lp:~nexyon/+junk/qtshadows
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Branch information
- Owner:
- Jörg Müller
- Status:
- Development
Recent revisions
- 12. By Jörg Müller
-
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
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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
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Fix for infinite shadow volume calculation without infinite projection matrix.
Also forgot some files during the last commits. - 8. By Jörg Müller
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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
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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 nowRenderer:
* 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 - 5. By Jörg Müller
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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). - 3. By Jörg Müller
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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
Branch metadata
- Branch format:
- Branch format 7
- Repository format:
- Bazaar repository format 2a (needs bzr 1.16 or later)