Add support for depth and stencil texmaps

We should be able to attach these to colorbufs soon and do depth peeling,
shadow mapping, and more!

Signed-off-by: Casey Dahlin <cdahlin@redhat.com>
Quaternion init from Euler angles

Signed-off-by: Paul Holden <paulholden2@gmail.com>
Signed-off-by: Casey Dahlin <cdahlin@redhat.com>
Unexpose object_get_fs_quad

This is kind of a goofy, hacky interface anyway, so let's kill it.

Signed-off-by: Casey Dahlin <cdahlin@redhat.com>
Add missing items to make all target

Signed-off-by: Casey Dahlin <cdahlin@redhat.com>
Correct formats creating depth texmaps

Signed-off-by: Casey Dahlin <cdahlin@redhat.com>
Use a texmap as a depth buffer

Signed-off-by: Casey Dahlin <cdahlin@redhat.com>
Don't double-free outgoing colorbuf in colorbuf_prep

Signed-off-by: Casey Dahlin <cdahlin@redhat.com>
Gather to an intermediate buffer

This will allow us to, hopefully, do depth peeling, as we can hit the target
multiple times.

Signed-off-by: Casey Dahlin <cdahlin@redhat.com>
Learn to stop worrying and love Autotools

Handmade Makefiles were great, but early reception indicates that the
compatibility issues automake panics about are at least partially real. This
also gets us the (always planned) config script for cheap. The conversion was
actually nearly painless. Everything builds as expected.

Signed-off-by: Casey Dahlin <cdahlin@redhat.com>
Add reverse-alpha blending

This allows us to place the blended objects /under/ the objects already in the
buffer in terms of alpha-transparency.

Signed-off-by: Casey Dahlin <cdahlin@redhat.com>
Replace luft_uniform_value_t with variable argument

We still have an internal uniform_value_t, but externally, you just pass the
type that makes sense and the library does the conversion.

Signed-off-by: Casey Dahlin <cdahlin@redhat.com>
Use a shader to copy out the gather texmap

It's a little gross; we instantiate a dummy light object to get the screen
quad. Nonetheless it works.

Signed-off-by: Casey Dahlin <cdahlin@redhat.com>
Properly set clear color for output

Signed-off-by: Casey Dahlin <cdahlin@redhat.com>
Add primitive depth peeling to demo

This is reeeely primitive. It also hard codes resolution in to the shaders,
which breaks resizing even worse than it already is. Nonetheless it is here.

Signed-off-by: Casey Dahlin <cdahlin@redhat.com>
Get fresh texture export for mustang model

This kills some of the libtiff errors and gives us a few new images to play
with.

Signed-off-by: Casey Dahlin <cdahlin@redhat.com>
New export of Mustang mesh

Signed-off-by: Casey Dahlin <cdahlin@redhat.com>
Add HACKING and README

Signed-off-by: Casey Dahlin <cdahlin@redhat.com>
Fix markdown headers

Signed-off-by: Casey Dahlin <cdahlin@redhat.com>
Apply transforms to meshless nodes in .dae files

And a dash of local code cleanup too.

Signed-off-by: Casey Dahlin <cdahlin@redhat.com>
Convert rotation to radians in .dae import

Friends don't let friends write file format specs that use degrees. COLLADA
sucks.

Signed-off-by: Casey Dahlin <cdahlin@redhat.com>