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- Rename shader assets to remove numeric prefixes and update corresponding paths in `BasicLightingScene` and `MultiLightsScene`. - Reorganize vertex data in `BasicLightingScene` with clearer face labeling. - Adjust lighting and material properties in `BasicLightingScene`, including ambient/diffuse intensities and shininess calculation. - Update clear color and integrate OpenGL error checking using `check_gl_error()`. - Refine code formatting and pointer syntax for consistency.
…organization - Integrated `glerror.h` and added `check_gl_error()` calls in `init`, `draw`, and `destroy`. - Reformatted the cube vertex array with face-specific comments and improved alignment. - Updated the material shininess calculation and initialized the light position in the constructor. - Applied general code style and formatting improvements.
Implement a Jetpack Compose component that allows users to select normalized barycentric weights using an equilateral triangle interface. The component includes support for drag and tap gestures, along with logic for mapping screen coordinates to simplex weights.
Replaced hardcoded lighting constants with member variables and added logic to update ambient, diffuse, and specular factors from incoming event maps.
Add a UI toggle for Blinn-Phong lighting in `PhongVsBlinnActivity` and implement the corresponding event handling in the native `PhongVsBlinnScene`. - Add a "Blinn On" checkbox to the control panel and dispatch events via JNI - Implement `parseBlinnOnEvent` to update lighting state in `PhongVsBlinnScene` - Enable `GL_CULL_FACE` in the native OpenGL configuration - Rename `1.advanced_lighting` shader files to `advanced_lighting` - Refactor `ControlPanelContent` to support dynamic titles
- Decoupled light cube rendering from the main lighting shader block in BasicLightingScene. - Added an explicit render request in PhongVsBlinnActivity when resetting the camera. - Updated PhongVsBlinnScene to use a texture helper and adjusted floor plane vertex data. - Initialized light position and cleaned up state configuration in PhongVsBlinnScene.
Add UI sliders to `LightCasterActivity` to control ambient, diffuse, and specular lighting factors and synchronize them with the native `LightCasterScene`. - Added state-backed sliders for ambient, diffuse, and specular factors in `LightCasterActivity`. - Implemented a reusable `FactorSlider` Composable with support for real-time updates and formatting. - Updated `LightCasterScene` to parse incoming factor events and apply values to shader uniforms. - Replaced hardcoded lighting constants in the C++ draw loop with dynamic member variables. - Added a Compose preview for the control panel UI.
- Removed numeric prefixes from shader file names across `shadow`, `gamma_correction`, and `multiple_lights` directories. - Updated `ShadowScene` to track viewport dimensions and use them when resetting the viewport after the depth pass. - Improved OpenGL ES compatibility in `ShadowScene` by using `GL_DEPTH_COMPONENT24`, switching to `GL_CLAMP_TO_EDGE`, and adding framebuffer completion checks. - Enabled `GL_CULL_FACE` in `ShadowScene` and updated plane vertex data. - Fixed a shader calculation in `shadow_mapping.frag` by explicitly casting `textureSize` to `vec2`. - Adjusted ambient and light color constants in the shadow mapping fragment shader for better visual results. - Applied general code formatting and added property regions in `GammaCorrectionScene`.
- Replace `TargetCamera` with a base `Camera` class and implement manual Z-axis movement based on touch input. - Rename HDR and lighting shader assets to remove numeric prefixes. - Update cube vertex data and normals to support rendering from an interior perspective. - Implement explicit `glViewport` calls when switching between the HDR framebuffer and the default back buffer. - Use `SCR_WIDTH` and `SCR_HEIGHT` constants for floating-point color buffer and depth buffer initialization. - Enable `GL_CULL_FACE` and adjust default light positions within the scene. - Add an explicit `requestRender()` call in `HdrActivity` when resetting the camera state.
…ader organization - Rename shader assets to remove numeric prefixes and update corresponding paths in `BloomScene` and `SsaoScene`. - Introduce `SCR_WIDTH` and `SCR_HEIGHT` constants for internal render buffer dimensions. - Implement explicit `glViewport` calls during multi-pass rendering to ensure correct scaling between internal buffers and the system framebuffer. - Update `BloomScene` vertex data for improved face orientation and enable `GL_CULL_FACE`. - Refactor SSAO shaders to use a uniform for `noiseScale` and fix an integer division bug in the occlusion calculation. - Optimize `blur.frag` by declaring weights as `const` and explicitly casting `textureSize` to `vec2`. - Initialize default light positions, colors, and exposure values across scenes.
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