Commit graph

  • a29494325b Have the original lighting system back and a little lightbulb model to show where the light is. master Zed A. Shaw 2026-09-13 16:06:18 -04:00
  • 3231f747a9 Now rendering fonts separately from the scene render. Zed A. Shaw 2026-09-12 17:14:00 -04:00
  • b244c903a6 Started a simple font text class to do font rendering. Zed A. Shaw 2026-09-12 16:42:11 -04:00
  • 1830faf4c9 Now have anti-aliasing with framebuffers and can do post processing on it. Look at shaders/30-screen-bw.frag.glsl to see. Zed A. Shaw 2026-09-11 14:33:20 -04:00
  • 9ce217e0e2 Day 30, starting with anti-aliasing, removed all the instancing stuff. Zed A. Shaw 2026-09-10 15:52:27 -04:00
  • 6ffc6cb4ca Messing around with when to do glGen, solving a memory leak because of that, and rewriting Scene::spawn to use the instancing stuff. Zed A. Shaw 2026-09-10 15:22:21 -04:00
  • a199d41890 Have 100 cubes flying around in a circle with refraction. Zed A. Shaw 2026-09-09 13:36:53 -04:00
  • 1107c86036 Found it! You have to bind the VAO before attaching it to the VBO. I told you it was one line of code. Zed A. Shaw 2026-09-09 13:06:29 -04:00
  • 753df69b4c Quick commit of a broken setup that doesn't work. Zed A. Shaw 2026-09-09 12:19:09 -04:00
  • 22c2b78fca Have the first geom shader working that will explode the box. Zed A. Shaw 2026-09-06 13:17:04 -04:00
  • c4c808f3c5 Didn't really do anything with advanced data/glsl so let's do geometry shaders. Zed A. Shaw 2026-09-05 15:27:17 -04:00
  • 9582ec8611 I guess I have to put this file in here permanently because git sucks donkey dicks. Zed A. Shaw 2026-09-05 13:55:26 -04:00
  • 5a7de91f2a Merge branch 'master' of ssh://git.zedshaw.games/games/learn-opengl Zed A. Shaw 2026-09-05 13:53:38 -04:00
  • 418962609e Merge branch 'master' of ssh://git.zedshaw.games/games/learn-opengl Zed A. Shaw 2026-09-05 13:48:40 -04:00
  • 49f3188610 Merge branch 'master' of ssh://git.zedshaw.games/games/learn-opengl Zed A. Shaw 2026-09-05 13:48:40 -04:00
  • 6c542eb014 Start day 26 Advanced Data and Advanced GLSL. Zed A. Shaw 2026-09-05 13:46:09 -04:00
  • a16311c0eb Start day 26 Advanced Data and Advanced GLSL. Zed A. Shaw 2026-09-05 13:46:09 -04:00
  • 9310215aa3 Remove the backpack for now. Zed A. Shaw 2026-09-05 13:43:25 -04:00
  • 7afef0a930 Can load the backpack model and if you hit R it will be made of glass. Zed A. Shaw 2026-09-05 13:26:30 -04:00
  • 29f1606085 Created a testing skybox and got the reflection and refraction working. Zed A. Shaw 2026-09-04 15:17:42 -04:00
  • 4ee5058e82 Have a working skybox now. Zed A. Shaw 2026-09-03 16:57:51 -04:00
  • 87c513b9f0 Moving on to cubemaps. Zed A. Shaw 2026-09-03 14:51:53 -04:00
  • 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. Zed A. Shaw 2026-09-03 14:35:25 -04:00
  • 6ef367c305 Now have separate FrameBuffer and Screen structs to manage the framebuffer/screen dance. Zed A. Shaw 2026-09-02 14:17:58 -04:00
  • 27e34a18c9 Have framebuffer mostly working, but light calculations are not there. Zed A. Shaw 2026-09-01 13:20:58 -04:00
  • ea80851450 First edit for framebuffers but it's slapped together and doesn't work yet. Zed A. Shaw 2026-08-31 11:45:26 -04:00
  • c32e7bd00d 19/20 is done so setup for day 21. Zed A. Shaw 2026-08-30 13:51:01 -04:00
  • f51df89054 Implement the red windows. Zed A. Shaw 2026-08-30 13:17:35 -04:00
  • 11b7f4a3ed Basic alpha blending works but I have no z ordering yet. Zed A. Shaw 2026-08-29 16:08:33 -04:00
  • 128f522089 Starting day 19, blending. Zed A. Shaw 2026-08-29 13:13:41 -04:00
  • dc973009fd Have a basic outlining thing with stencils but required a bit of hacking to make it work in Scene::render. Zed A. Shaw 2026-08-28 15:48:28 -04:00
  • 993f148710 Setup for day 18. Zed A. Shaw 2026-08-28 11:53:01 -04:00
  • 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. Zed A. Shaw 2026-08-27 15:00:48 -04:00
  • 748528a31f Quick little way to spawn in some popcorns. Hit M. Zed A. Shaw 2026-08-27 14:41:36 -04:00
  • d03afb31e1 Fixed the textures problem but it's still not amazing. Zed A. Shaw 2026-08-27 14:29:52 -04:00
  • 2ce7375233 Assets updated so I can use glb. Zed A. Shaw 2026-08-27 14:06:32 -04:00
  • 187bf4c1d1 Setup for day 17. Zed A. Shaw 2026-08-27 11:59:34 -04:00
  • d3169d3eca Now all configurable with json. Zed A. Shaw 2026-08-26 19:56:01 -04:00
  • 3041ae0172 Start day 16, scene refactor. Zed A. Shaw 2026-08-26 13:22:27 -04:00
  • f2a20876f3 The glfw stuff should probably be in the main render loop isntead. Zed A. Shaw 2026-08-25 15:07:42 -04:00
  • eee5b8e22d A little more clean up before figuring out how a scene should work. Zed A. Shaw 2026-08-25 15:01:03 -04:00
  • 74cfaf4514 main.cpp all cleaned out and scene.cpp ready to refactor. Zed A. Shaw 2026-08-25 14:57:12 -04:00
  • a7beb5a92a Camera and shader now fixed up. Zed A. Shaw 2026-08-25 14:11:14 -04:00
  • 47bd233722 Models all tested and refactored so that the draw() call doesn't do a bunch of irrelevant shit. Zed A. Shaw 2026-08-25 13:51:22 -04:00
  • 2431cf8c97 Created a crate model in glb and obj format to use in the tests, then finished the model test. Zed A. Shaw 2026-08-25 12:12:19 -04:00
  • c6a7c42a4e Can now load a glb model with textures embedded in the model. Further cleanup coming. Zed A. Shaw 2026-08-24 16:29:06 -04:00
  • 5b5e8a9fb0 Starting the refactor session on day 14. Moved the glad and KHR dirs into src to start. Zed A. Shaw 2026-08-24 12:13:03 -04:00
  • 1b7066757a Now have multiple lights. Zed A. Shaw 2026-08-23 13:25:45 -04:00
  • a1d2c7768d Day 12 done, we now have various kinds of lights. Zed A. Shaw 2026-08-22 13:48:29 -04:00
  • fb2c871419 Now have a material and highlight map. Zed A. Shaw 2026-08-21 15:37:02 -04:00
  • 19a91bab18 Setup for rcr to figure some stuff out. Zed A. Shaw 2026-08-21 13:26:19 -04:00
  • 5ce5b4dda4 Commit of work up to day 11 of learnopengl.com. Zed A. Shaw 2026-08-21 13:15:55 -04:00