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Lighting, fixed sky box, tracker, automated tests #38

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merged 118 commits into from
Jan 26, 2020

Commits on Sep 15, 2018

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  2. Split some things into abstract base classes

    Superficial is the best kind of decoupling.
    jonathan-voss committed Sep 15, 2018
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Commits on Sep 16, 2018

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  3. Successfully running a test that does nothing

    Running Avara without the ui seems like a major achievement
    jonathan-voss committed Sep 16, 2018
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Commits on Sep 17, 2018

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Commits on Sep 18, 2018

  1. Fix sound crashes

    jonathan-voss committed Sep 18, 2018
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Commits on Sep 19, 2018

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Commits on Sep 21, 2018

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Commits on Sep 22, 2018

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Commits on Sep 23, 2018

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  2. CLEANING

    jonathan-voss committed Sep 23, 2018
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Commits on Sep 25, 2018

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  2. Fix compilation error

    jonathan-voss committed Sep 25, 2018
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Commits on Sep 26, 2018

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Commits on Sep 28, 2018

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  2. HONE IN ON CORRECT HECTOR WALK FORWARD

    I look forward to fixing hector walking again tomorrow.
    jonathan-voss committed Sep 28, 2018
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Commits on Oct 4, 2018

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Commits on Oct 16, 2018

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Commits on Oct 21, 2018

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Commits on Oct 22, 2018

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Commits on Oct 27, 2018

  1. pict2svg seems to be working now, time to script out creating these f…

    …iles with the resource numbers, remove test files and merge with testing branch so we can write tests against svg vs PICT rsrc
    assertivist committed Oct 27, 2018
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Commits on Oct 29, 2018

  1. Attempt at refactoring forker for use with pict2svg -- doesn't work, …

    …picts are garbled for some reason
    assertivist committed Oct 29, 2018
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Commits on Jan 29, 2019

  1. added old converter source because i can't get forker to work, added …

    …some skipping for BitRects (static images embedded in map files)
    assertivist committed Jan 29, 2019
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Commits on Feb 4, 2019

  1. pict2svg now runs against every level without crashing--some text x/y…

    … offsets are not right but the layer/order is
    assertivist committed Feb 4, 2019
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  4. Slowly adding extensions to LevelLoader to handle SVG data structure,…

    … having trouble passing colors around
    assertivist committed Feb 4, 2019
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Commits on Feb 10, 2019

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Commits on Feb 12, 2019

  1. Split out a separate application (somewhat poorly) for level previewi…

    …ng. Started on basic camera controls. Currently loads level every frame--need to implement file watcher. Added CSS color declaration parser for futureproofing vs just parsing hex web colors.
    assertivist committed Feb 12, 2019
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Commits on Feb 17, 2019

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Commits on Feb 19, 2019

  1. add pict2svg to makefile

    assertivist committed Feb 19, 2019
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Commits on Feb 25, 2019

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Commits on Apr 3, 2019

  1. Merge with testing

    assertivist committed Apr 3, 2019
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Commits on Apr 18, 2019

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Commits on Apr 22, 2019

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Commits on May 3, 2019

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Commits on May 4, 2019

  1. Fix syntax error in shader

    rherriman committed May 4, 2019
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Commits on May 5, 2019

  1. refactor geometry shader to be a little more readable and remove Avar…

    …aGL stuff from CViewParameters
    assertivist committed May 5, 2019
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Commits on May 6, 2019

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Commits on Jun 28, 2019

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Commits on Jul 1, 2019

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Commits on Jul 8, 2019

  1. commiting WIP rendering system update as laptop battery dies -- moved…

    … transformation steps into vertex shader and passing in several matrices, doesn't work yet
    assertivist committed Jul 8, 2019
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  3. moved projection matrix out of vertex shader and figured out x/z flip…

    …ping. now there is a new bug with vertex data and lots of opengl 502 errors
    assertivist committed Jul 8, 2019
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  4. successfully refactored to only upload vertex data a few times (at in…

    …stantiation and then for every vertex change like scaling) instead of every frame
    assertivist committed Jul 8, 2019
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Commits on Aug 30, 2019

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Commits on Aug 31, 2019

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Commits on Nov 13, 2019

  1. Bug caused by incorrect shader program being selected during uniform …

    …transfer was fixed, now working with new shader based on transforms and double sided geometry. shading still has some issues and it has introduced more z-fighting for objects close to the camera
    assertivist committed Nov 13, 2019
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  3. fix windows travis build

    assertivist committed Nov 13, 2019
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  5. refactor projection matrix to be modified at runtime for different wi…

    …ndow sizes--default fov 45
    assertivist committed Nov 13, 2019
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Commits on Dec 20, 2019

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Commits on Dec 22, 2019

  1. fixed sky shader

    assertivist committed Dec 22, 2019
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Commits on Jan 12, 2020

  1. Take us back to single sided shapes with FACE_CULL off. We will attem…

    …pt to reverse normals on the fly in the shader. Trying to figure out a baseline for normal transform--the current normal transform is not working correctly, but shape normals seem to be mostly accurate
    assertivist committed Jan 12, 2020
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Commits on Jan 19, 2020

  1. Much brighter--normal transform applied, using gl_FrontFacing in frag…

    …ment shader to shade bottom of single side geometry correctly
    assertivist committed Jan 19, 2020
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  2. Add 'decal' support to the shader--lifts flat geometry in the z-buffe…

