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There is still a lot of work needed to refactor it properly.
- use the Sutherland–Hodgman algorithm, with some minor changes
- made clipping more general, allowing clipping of any coordinate,
before and after division by w
- compute the z coordinate only at the fragment stage instead of each
time clipping creates / moves a vertex, in addition to the fragment
stage
- added VectorCoords to choose at compile-time different coordinates
based on a template argument
- added transpose struct to allow shuffling of vectors coordinates
- added math::utils::lerp which interpolate linearly a float
- added Vector{2,3,4}::map() which maps a vector from one range to
another
- added template parameter to DerivedVertex (and therefore
TriangleDerived) to allow choosing which dimension to use
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- removed "using" directive in .hpp
- reverse order of arguments for quaternion rotation, i.e. q.rot(v)
instead of v.rot(q), where q is a quaterinon and v a vector
- pass the inverse of the view matrix to render_and_present_frame, to
allow light calculation in shaders (we used to just pass the matrix of
the quaternion of the transformation, i.e. discard scaling and
translations)
- added another mesh and texture (viking_room) for testing purposes
- added transparent background option
- added Quaternion::look_towards(), which is the equivalent of
Matrix4::look_at() but only for rotations
- various improvement to .obj parsing
- load texture coordinates from .obj file
- merged duplicate vertices in Mesh::linearize_indices()
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