lp:~nexyon/+junk/qtshadows

Created by Jörg Müller and last modified
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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

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

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

9. By Jörg Müller

Quickly fixing lambert calculation of shaders.

8. By Jörg Müller

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

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

Bugfix for non-shader users.

5. By Jörg Müller

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

Stencil shadow code cleanup.

3. By Jörg Müller

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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