    …r slightly to counteract z-fighting
    assertivist committed Jan 19, 2020
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Commits on Jan 21, 2020

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Commits on Jan 22, 2020

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Commits on Jan 24, 2020

  1. clean up branch for merge, move cartesian conversion of light vectors…

    … out of fragment shader
    assertivist committed Jan 24, 2020
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  2. Testing changes to pict2svg

    still trying to figure out Paint/FrameSame<thing>
    assertivist committed Jan 24, 2020
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  3. Should have Frame/PaintSame* working, now need to fix text offsets

    pict2svg seems to be working now, time to script out creating these files with the resource numbers, remove test files and merge with testing branch so we can write tests against svg vs PICT rsrc
    
    Attempt at refactoring forker for use with pict2svg -- doesn't work, picts are garbled for some reason
    
    added old converter source because i can't get forker to work, added some skipping for BitRects (static images embedded in map files)
    
    pict2svg now runs against every level without crashing--some text x/y offsets are not right but the layer/order is
    
    pict2svg: fixed text positioning a little
    
    Added xml parser (pugixml), started work on SVGParser
    
    Slowly adding extensions to LevelLoader to handle SVG data structure, having trouble passing colors around
    assertivist committed Jan 24, 2020
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  5. Split some things into abstract base classes

    Superficial is the best kind of decoupling.
    jonathan-voss authored and assertivist committed Jan 24, 2020
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  8. Successfully running a test that does nothing

    Running Avara without the ui seems like a major achievement
    jonathan-voss authored and assertivist committed Jan 24, 2020
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  9. Test a falling hector until it hits the ground

    Sort of
    jonathan-voss authored and assertivist committed Jan 24, 2020
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  10. Fix sound crashes

    jonathan-voss authored and assertivist committed Jan 24, 2020
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  12. Add test for grenade trajectory

    jonathan-voss authored and assertivist committed Jan 24, 2020
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  13. Scale grenade trajectory

    jonathan-voss authored and assertivist committed Jan 24, 2020
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  14. Scale walking and test walking

    jonathan-voss authored and assertivist committed Jan 24, 2020
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  15. Fix test failure message

    jonathan-voss authored and assertivist committed Jan 24, 2020
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  16. More convenient test setup

    jonathan-voss authored and assertivist committed Jan 24, 2020
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  19. CLEANING

    Fixes after merging with testing
    
    arc handling w/svgparser mostly working, added rect line thickness awareness
    
    Split out a separate application (somewhat poorly) for level previewing. Started on basic camera controls. Currently loads level every frame--need to implement file watcher. Added CSS color declaration parser for futureproofing vs just parsing hex web colors.
    
    started setting up loading svgs dynamically
    
    add pict2svg to makefile
    
    fixed self-intersecting faces, should also be double-sided faces
    
    a first attempt at proper lighting
    
    Fix syntax error in shader
    
    refactor geometry shader to be a little more readable and remove AvaraGL stuff from CViewParameters
    
    attempt to limit output to 16 bit color
    
    remove unnecessary include in svg parser
    
    normals are being rotated but who knows if they are right
    
    fix a few things in pict2svg.py
    
    commiting WIP rendering system update as laptop battery dies -- moved transformation steps into vertex shader and passing in several matrices, doesn't work yet
    
    closer but the Y axis of the final image seems to be reversed
    
    moved projection matrix out of vertex shader and figured out x/z flipping. now there is a new bug with vertex data and lots of opengl 502 errors
    
    successfully refactored to only upload vertex data a few times (at instantiation and then for every vertex change like scaling) instead of every frame
    
    trying to fix rendering bugs
    
    Bug caused by incorrect shader program being selected during uniform transfer was fixed, now working with new shader based on transforms and double sided geometry. shading still has some issues and it has introduced more z-fighting for objects close to the camera
    
    remove extra includes from AvaraGL
    
    fix windows travis build
    
    Remove execinfo.h -- no longer needed
    
    refactor projection matrix to be modified at runtime for different window sizes--default fov 45
    
    sky orientation fixed with skybox geometry but it has seams at the corners
    
    fixed sky shader
    
    Take us back to single sided shapes with FACE_CULL off. We will attempt to reverse normals on the fly in the shader. Trying to figure out a baseline for normal transform--the current normal transform is not working correctly, but shape normals seem to be mostly accurate
    
    Much brighter--normal transform applied, using gl_FrontFacing in fragment shader to shade bottom of single side geometry correctly
    
    Add 'decal' support to the shader--lifts flat geometry in the z-buffer slightly to counteract z-fighting
    
    clearer z-value scaling for decals
    
    reverse entire normal, not just y value, if not front face
    
    lighting looks much closer to original but not sure of the lights actual direction matching
    
    Another pass on working lighting--internally consistent but doesn't match original
    
    Add dan's patch to fix the lighting!
    
    clean up branch for merge, move cartesian conversion of light vectors out of fragment shader
    
    clean up matrix conversion from fixed to float
    jonathan-voss authored and assertivist committed Jan 24, 2020
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  22. fix tests one more time

    assertivist committed Jan 24, 2020
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  24. merge testing branch

    assertivist committed Jan 24, 2020
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Commits on Jan 25, 2020

  1. i made a mess

    assertivist committed Jan 25, 2020
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Commits on Jan 26, 2020

  1. Merge tracker branch

    assertivist committed Jan 26, 2020
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