kts
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e1d908ae3e
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Added basic AssetManager class skeleton. This will be the governing class for the loading of files and ensuring data remains the same between clients via checksum comparisons.
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2015-02-27 19:49:24 -08:00 |
kts
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0ceb4b828d
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Added/updated test code for mouse rotation, zooming, and panning.
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2015-02-25 15:56:25 -08:00 |
kts
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8c37edcfe7
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Added some test code in Core that allow for pinch zooming and two-finger rotation.
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2015-02-25 07:51:10 -08:00 |
kts
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00d0ec1c00
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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.
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2015-02-25 04:05:59 -08:00 |
kts
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561c33f092
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Updated VS project. Added a _WIN32 ifdef and typedefs for uint32_t and uint8_t due to Windows not including inttypes.h.
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2015-02-24 17:18:40 -08:00 |
kts
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b19f0bb727
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Updated Linux build, forgot to set v_flags to opengl/resizable. Core now calls updateProjection for each camera and setView for each camera's RenderView on window resize. This functionality will be moved elsewhere, as we do not necessarily want to resize the view or the camera to the entire window.
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2015-02-24 17:11:52 -08:00 |
kts
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a0eeec21b2
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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.
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2015-02-24 16:55:11 -08:00 |
kts
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adcf6cd1b5
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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.
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2015-02-23 02:49:52 -08:00 |
kts
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07cecebad0
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Added a single comment. That is all.
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2015-02-22 00:14:48 -08:00 |
kts
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b7e867fbf2
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Updates VS project. Replaced snprintf with std::ostringstream in Program::attachTexture. Added RenderCamera functionality for orientation and position. Much more to be added, but likely need to implement the State machine so majority of the program logic is complete.
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2015-02-21 05:53:40 -08:00 |
kts
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082828465c
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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.
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2015-02-20 19:48:24 -08:00 |
kts
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8b11fd78f3
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Re-added VAO code to mesh building, hopefully to no error.
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2015-02-13 15:12:26 -08:00 |
kts
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f8758111dc
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Updated android, ios, and osx projects. Hopefully nothing is broken.
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2015-02-12 07:40:40 -08:00 |
kts
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9ab5b42752
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Added common checks for GLEW on Windows, need to fix and add other systems. Added LOG_INFO to logging, ERROR logs show SDL message box, and pointing logHook to a function taking 2 const char* params will call said function on log. Added Mesh type that can load an OBJ mesh and build OpenGL vbo/vao. Can also build from passed vertices, uv, and normal arrays. RenderCamera updated. RenderObject updated with Mesh member. RenderScene updated with basic rendering system set (renderTo(RenderView*)). RenderView now creates framebuffers and should be working. RenderView also relies on a Mesh that should generally be a quad, but is not necessarily (it uses a Mesh).
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2015-02-12 05:48:10 -08:00 |
kts
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f7acf3c219
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Added a basic Logging system. Currently calls SDL_ShowSimpleMessageBox(...).
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2015-02-11 01:58:43 -08:00 |
kts
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30d4b87298
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Updated ios and osx projects. Added some RenderCamera logic to RenderScene. Also added some basic code to main to test Render* functionality before the State machine is implemented.
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2015-02-10 21:44:05 -08:00 |
kts
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1fa87fb90f
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Imported Mat4 class from CC.
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2015-02-10 05:34:58 -08:00 |
kts
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66eb0364b3
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Updated VS and added Vec2/Vec3/Vec3 classes from CC project. Also added RenderObject skeleton.
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2015-02-10 04:50:31 -08:00 |
kts
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710712f8c1
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Moved GL.hpp to a common.hpp. common.hpp provides includes for SDL2 and OpenGL(ES) and should be included in any file that wishes to access types or functionality provided by either.
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2015-02-10 01:09:39 -08:00 |
kts
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47ca485855
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Added RenderScene and RenderSet class skeletons. Also updated VS project.
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2015-02-09 21:32:27 -08:00 |
kts
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4d05013cdc
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Added RenderCamera and RenderView class skeletons. Also added a common GL header file.
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2015-02-09 18:29:12 -08:00 |
kts
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750791f823
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Initial commit of RtB skeleton. ios, osx, and android build environments exist and successfully compile, presuming a fully functional SDL2 build environment. Documentation on getting such an environment set up will be forthcoming.
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2015-02-04 15:26:15 -08:00 |