Commit Graph

26 Commits

Author SHA1 Message Date
brunoherbelin
4093170599 New blending: hard light 2021-02-22 18:26:14 +01:00
brunoherbelin
8019f4ea25 Cleanup blending update 2021-02-21 22:02:04 +01:00
Bruno
a612395ca3 Added Lighten only blending mode 2021-02-20 00:26:21 +01:00
Bruno
f51bc1f1f4 New Blending with pre-multiplied alpha
Finally found how to improve blending modes by pre-multiplying color by alpha in the shader, so that the blending equations can be applied on top of the apha manipulation.
2021-02-18 23:36:01 +01:00
Bruno
34c24d99df Integration procedural GLSL masks 2020-12-27 14:05:03 +01:00
brunoherbelin
5200de2e3e Implementation of image transformation in shaders: iTransform is a
generic UV coordinates transformation matrix (for translation, scaling
and rotation) edited in AppearanceView. Removing previous UV editing
functions.
2020-11-29 12:31:06 +01:00
brunoherbelin
1ab2ae0df0 Operational implementation of UV texture coordinates changes in
Appearance View.
2020-11-16 21:43:39 +01:00
brunoherbelin
233fc64c4e Increased size of unique identifier of objects: using uint64 instead of
int. Deep change in all concerned objects (Node, Source, Shader, etc.).
No behavior change, just more robust in duration.
2020-10-06 22:45:52 +02:00
brunoherbelin
fa7257fe92 Compilation warnings 2020-09-13 17:44:40 +02:00
brunoherbelin
650066d995 Smoother alpha transition in mixing view. Also force use of opacity
blending in mixing view for clarity.
2020-07-28 17:29:53 +02:00
brunoherbelin
4261dedff1 Updated Image Processing shader and GUI: gamma color processing follows
HSV transform. new Shader assignment operator.
2020-06-06 17:59:21 +02:00
brunoherbelin
c1b76de6e0 Creation and deletion of sources, loading and new session. Cleanup code
and prevent crash on delete.
2020-05-09 00:56:37 +02:00
brunoherbelin
6101ecd086 Gui visitor for image procesing shader 2020-04-26 10:07:10 +02:00
brunoherbelin
551acf25b9 New Shader Image Processing
Cleanup shaders and add image processing shader for source
2020-04-25 23:58:49 +02:00
brunoherbelin
a2091adcd1 Adding various mesh 2020-04-13 16:23:18 +02:00
brunoherbelin
df6e2bbe63 Implementation of Mesh Primitive Node to draw geometries (replace OBJ). 2020-04-12 23:10:29 +02:00
brunoherbelin
bf953b328a Using vec4 for color (adding alpha) 2020-04-11 22:30:19 +02:00
brunoherbelin
1e70d8f4e2 Implement mechanism to push & pop rendering attributes 2020-04-05 11:44:01 +02:00
brunoherbelin
fc256693dc Creation of Switch Node, Fixed Primitives inheritance, and added
Blending to Shader.
2020-04-02 00:06:55 +02:00
brunoherbelin
37a6754de2 Extend mechanism of visitor for all important classes that has
attributes of a scene (for saving in XML, or other visitors)
2020-04-01 14:41:42 +02:00
brunoherbelin
2fc01e8435 Introducing scene graph 2020-03-31 17:01:33 +02:00
brunoherbelin
25ed6e5337 Shader refer to single instance of shading program to avoid duplicate in
GPU.
2020-03-29 09:56:56 +02:00
brunoherbelin
84734727a2 Simplified Shader (uniforms must be set at each use of a Shader, even if
they share the same program).
2020-03-29 00:54:44 +01:00
brunoherbelin
a36ec5ffeb Redefine shading classes: glsl program is now separate from shader
class, which are derived to manage uniform variables.
2020-03-29 00:22:56 +01:00
brunoherbelin
ca0db135e7 Cleanup Media Player 2020-03-22 23:33:29 +01:00
brunoherbelin
0bba7a0a84 Complete refactoring 2020-03-22 12:22:36 +01:00