| Commit message (Collapse) | Author | Age | Files | Lines |
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- refactored scene_main to be able to share code between software and
hardware renderers, while still sharing code between terminal software
renderer and graphical software renderer
- made the hardware renderer use scene objects vertices and transforms,
instead of hardcoded ones
- made the hardware renderer use the scene's camera
- made .obj parser create Vector3 instead of Vector4, which didn't made
sense
- removed unnecessary std::
- lots of small changes
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- cleaned up the computation of the camera's matrix
- changed VertexData to being a struct which transmit data between the "vertex shader" and the "fragment shader"
- started working on keyboard and mouse controls
- added fov (field of view)
- changed quaternion to euler angles conversion, from zyx to zxy
- fixed computations of z coordinates in triangle rendering
- improved naming in the triangle rasterizer
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- added quaternions and rewrote all rotations to use them
- added transforms to put all object transforms in a single place
- added Wavefront .obj file parser
- removed frame buffer's abstract class
- improved vectors, matrices, triangles, vertices and vertices data by putting all code in header file
- added vector's operations
- changed from NULL to nullptr
- miscellaneous improvements
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- In the context of mesh definition, splited
indices into vertex index, normal index and
vertex data index to be able to specify
different normals and vertex data for
different faces using the same vertex
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