Vladimír Vondruš
fb972b262b
Trade: explicitly test a case with failed conversion written to a file.
...
Too easy to forget this check, write an empty file and return true.
6 years ago
Vladimír Vondruš
485780af3a
Trade: KDevelop, come on, learn to not do this already.
6 years ago
Vladimír Vondruš
3fd5a734ae
Trade: I'm too old for this much needless code duplication.
6 years ago
Vladimír Vondruš
78f38b89ad
Trade: doc++
...
Huh, so much copypaste bullshit.
6 years ago
Vladimír Vondruš
ff41d45be8
Vk: doc++
6 years ago
Vladimír Vondruš
6e8e78c0e4
GL: verify that NoCreate constructors are explicit.
6 years ago
Vladimír Vondruš
9de4717f0e
Math: add popcount().
6 years ago
Vladimír Vondruš
89e3067009
Math: hmm, why this isn't in the FunctionsBenchmark, then?
...
Probably because it predates it.
6 years ago
Vladimír Vondruš
1510d41c4b
Math: this is also wrongly grouped.
6 years ago
Vladimír Vondruš
8019b285bd
Math: put reflect() and refract() outside of irrelevant group.
...
Got overlooked when merging this contribution.
6 years ago
Vladimír Vondruš
ba156d329a
Shaders: stray semicolon in a GLSL source.
...
Interestingly, this makes only Apple's GLSL compiler throw up.
6 years ago
Vladimír Vondruš
08803885e7
Doc++, updated changelog.
6 years ago
Tracy Ma
6a345ea982
Fix: unable to create gl context on desktop with ANGLE + GLFW3
6 years ago
Vladimír Vondruš
81c9cb48f7
Trade: use setStorage() in the ImageData doc snippet as well.
6 years ago
Vladimír Vondruš
553034da9e
Math: doc++
6 years ago
Vladimír Vondruš
4ceeaee1d6
Trade: shuffle code around to avoid unnecessary assertion checks.
...
It does the same, but better.
6 years ago
Vladimír Vondruš
71b691d3d3
package/ci: a shorter way to specify SwiftShader path.
6 years ago
Vladimír Vondruš
0a505db0c6
package/ci: disable API-independent parts on the desktop GLES builds.
6 years ago
Vladimír Vondruš
567b15486f
Shaders: add an ability to control specular light color to Phong.
6 years ago
Vladimír Vondruš
75d238f50b
GL: implemented ARB_buffer_storage.
6 years ago
Vladimír Vondruš
aa13d08bac
GL: newer SwiftShader implements NV_read_stencil, but it's broken.
...
XFAIl on that.
6 years ago
Vladimír Vondruš
4da3b1fd60
package/ci: rename Windows desktop builds to not include GL anymore.
...
It'll be GL + Vulkan.
6 years ago
Vladimír Vondruš
2e7de5248c
package/ci: use our own compiled SwiftShader.
...
It doesn't build on GCC 4.8 anymore (had to use GCC 5), so I bet things
will catch fire now.
6 years ago
Vladimír Vondruš
b211ace935
Shaders: don't use deprecated functionality in ES builds.
6 years ago
Vladimír Vondruš
f69644936e
Shaders: reference the normal mapping docs from relevant APIs.
6 years ago
Vladimír Vondruš
25463db8a6
Shaders: alpha doesn't make sense for light colors.
...
I basically deprecated half of the Phong shader API. Sigh. Enjoy
updating your code.
6 years ago
Vladimír Vondruš
b3da48a0ae
Shaders: properly test Phong one-by-one light property setters.
...
Testing that they don't assert *isn't* enough.
6 years ago
Vladimír Vondruš
2cf9f28492
Shaders: resetting object ID FBs isn't needed for light tests.
6 years ago
Vladimír Vondruš
7257bbb871
Shaders: rework Phong to support directional and attenuated point lights.
...
This is a -- long overdue -- breaking change to the rendering output of
this shader, finally adding support for lights that get darker over
distance. The attenuation equation is basically what's documented in
LightData, and the distinction between directional and point lights is
made using a newly added the fourth component of position (which means
the old three-component setters are all deprecated). This allows the
shader code to be practically branchless, which I find to be nice.
This breaks basically all rendering output so all existing Phong and
MeshTools::compile() test outputs had to be regenerated.
6 years ago
Vladimír Vondruš
759038c83c
Trade: proper spacing around binary math operators in LightData docs.
6 years ago
Vladimír Vondruš
8b665884f0
Trade: change LightData range attenuation to do 1 + d^2 in denominator.
...
Otherwise the attenuation would explode to infinity at distance < 1,
which doesn't make any sense. This, together with the square of the
nominator, is different from the recommended glTF attenuation in
KHR_lights_punctial, but because I couldn't find any relevant discussion
on the equation used there, I'll assume it's just wrong.
Sigh.
6 years ago
Vladimír Vondruš
88879298a7
sceneconverter: enumerate lights in --info.
6 years ago
Vladimír Vondruš
d1949a4941
Trade: add ambient light type as well.
...
At first I thought it could be done with a point light and a (1, 0, 0)
attenuation, but that still has a direction, so no.
6 years ago
Vladimír Vondruš
2b987499e2
Trade: add attenuation, range and cone angle parameters to LightData.
...
And document how all those go together.
6 years ago
Vladimír Vondruš
18a05309e9
Platform: added view-taking Platform::GlfwApplication::setWindowIcon().
...
For some reason there's just an initializer-list overload, which is
rather useless.
6 years ago
Vladimír Vondruš
6be0248e9c
imageconverter,sceneconverter: add -I and -C short variants.
...
I'm tired of typing all that.
6 years ago
Vladimír Vondruš
ec7592d413
imageconverter: add an --in-place option.
...
I'm using it to compress ground truth TGA images for shader tests
because TgaImageConverter doesn't implement RLE yet.
6 years ago
Vladimír Vondruš
884b315ca5
AnySceneImporter: support skin import.
6 years ago
Vladimír Vondruš
051b715c12
Platform: reference useful APIs and docs from setWindowIcon().
6 years ago
Vladimír Vondruš
35cb06fe1e
Shaders: use StringViews to make code generation a bit less shitty.
...
Also it seems the reserve() call was wrong.
6 years ago
Vladimír Vondruš
903e2c213c
Shaders: properly use bitangents in Phong normal map calculation.
6 years ago
Vladimír Vondruš
429eef9aed
Doc++
6 years ago
Vladimír Vondruš
2b36fd2136
MeshTools, Shaders: adapt thresholds for SwiftShader.
...
The Phong bugfix causes some rounding errors to be larger than before.
6 years ago
Vladimír Vondruš
8449fecc1c
Trade: expand a TODO.
6 years ago
Vladimír Vondruš
5285dcc986
Shaders: add a normal texture scale parameter to Phong.
...
It's needed to support the new material attributes supported by glTF.
The test output is slightly different as the normal coming from
the texture wasn't normalized before.
6 years ago
Vladimír Vondruš
63a78945e2
Shaders: there was a TODO so I implemented that TODO.
6 years ago
Vladimír Vondruš
ec22b33e01
Trade: document how normal texture scale is meant to be applied.
6 years ago
Vladimír Vondruš
8bbbd4a994
GL: document uselessness of certain polygon offsets for future me.
...
I bet this is at least the fifth time I ran into this. And always
immediately forgot after.
6 years ago
Vladimír Vondruš
4a632553a5
Shaders: doc++
6 years ago
Eric Undersander
8b8b9c456b
Shaders: remove incorrect light direction normalization in Phong.vert.
...
Adapted slight changes in existing tests, the new ground truth now
passes.
6 years ago