Commit graph

65 commits

Author SHA1 Message Date
Zed A. Shaw
6d21b7f163 Clean up the code to be not everything in hpp files. 2026-10-07 12:30:22 -04:00
Zed A. Shaw
a1c8208b47 First working animations, but lots of bugs and refactoring needed. 2026-10-07 12:11:15 -04:00
Zed A. Shaw
8b41591360 Normal/Height maps now working from models, and are only applied to models that have them. 2026-09-30 17:36:48 -04:00
Zed A. Shaw
4efe72b8d8 Finally remove the peterpan crap. 2026-09-30 16:03:09 -04:00
Zed A. Shaw
e13e94ecce Starting normal maps. 2026-09-29 13:06:46 -04:00
Zed A. Shaw
7ca9302834 Had to commit to rename this to what it is. 2026-09-29 13:05:37 -04:00
Zed A. Shaw
7b1c05f87c Have to comit this to git is too stupid to move it. 2026-09-29 13:05:04 -04:00
Zed A. Shaw
995de63671 Bring back text and rebuild the shadows after spawn. 2026-09-22 14:25:52 -04:00
Zed A. Shaw
4747d297e8 Improved the shadows with a larger texture, PCF for the edges, and only calculating the shadows once. 2026-09-21 14:49:59 -04:00
Zed A. Shaw
621c355876 It was one line again. 2026-09-20 12:38:23 -04:00
Zed A. Shaw
5577ab0f0b This code demonstrates the bug in framebuffers with the shadows. 2026-09-19 20:08:24 -04:00
Zed A. Shaw
6235bfb657 Put the scene on the heap since it's huge now. 2026-09-19 16:47:53 -04:00
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