that, and rewriting Scene::spawn to use the instancing stuff. 2026-09-10 15:22:21 -04:00
Zed A. Shaw
a199d41890 Have 100 cubes flying around in a circle with refraction. 2026-09-09 13:36:53 -04:00
Zed A. Shaw
1107c86036 Found it! You have to bind the VAO before attaching it to the VBO. I told you it was one line of code. 2026-09-09 13:06:29 -04:00
Zed A. Shaw
753df69b4c Quick commit of a broken setup that doesn't work. 2026-09-09 12:19:09 -04:00
Zed A. Shaw
22c2b78fca Have the first geom shader working that will explode the box. 2026-09-06 13:17:04 -04:00
Zed A. Shaw
c4c808f3c5 Didn't really do anything with advanced data/glsl so let's do geometry shaders. 2026-09-05 15:27:17 -04:00
Zed A. Shaw
9582ec8611 I guess I have to put this file in here permanently because git sucks donkey dicks. 2026-09-05 13:55:26 -04:00
Zed A. Shaw
5a7de91f2a Merge branch 'master' of ssh://git.zedshaw.games/games/learn-opengl 2026-09-05 13:53:38 -04:00
Zed A. Shaw
418962609e Merge branch 'master' of ssh://git.zedshaw.games/games/learn-opengl 2026-09-05 13:50:11 -04:00
Zed A. Shaw
49f3188610 Merge branch 'master' of ssh://git.zedshaw.games/games/learn-opengl 2026-09-05 13:48:40 -04:00
Zed A. Shaw
6c542eb014 Start day 26 Advanced Data and Advanced GLSL. 2026-09-05 13:47:55 -04:00
Zed A. Shaw
a16311c0eb Start day 26 Advanced Data and Advanced GLSL. 2026-09-05 13:46:09 -04:00
Zed A. Shaw
9310215aa3 Remove the backpack for now. 2026-09-05 13:43:25 -04:00
Zed A. Shaw
7afef0a930 Can load the backpack model and if you hit R it will be made of glass. 2026-09-05 13:26:30 -04:00
Zed A. Shaw
29f1606085 Created a testing skybox and got the reflection and refraction working. 2026-09-04 15:17:42 -04:00
Zed A. Shaw
4ee5058e82 Have a working skybox now. 2026-09-03 16:57:51 -04:00
Zed A. Shaw
87c513b9f0 Moving on to cubemaps. 2026-09-03 14:51:53 -04:00
Zed A. Shaw
9c75238461 Fixed a bug where I was loading the wrong shader file for the screen shader, then made the kernel shader for the screen postprocessing. 2026-09-03 14:35:25 -04:00
Zed A. Shaw
6ef367c305 Now have separate FrameBuffer and Screen structs to manage the framebuffer/screen dance. 2026-09-02 14:17:58 -04:00
Zed A. Shaw
27e34a18c9 Have framebuffer mostly working, but light calculations are not there. 2026-09-01 13:20:58 -04:00
Zed A. Shaw
ea80851450 First edit for framebuffers but it's slapped together and doesn't work yet. 2026-08-31 11:45:26 -04:00
Zed A. Shaw
c32e7bd00d 19/20 is done so setup for day 21. 2026-08-30 13:51:01 -04:00
Zed A. Shaw
f51df89054 Implement the red windows. 2026-08-30 13:17:35 -04:00
Zed A. Shaw
11b7f4a3ed Basic alpha blending works but I have no z ordering yet. 2026-08-29 16:08:33 -04:00
Zed A. Shaw
128f522089 Starting day 19, blending. 2026-08-29 13:13:41 -04:00
Zed A. Shaw
dc973009fd Have a basic outlining thing with stencils but required a bit of hacking to make it work in Scene::render. 2026-08-28 15:48:28 -04:00
Zed A. Shaw
993f148710 Setup for day 18. 2026-08-28 11:53:01 -04:00
Zed A. Shaw
032f10ef44 The lighting is done better where I set it up once in the shader and then only change the camera spotlight when the camera moves. 2026-08-27 15:00:48 -04:00
Zed A. Shaw
748528a31f Quick little way to spawn in some popcorns. Hit M. 2026-08-27 14:41:36 -04:00
Zed A. Shaw
d03afb31e1 Fixed the textures problem but it's still not amazing. 2026-08-27 14:29:52 -04:00
Zed A. Shaw
2ce7375233 Assets updated so I can use glb. 2026-08-27 14:06:32 -04:00
Zed A. Shaw
187bf4c1d1 Setup for day 17. 2026-08-27 11:59:34 -04:00
Zed A. Shaw
d3169d3eca Now all configurable with json. 2026-08-26 19:56:01 -04:00
Zed A. Shaw
3041ae0172 Start day 16, scene refactor. 2026-08-26 13:22:27 -04:00
Zed A. Shaw
f2a20876f3 The glfw stuff should probably be in the main render loop isntead. 2026-08-25 15:07:42 -04:00
Zed A. Shaw
eee5b8e22d A little more clean up before figuring out how a scene should work. 2026-08-25 15:01:03 -04:00
Zed A. Shaw
74cfaf4514 main.cpp all cleaned out and scene.cpp ready to refactor. 2026-08-25 14:57:12 -04:00
Zed A. Shaw
a7beb5a92a Camera and shader now fixed up. 2026-08-25 14:11:14 -04:00
Zed A. Shaw
47bd233722 Models all tested and refactored so that the draw() call doesn't do a bunch of irrelevant shit. 2026-08-25 13:51:22 -04:00
Zed A. Shaw
2431cf8c97 Created a crate model in glb and obj format to use in the tests, then finished the model test. 2026-08-25 12:12:19 -04:00
Zed A. Shaw
c6a7c42a4e Can now load a glb model with textures embedded in the model. Further cleanup coming. 2026-08-24 16:29:06 -04:00
Zed A. Shaw
5b5e8a9fb0 Starting the refactor session on day 14. Moved the glad and KHR dirs into src to start. 2026-08-24 12:13:03 -04:00
Zed A. Shaw
1b7066757a Now have multiple lights. 2026-08-23 13:25:45 -04:00
Zed A. Shaw
a1d2c7768d Day 12 done, we now have various kinds of lights. 2026-08-22 13:48:29 -04:00
Zed A. Shaw
fb2c871419 Now have a material and highlight map. 2026-08-21 15:37:02 -04:00