Commit Graph

479 Commits

Author SHA1 Message Date
codeanticode 5ea73a1c41 Ported GLSL renderering from PGraphicsAndroid3D to PGraphicsOpenGL, several fixes 2012-02-12 01:22:42 +00:00
codeanticode c02ab789fd Correct light direction sign in shader, fixing auto-normal calculation 2012-02-11 05:27:53 +00:00
codeanticode b2270b93ef Fixed a couple of bugs in the calculation of the normal matrix 2012-02-11 02:18:24 +00:00
codeanticode 307cca4707 Reset the inverse of the modelview in resetMatrix(). 2012-02-11 01:24:38 +00:00
benfry 8a8097a99d moving to SDK 10 instead of 9 (or 8) for Android 2012-02-10 23:30:51 +00:00
codeanticode 76dfbe848f Another missing normalization 2012-02-10 23:22:21 +00:00
codeanticode bf20d8cd2f Updated full vertex shader with the last changes from the lit shader. 2012-02-10 22:37:22 +00:00
codeanticode 58ddc28f4e Combined falloff and spot parameters into vec3 and vec2 uniforms 2012-02-10 22:35:16 +00:00
codeanticode 801627f089 Added some missing normalizations in light calculation 2012-02-10 22:09:30 +00:00
codeanticode eac95f7164 SDK 9 (2.3) as requirement for Android 2012-02-10 20:43:33 +00:00
codeanticode 5aaf47636b Light ambient, diffuse and specular only have rgb components 2012-02-10 19:48:23 +00:00
codeanticode 406c4d5778 Applying normal matrix to normal vectors in tessellator routines 2012-02-10 19:39:40 +00:00
codeanticode b421c2f7d9 Some light debugging. Diffuse working, still need to fix normal calc 2012-02-10 16:41:18 +00:00
codeanticode e4b2edf8cf Fixed index update in renderFill method 2012-02-09 21:46:58 +00:00
codeanticode 1793681ec1 Removed calls to glEnable(target), fixed coloring of fonts 2012-02-09 19:54:14 +00:00
codeanticode 1b869c5d61 Simple fix to lighting code in vertex shaders 2012-02-08 23:58:33 +00:00
codeanticode 4bd0411edc Corrected gl matrix update when starting shaders 2012-02-08 23:42:13 +00:00
codeanticode ae39e8e9a3 Fixed attribute offset in PShape3D 2012-02-08 23:31:05 +00:00
codeanticode 4e247f4fa1 Handle of missing glBlendEquation, some fixes for int colors in PShape3D 2012-02-08 22:46:29 +00:00
codeanticode 4a22bb3bdd Loading shader source from URLs, fixed color normalization 2012-02-08 21:51:54 +00:00
codeanticode 325e97c1b3 Setting color attributes as unsigned byte 2012-02-07 23:46:58 +00:00
codeanticode 99218832ee Color arrays now are int 2012-02-07 23:45:06 +00:00
codeanticode 3c9efc578e Removed point normals 2012-02-07 22:35:08 +00:00
codeanticode e9eb82641a Removed line normals 2012-02-07 22:29:09 +00:00
codeanticode f1ca6cc9b5 Renamed line and point attributes 2012-02-07 22:21:24 +00:00
codeanticode d0f78f2db8 Adding rest of fill shaders 2012-02-07 22:12:46 +00:00
codeanticode e7fb2ae6ca Renaming fill shaders. 2012-02-07 22:04:14 +00:00
codeanticode 28174ed71b All render methods re-implemented with fill, line and point shaders. 2012-02-07 22:02:48 +00:00
codeanticode 09c9151a00 Completing shader classes 2012-02-07 16:51:08 +00:00
codeanticode 2f9fd105fd more shader classes 2012-02-07 07:59:18 +00:00
codeanticode 1c991da6c6 binding material buffers in render methods 2012-02-07 07:22:24 +00:00
codeanticode a3787d3b58 PGL layer just exposes gl functions and constants 2012-02-06 23:30:08 +00:00
codeanticode 294c96e2c8 More material properties handling 2012-02-06 15:38:29 +00:00
codeanticode 39ea83133d Adding array-handling code for the new material arrays, and interpolation in tessellator. 2012-02-05 23:26:16 +00:00
codeanticode 1d4b7097a7 Putting back in emissive, specular, ambient, etc. 2012-02-04 03:27:49 +00:00
codeanticode 7b1766ef29 Lighting code in vertex shader compiles 2012-02-03 23:16:20 +00:00
codeanticode b8cbfb0664 Reorganizing logic of light variables 2012-02-03 16:24:14 +00:00
codeanticode 085385f086 Testing light uniforms 2012-02-03 00:54:53 +00:00
codeanticode 03333e5784 Starting with lighting in glsl 2012-02-02 01:26:44 +00:00
codeanticode be267709e8 Fill and line shaders working on Android 2012-02-01 23:56:01 +00:00
codeanticode 0465b58c06 Properly initializing GLES2 context. 2012-02-01 20:38:41 +00:00
codeanticode 937a8f5eb9 Some cleanup, notes 2012-01-30 21:25:10 +00:00
codeanticode 22077aaa36 Added check for GLES2 2012-01-30 21:03:40 +00:00
codeanticode 5f29531a46 Moving to GLES2 on Android. Not working yet. 2012-01-30 20:52:20 +00:00
codeanticode 056df405a7 Corrected size of cache of point attributes in PShape3D 2012-01-29 21:04:08 +00:00
codeanticode 7400b7d883 Build script copies glsl shaders to android-core 2012-01-29 20:22:11 +00:00
codeanticode 61d5899b52 Synch renderers 2012-01-29 20:05:20 +00:00
codeanticode 7e0f6da991 Replacing linear expansion by post-trimming 2012-01-29 15:34:34 +00:00
codeanticode 3b923bd588 Array expansion is linear in retained mode 2012-01-27 22:39:14 +00:00
codeanticode 90302567e2 Initializing textures with small patches to avoid use of large arrays 2012-01-27 21:26:51 +00:00