- made geometry buffer dynamic.
- made draw call count dynamic.
- fixed memory issue in delete function.
- you can now render simple lines.
- you can now set texture sprite size in texture to use it as a texture atlas for quads.
- added delete function to remove entity and its buffers from scene.
- added glosy function to ray marcher.
- ray marched objects can now cast shadows on rasterized objects.
- changed the game loop.
- added scene system. You can now create many scenes and switch between them. A scene has a load and update function. A scene will remove all its content when a different scene is loaded.
- improved ray marching api.
- changed how lights are added.
- added sdf shader to library for using ray marching distance functions.
- added shadows to ray marching.
- added ambient occlusion to ray marcher
- fixed memory leaks.
- ray marching now works with different window resolutions
- fixed issue when having no imports in shader
- added ray marching system. Raymarcher will go through scene of objects and calculate distance. float scene(vec3 point) needs to be created.
- you can now create functions between uniforms and fragment in shaders.
- added list of uniform in fbo to be make it posible to add uniforms for post processing shaders.
- fixed issue with rayMarching.glsl needed to be included even when it was not used.
- fixed bug with uniforms not working.
- revamped shaders. Added mesh shader and post processing shader for easier shader creation.
- revamped fbo api. Fbo is now Created in the Game class. The game class contains new functions to bind unbind and render fbo.
- removed old shaders.
- fixed issue with getting the fragment code when the code contained nested ifs and loops.
- fixed bug with object transform not updating on render if there is more then 1 entity.