Bruno
055f5c4c4e
Creating a base toolkit for functions independent from other toolkits
2021-04-25 20:09:22 +02:00
Bruno
31eb13e16d
Unused =operator: copy function instead
2021-04-18 10:58:03 +02:00
brunoherbelin
d2b4a825eb
avoid pedantic compilation warning
2021-04-04 13:27:56 +02:00
brunoherbelin
f443720319
Programming style improvement: following Cppcheck suggestions.
2021-04-04 13:13:06 +02:00
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
cb5562eca2
Blending with separate alpha and color functions
2021-02-16 23:01:02 +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
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Appearance View.
2020-11-16 21:43:39 +01:00
brunoherbelin
f32b85a656
Centralizing and unifying the generator of object identifiers.
2020-10-03 14:05:28 +02:00
brunoherbelin
13867e2192
Unified identifyer mechanism (tested and confirmed to produce unique
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integer < MAX_INT)
2020-08-20 20:51:42 +02:00
brunoherbelin
650066d995
Smoother alpha transition in mixing view. Also force use of opacity
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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
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HSV transform. new Shader assignment operator.
2020-06-06 17:59:21 +02:00
brunoherbelin
b287949b4a
Changed a bit the mixing process; source color is adjusted with gamma
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RGB, not a global blending color.
2020-06-05 21:10:52 +02:00
brunoherbelin
14f7543f02
Cosmetics appearance shadow and frame. Cleanup rsc folder
2020-06-04 22:46:08 +02:00
brunoherbelin
069009fc06
Session loading and saving in thread.
2020-05-09 13:40:47 +02:00
brunoherbelin
bdb092dddb
Fixed visitors Session and ImgUI
2020-04-29 21:53:28 +02:00
brunoherbelin
8cc6da98ba
Fixed Shader imageprocessing.
2020-04-28 11:47:04 +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
0e24d1a083
Implementation of source frame buffer; rendering of source and scene
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integration
2020-04-25 11:52:47 +02:00
brunoherbelin
fa0f4c8fc4
Add GLM as submodule
2020-04-13 21:53:19 +02:00
brunoherbelin
1e9c8c013d
Glm backward compatibility gtc extension
2020-04-13 20:24:46 +02:00
brunoherbelin
1f2a37a85f
avoid include glm/ext/vector_float
2020-04-13 17:52:48 +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
bef60e3e13
Using translation, rotation and scale vectors to define transform of
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node (matrix computed at update). GUI to modify transform adapted
accordingly. Initialization nodes done at first run of draw (prevents
mistake of forgetting to init).
2020-04-05 01:21:29 +02:00
brunoherbelin
fc256693dc
Creation of Switch Node, Fixed Primitives inheritance, and added
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Blending to Shader.
2020-04-02 00:06:55 +02:00
brunoherbelin
37a6754de2
Extend mechanism of visitor for all important classes that has
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attributes of a scene (for saving in XML, or other visitors)
2020-04-01 14:41:42 +02:00
brunoherbelin
da8e124ad1
Avoid Clang compilation warnings
2020-03-31 20:52:00 +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
0bba7a0a84
Complete refactoring
2020-03-22 12:22:36 +01:00