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* added mipmaps for the hw renderer, improvementsHEADmainvimene15 hours1-5/+5
| | | | | | | | | | | | | This commit add mipmaps, but for now, mipmaps are generated on the gpu at runtime. We should generate them in advance. - added mipmaps for the hardware renderer - renamed stb_image.c to stb_image.cpp - add compiler flag to stb_image.cpp to prevent warning - added pipe notation for various objects to have all clipping functions be left to right. We need this for the time being because dot notation would considerably complicate the current implementation - small improvements
* added textures for the hardware renderervimene2026-01-131-7/+32
| | | | | | | | | | | | | | | | | - 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()
* starting to merge vulkan with the enginevimene2025-12-291-10/+30
| | | | | | | | | | | | | - 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
* renamed .h to .hppvimene2025-12-101-2/+2
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* various improvementsvimene2025-01-021-14/+13
| | | | | | | | | | - 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
* various improvementsvimene2024-12-311-30/+0
| | | | | | | | | | | - 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
* improved mesh definitionvimene2023-12-111-7/+21
| | | | | | | | - 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
* fixed perspective, added planevimene2023-12-091-15/+29
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* renamed MathVector{2,3,4} to Vector{2,3,4} and Mat4 to Matrix4 in engine::mathvimene2023-12-031-9/+9
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* added scenes, camera and meshesvimene2023-11-261-0/+33