lp:~nexyon/+junk/qtshadows

Created by Jörg Müller on 2012-05-23 and last modified on 2012-07-28
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Owner:
Jörg Müller
Status:
Development

Recent revisions

12. By Jörg Müller on 2012-07-28

Ring shadow implementation:
* Added axial tilt to planets (now planets have a complete transformation pipeline, instead of simple position)
* Added saturn rings rendering (no depth buffer, so in front of planet)
* Added ring shadows on planet
* Added planet/moon shadows on ring

11. By Jörg Müller on 2012-07-24

Analytical Rendering working nicely now:
* Depth sorting
* Planet distances in Model Koordinates (N*N instead of N texture memory, but no need for matrices in shaders anymore)

10. By Jörg Müller on 2012-07-11

Fix for infinite shadow volume calculation without infinite projection matrix.
Also forgot some files during the last commits.

9. By Jörg Müller on 2012-07-11

Quickly fixing lambert calculation of shaders.

8. By Jörg Müller on 2012-07-11

Matrix4 minor bugs fixed
Finite Shadow volume generation fixed
Planets have Names now
Vector4 fixed w calculation
Solar System Data Added ((C) Wikipedia)
Removed old planet, moon, sun
Fixed lighting problems
Added a default Shader (=> Min. OGL 2 for rendering)
Analytical handles many shadow casters now, in case of multiples per point: least illumination is taken; self-shadowing is currently disabled
Adapted viewing for huge distances (zoom, near/far plane)
Implemented Look At planets/moons
Implemented Planetary positioning
Implemented UI to toggle: wireframe, ipm, stencil volume drawing, stencil reverse, shadow style

7. By Jörg Müller on 2012-07-04

Framework updates:

* Matrix class for easy CPU computation

Planets:
* Have periods and parents now
* Parents determine position origin
* Period + time determine position around parent (circular)

Shadow Volumes:
* CPU shadow volumes get updated each frame
* GPU shader works with Renderer class options now

Renderer:
* FOV: determines zoom level
* Time: Planets is animated now at selectable speed
* Shader loading (and failback) got corrected
* Corrected Model/View matrix problems in GPU shaders

6. By Jörg Müller on 2012-06-21

Bugfix for non-shader users.

5. By Jörg Müller on 2012-06-21

First version of analytical shadows, lots of problems though:

- Only one specific shadow caster supported at the moment.
- View depedency - need to split model and view matrix for the shader.
- Other problems: current code has some problems with other examples than the one committed (like different radius and distances).

4. By Jörg Müller on 2012-06-19

Stencil shadow code cleanup.

3. By Jörg Müller on 2012-06-04

Stencil shadows using shaders (especially a geometry shader to calculate the shadow volume)
Minor details:
* More faces for the spheres
* Code cleanup
* Adjacency for drawing the spheres
* Light position in geometry shader is world space, not eye space

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