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* Cleanup passTomasz Kramkowski2018-10-271-1/+1
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* Use shaders/data.h to generate material codeTomasz Kramkowski2018-10-221-2/+0
| | | | | There is enough information to generate some of the material loading code from shaders/data.h.
* use shaders/data.h for the definition of verticesTomasz Kramkowski2018-10-221-2/+2
| | | | | | | | | | | | | Now that shaders/data.h is in place, it can be taken to the next extreme. The information stored in shaders/data.h is plentiful enough that vertex attribute location information can be standardised, the definition of vertices can be specified in only one place and the bindings for vertex information can be generated. It's around this point in time that I wish there was a better pre-processor for all this. It might make things a lot cleaner.
* Fix light position so it falls outside of the utah teapotTomasz Kramkowski2018-10-191-3/+3
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* Implement specular mappingTomasz Kramkowski2018-10-191-1/+2
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* Allow multiple shaders while reducing duplicationTomasz Kramkowski2018-10-191-28/+10
| | | | | | This change also stops using bie as eventually it will be replaced with a more sophisticated asset handling system which will also allow custom shaders.
* Change OpenGL context version to 3.2 for better portabilityTomasz Kramkowski2018-07-151-1/+1
| | | | Apparently some version OSX or something doesn't support 3.3.
* dorp says this is no longer UB if float (*)[4] is cast to float *Tomasz Kramkowski2018-05-151-3/+3
| | | | The C standard is a strange beast.
* faqe.c: main now returns 0 to fix SDL_main on windowsTomasz Kramkowski2018-05-041-0/+2
| | | | | On windows SDL replaces main with SDL_main and uses a WinMain function. SDL_main is not main so it must return something.
* Move assets to an assets subdirectory and simplify model loadingTomasz Kramkowski2018-05-041-11/+17
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* Animate the light position around the cubeTomasz Kramkowski2018-05-031-1/+8
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* Add a simple camera struct and camera controlsTomasz Kramkowski2018-05-031-15/+49
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* Cleanup: License headers, spacing, namingTomasz Kramkowski2018-05-021-1/+1
| | | | | | | Rename vnorm to fnorm (fragment normal). Change shader license headers to C++ style comments. Fix spacing for PI define in faqe.c. Add missing license headers.
* Implement diffuse texture loading and basic material supportTomasz Kramkowski2018-05-021-1/+4
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* Improve glprog_load to take sentinel terminated listsTomasz Kramkowski2018-05-021-2/+4
| | | | | | Numerous times a new uniform has been added and the corresponding increment of the nunis parameter was forgotten causing confusion. This should not happen anymore.
* Enable SRGB framebuffer and backface culling.Tomasz Kramkowski2018-05-021-0/+2
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* Fix model matrix being transposed.Tomasz Kramkowski2018-04-301-1/+1
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* Store camera position in a variable for now.Tomasz Kramkowski2018-04-301-1/+2
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* Fix proj mat not being set requiring a resize before anything showsTomasz Kramkowski2018-04-301-0/+1
| | | | | | The projection matrix uniform was being used before the shader program was being used. This caused nothing to get rendered until a window resize.
* Implement basic model loading of FMD format.Tomasz Kramkowski2018-04-271-44/+52
| | | | | | | | | | | | The FMD (Faqe Model Data) format is a format designed for faqe. It stores vertex, element and material information and mesh information. This patch provides the basic implementation and use of this format. This patch also implements perspective projection, depth testing and view and model matrices. An example fmd file is provided.
* Replace GLFW3 with SDL2Tomasz Kramkowski2018-04-201-29/+51
| | | | Replace all of GLFW3 with SDL2 for future benefits.
* Rename project gltest -> faqeTomasz Kramkowski2018-03-301-0/+111
The project has been renamed to faqe. The logic for this name: quake -> fake quake -> faqe