Commit Graph

6 Commits (12b2eed2901933ddcf248ed453801da60ec79818)

Author SHA1 Message Date
kts 3c534a9b98 SDL2_image is now used. OMesh::loadObj now ensures that UVs and normals are created equal to the # of vertices - this is not exactly right, as it simply zeros values that don't exist, but it's better than nothing. Vertex indexing should be implemented using GL_DRAW_ELEMENTS, but for now we'll deal. Default cube now generates proper normals and uvs attached to triangular faces. GLSL vertex shaders now flip the outputted fragment UV (1.0 - uv.t). The Texture class has been created which is responsible for turning some image format data into an OpenGL texture. It handles things similarly to Mesh, in that it first loads the data then has to be 'built'. 2015-03-04 00:59:46 -08:00
kts bc831f05b0 AssetManager/AssetCache system now mostly in place. AssetCache(s) create/read from a .CACHE file in the target directory. This file is human-readable and is the index for the cache. Each line contains the file's path, its checksum, and the filesize. This file is updated when the filesize of the file changes. Currently new files are found and added on start - to be added is a refresh function. Also to be added is an update via modification time - this will require a new entry in the cache index file. A single-line version heading should also be added.
Data files are now loaded from the Cache - Mesh and Program build from passed buffers now. These are generally read from a loaded Asset. Next up: updating it to work on Linux, Android, iOS, and OS X.

Also added a somewhat poor HashTable template implementation. Works okay, but might not be the best.
2015-03-01 02:17:12 -08:00
kts 00d0ec1c00 Added cube model for testing. Shader textures now start at index 0 rather than 1. Things work on iOS now. closeSystem deletes gl context and destroys window - needs to free textures, etc. still. Added testing finger and mouse motion control. Meshes now generate uv buffer object and normals buffer object. RenderCamera now supports rendering in orthogonal as well as perspective. Orthogonal rendering relies on 'size' float, which indicates the vertical 3D units shown on screen. This is, for RtB, equal to 1 meter. Perspective rendering uses fov_angle, which is the vertical field of view angle. This is, default, pi / 4. Screen resizing now works fine on Android - recreated buffer used non gles type. RenderView now uses nearest mag/min filters rather than linear. Added handleAppEvents which is intended to deal with state changes on mobile devices, such as app minimizing. At the moment, core.closeSystem is called when RtB enters the background. 2015-02-25 04:05:59 -08:00
kts a0eeec21b2 Much added. Basic asset access functions using fopen() techniques. Currently the system attempts to load from the CWD on most platforms, but on Android it attempts to load from the assets archive. Once updated, it will likely attempt to load from at least 3 locations before falling back to the built-in application assets (external device, user directory, application data directory). Creation/Loading of RtB is now managed by a Core class. This class is, to some extent, a service locator combined with larger engine functionality. A global instance of the class is provided as 'core'. It is responsible for updating the yet-to-be-added States, the base rendering, and the management of assets and much more. 2015-02-24 16:55:11 -08:00
kts adcf6cd1b5 Added test chest model and basic model rendering shader. Mesh now builds normals buffer along with uv and vp. Added Quaternion class, currently used for RenderObject's rotation matrix generation - needs to be added to RenderCamera. RenderScene now accomplishes what its name implies - the rendering of a scene. Some logic needs to be moved into Program from RenderScene's doRender function. 2015-02-23 02:49:52 -08:00
kts 082828465c Added Program class - it is responsible for loading and compiling GLSL shaders into a GLSL program. Much to be changed in regards to its functionality, especially Variable/Texture-related access. Rendering to FBO and displaying via a framebuffer shader works. 2015-02-20 19:48:24 -08:00