|  | b26bec76da | Fix the normals!!1! | 2018-11-26 17:26:09 -08:00 |  | 
				
					
						|  | 5d3276ab03 | Playin with the camera an the roughness | 2018-11-26 08:37:53 -08:00 |  | 
				
					
						|  | 1a32b8e085 | Don't recurse to size 2; only average corner of particular side you're on The former makes things so much faster. omg. | 2018-11-26 08:36:53 -08:00 |  | 
				
					
						|  | 240499ced8 | Reduce randomness spread every time Diamond-Squre reduces the grid size | 2018-11-23 13:18:05 -07:00 |  | 
				
					
						|  | ac7ae15ceb | Make sure we dispatch a height update for every vertex | 2018-11-23 13:17:27 -07:00 |  | 
				
					
						|  | 9c4163909c | Finally clean up this warning | 2018-11-23 10:27:10 -07:00 |  | 
				
					
						|  | c71a4c4b66 | Redo all the lighting code -- still not great :\ | 2018-11-23 10:25:31 -07:00 |  | 
				
					
						|  | 8917289c05 | Split out algorithms into separate files | 2018-11-23 09:52:15 -07:00 |  | 
				
					
						|  | c3432af621 | Remove updateNormals() call | 2018-11-23 09:37:57 -07:00 |  | 
				
					
						|  | 4e848091bb | Soften the Diamond-Square roughness | 2018-11-23 09:20:18 -07:00 |  | 
				
					
						|  | 54bb20feef | Fix the shimmering | 2018-11-23 09:19:51 -07:00 |  | 
				
					
						|  | b314738ccb | 35mm camera | 2018-11-23 09:19:39 -07:00 |  | 
				
					
						|  | 6262fc924d | Show surfaces by default now | 2018-11-23 08:59:52 -07:00 |  | 
				
					
						|  | 552864eb09 | Plug in an MDLCamera in place of hard coded transforms | 2018-11-23 08:59:12 -07:00 |  | 
				
					
						|  | 44b5f46c9a | These are the default render parameters | 2018-11-23 08:15:37 -07:00 |  | 
				
					
						|  | e1ec7701ba | Get the normals sorted out; enable lighting from multiple lights | 2018-11-23 08:15:19 -07:00 |  | 
				
					
						|  | a72309ec09 | Fix the off-by-ones | 2018-11-22 11:14:34 -07:00 |  | 
				
					
						|  | 6c0792fc9c | Implement Emily's algorithm for computing vertex normals | 2018-11-22 10:53:02 -07:00 |  | 
				
					
						|  | 3cd9aca62b | Schedule the vertex normal update kernel | 2018-11-22 09:35:01 -07:00 |  | 
				
					
						|  | 55e63cd2cc | Pass through uniforms for normals, which means different colors for vertex and face normals! | 2018-11-22 08:52:15 -07:00 |  | 
				
					
						|  | d3298f11a7 | Rename unforms -> geometryUniforms | 2018-11-22 08:30:19 -07:00 |  | 
				
					
						|  | 907a0845a7 | Factor out per-frame stuff into a PerFrameObject<T> class; use it for the rendering Uniforms | 2018-11-22 08:29:14 -07:00 |  | 
				
					
						|  | 65ffec18e9 | A couple small random tweaks while I play with lighting | 2018-11-22 08:12:15 -07:00 |  | 
				
					
						|  | 30d7386805 | Tweak lighting and material | 2018-11-22 08:11:49 -07:00 |  | 
				
					
						|  | 5584e2eb37 | Move math functions to Math module | 2018-11-22 08:11:30 -07:00 |  | 
				
					
						|  | cd9bf6c1a9 | Move PRNG to Random.hh | 2018-11-22 07:58:36 -07:00 |  | 
				
					
						|  | 18f8c141af | Disable normals; remove dead code | 2018-11-21 22:11:03 -07:00 |  | 
				
					
						|  | 91c92c9675 | Rewrite lighting shader to use Light and Material objects | 2018-11-21 22:10:03 -07:00 |  | 
				
					
						|  | 2ef3781935 | Move ShaderTypes.h to Shaders group | 2018-11-21 09:11:24 -07:00 |  | 
				
					
						|  | 023d50a791 | Remove colorMap texture | 2018-11-21 09:06:01 -07:00 |  | 
				
					
						|  | d72992c26f | Add Light and Material objects to ShaderTypes.h | 2018-11-21 08:58:31 -07:00 |  | 
				
					
						|  | 261a768ae5 | Remove RandomGenerator | 2018-11-21 08:57:59 -07:00 |  | 
				
					
						|  | 4e5dfcf20b | Remove the Uniforms.c file | 2018-11-21 08:42:17 -07:00 |  | 
				
					
						|  | 73d162337c | Attempt to do Phong shading in the fragment shader | 2018-11-21 08:19:41 -07:00 |  | 
				
					
						|  | 59697dbb51 | Per-pixel shading in the fragment shader instead of per-vertex in the vertex shader | 2018-11-20 20:14:43 -07:00 |  | 
				
					
						|  | 4d61d05f4d | A few misc cleanup things - Render normals every frame for now
- Pass 3x3 normal matrix as the top-left 3x3 submatrix of the viewModel matrix
- Slightly darken the light | 2018-11-20 17:31:18 -07:00 |  | 
				
					
						|  | 08094b4302 | Toggle rendering normals with 'n'; move Next iteration key to 'space' | 2018-11-20 17:24:02 -07:00 |  | 
				
					
						|  | 296af144ce | Get face normals rendering | 2018-11-20 17:13:31 -07:00 |  | 
				
					
						|  | f28e6e08df | Clean up some logging | 2018-11-20 16:22:43 -07:00 |  | 
				
					
						|  | a02726404c | Pass in the faceNormals | 2018-11-20 11:24:43 -07:00 |  | 
				
					
						|  | 952204a5b6 | Pass the normal matrix through and multiply the normal by it | 2018-11-20 11:24:28 -07:00 |  | 
				
					
						|  | e99cd03446 | Adjust segments of terrain | 2018-11-20 11:02:49 -07:00 |  | 
				
					
						|  | ebac808683 | Update tests to pass in progress objects | 2018-11-20 11:02:33 -07:00 |  | 
				
					
						|  | 97c31c7548 | Add normalMatrix uniform | 2018-11-20 11:01:46 -07:00 |  | 
				
					
						|  | 55f7c6fe78 | Add Math module and an extension to float4 to make a float3 | 2018-11-20 11:00:59 -07:00 |  | 
				
					
						|  | 43e42f5374 | Get face normals updated | 2018-11-19 21:52:53 -07:00 |  | 
				
					
						|  | 764b772fd9 | Scale the normal line down | 2018-11-19 21:34:44 -07:00 |  | 
				
					
						|  | c3cc0c7fe4 | Render normals at each vertex | 2018-11-19 13:17:06 -07:00 |  | 
				
					
						|  | bd696eac1c | Write a quick pair of shaders for rendering normals | 2018-11-19 11:27:21 -07:00 |  | 
				
					
						|  | 95fe543efc | Fix progress accounting: make it out of 1 instead of out of 3 tasks | 2018-11-19 10:57:10 -07:00 |  |