Commit graph

53 commits

Author SHA1 Message Date
Zed A. Shaw
482ec07fb3 Shadows working but look dumb. The issue so far was that framebuffer.cpp interferes with the framebuffer used to create the shadow map. 2026-09-19 15:09:46 -04:00
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