Grant Sanderson
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b64875fd55
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Typo fix for primitive
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2020-12-04 08:12:53 -08:00 |
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Grant Sanderson
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da972edfca
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Change when camera shift happens
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2020-11-24 13:31:21 -08:00 |
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Grant Sanderson
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61424dbfec
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Factor out get_render_group_list
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2020-06-29 18:25:56 -07:00 |
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Grant Sanderson
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2671817ae9
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Refactor away from treating shader_info as a dictionary, and make it a proper type as ShaderWrapper. This also includes some cleanup in hos Camera renders
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2020-06-29 18:17:18 -07:00 |
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Grant Sanderson
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2b3bd2bfce
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Use an index buffer for shaders to save memory
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2020-06-29 11:05:09 -07:00 |
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Grant Sanderson
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279f66ceaf
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A little refactoring and performance improvement
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2020-06-28 12:14:46 -07:00 |
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Grant Sanderson
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41fd6d4f4b
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Simply reorders where some methods are defined
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2020-06-28 10:05:27 -07:00 |
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Grant Sanderson
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6a735e49b8
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Refresh rotation matrix after interpolation
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2020-06-27 12:17:53 -07:00 |
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Grant Sanderson
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90db32ee55
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Have camera_frame remember rotation matrix by default
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2020-06-27 12:10:51 -07:00 |
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Grant Sanderson
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6ba1eae8f6
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Use ctx.vertex_array instead of ctx.simple_vertex_array
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2020-06-27 00:00:50 -07:00 |
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Grant Sanderson
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60e1c88eb4
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Slight tweaks to how shader_info id is found and stored
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2020-06-26 23:05:25 -07:00 |
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Grant Sanderson
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212cdbb4d2
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Speed improvements. Camera saves vbo for static mobjects, data in shader_data_info is saved and concatenated in raw form
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2020-06-26 19:29:34 -07:00 |
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Grant Sanderson
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bb66a7c977
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Releases moderngl buffers after use
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2020-06-18 16:25:26 -07:00 |
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Grant Sanderson
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6a458547c3
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Bug fix
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2020-06-15 12:01:05 -07:00 |
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Grant Sanderson
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9d772496dd
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Removes the need to be able to recover shader_info from shader_id
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2020-06-14 19:01:04 -07:00 |
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Grant Sanderson
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222b6d1220
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Push depth test decision to the mobject level, as opposed to the camera
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2020-06-14 17:41:47 -07:00 |
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Grant Sanderson
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61a3bd8102
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Small change to make the ctx enable flag a little clearer
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2020-06-13 15:20:17 -07:00 |
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Grant Sanderson
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429d63eebf
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Add special methods for setting angles
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2020-06-09 21:25:00 -07:00 |
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Grant Sanderson
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8a060dfa3f
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Add axis_normalized option to quaternion_from_angle_axis
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2020-06-09 20:40:36 -07:00 |
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Grant Sanderson
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5584521fb0
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Change default focal distance
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2020-06-09 17:59:03 -07:00 |
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Grant Sanderson
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7c4874bdad
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Changed how focal_distance works
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2020-06-09 17:12:52 -07:00 |
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Grant Sanderson
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b91284b4aa
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Small shader fixes
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2020-06-09 12:34:00 -07:00 |
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Grant Sanderson
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ccefbc0dea
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Add is_fixed_in_frame uniform which allows mobjects to not get rotated by the camera
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2020-06-08 20:27:07 -07:00 |
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Grant Sanderson
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5d34cee014
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Move frame resizing to get_gl_Position so that the screen rotation matrix remains det 1
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2020-06-08 17:55:41 -07:00 |
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Grant Sanderson
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bab809b9a6
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Allow for passing shader uniforms from mobjects
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2020-06-08 15:57:12 -07:00 |
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Grant Sanderson
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39230a805c
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Better handling of textures, now letting multiple get passed in to a textured surface
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2020-06-08 15:06:22 -07:00 |
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Grant Sanderson
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97304d9d86
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Added multisampling to camera
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2020-06-08 14:09:31 -07:00 |
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Grant Sanderson
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4968c7a8a1
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Small note
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2020-06-07 12:24:31 -07:00 |
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Grant Sanderson
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ba7a51931d
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Add shadow, and pull out lighting information to Mobject
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2020-06-06 16:55:56 -07:00 |
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Grant Sanderson
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a204e422a5
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Get rid of do-nothing self.ctx.multisample line
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2020-06-05 13:23:38 -07:00 |
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Grant Sanderson
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cacfe67fe1
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ParametricSurface replaces the role of SurfaceMobject, and instead of tracking normals infinitesimal nudges are tracked
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2020-06-05 11:12:52 -07:00 |
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Grant Sanderson
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4c33b99d39
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Very rudimentary 3dSurface type
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2020-06-04 15:41:20 -07:00 |
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Grant Sanderson
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a232c32756
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Changed camera frame from working in quaternions to working in Euler angles. For shame.
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2020-06-03 10:38:57 -07:00 |
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Grant Sanderson
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38cc0a7174
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Added glossiness to VMobjects
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2020-06-02 16:18:44 -07:00 |
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Grant Sanderson
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725a7e3121
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Enable 3d rotations
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2020-06-01 16:21:18 -07:00 |
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Grant Sanderson
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ccb47db3bb
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fix pixel_coords_to_space_coords
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2020-05-30 16:48:01 -07:00 |
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Grant Sanderson
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7785a06441
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Move where refreshing shader uniforms happens
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2020-03-06 06:16:09 -08:00 |
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Grant Sanderson
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68ac16e5fb
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Move rendering back to camera
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2020-02-21 12:00:34 -08:00 |
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Grant Sanderson
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b373b7936a
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Move rendering to Mobject, and be smarter about caching data and vbo
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2020-02-19 23:13:29 -08:00 |
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Grant Sanderson
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f1475463fc
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Just moving things around
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2020-02-18 22:34:22 -08:00 |
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Grant Sanderson
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9d4b16d03f
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Moved around where batching mobjects by shader type occurs, while also pulling out some of the shader_id helper functions
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2020-02-17 12:14:40 -08:00 |
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Grant Sanderson
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1a0b0e748c
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Fixed pixel_coords_to_space_coords
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2020-02-14 10:52:39 -08:00 |
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Grant Sanderson
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cfbcd9faa8
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Remove distinction between moving mobjects and static mobjects...computations to figure this out may now outweigh the actual render times they save
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2020-02-13 15:42:53 -08:00 |
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Grant Sanderson
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7789038409
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Fix bug with fbo initialization
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2020-02-13 10:49:43 -08:00 |
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Grant Sanderson
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65828e0e36
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Have mobjects pass texture data to camera, and change pixel_shape to come from the fbo viewport
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2020-02-13 10:40:21 -08:00 |
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Grant Sanderson
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c7a99769ce
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Change order of camera.reset_pixel_shape args
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2020-02-11 19:53:15 -08:00 |
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Grant Sanderson
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960e918e61
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Basic preview window
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2020-02-11 19:51:19 -08:00 |
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Grant Sanderson
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b243c522b1
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Have Mobject pass their own render primative
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2020-02-07 09:37:21 -08:00 |
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Grant Sanderson
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e185b87195
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Moving some functions away from MovingCamera. Soon, all that should be default behavior of Camera
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2020-02-04 15:27:50 -08:00 |
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Grant Sanderson
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63e5f343a3
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Begin setting up Camera to work with shaders, not yet done
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2020-02-04 15:27:21 -08:00 |
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