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Commit message (Collapse)AuthorAge
* Add helper to produce cartesian product of two arraysDan Goodliffe2022-12-29
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* constexpr collections helpersDan Goodliffe2022-12-29
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* Add helper to apply perspective divisionDan Goodliffe2022-12-28
| | | | Returns vec3 by default, but dimensions can be specified
* Reduce size of shadow map textureDan Goodliffe2022-12-28
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* Generate 4 bands of shadow mapsDan Goodliffe2022-12-28
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* Generate a single shadow band and region definitionDan Goodliffe2022-12-28
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* Light camera centre not required, view camera position sufficesDan Goodliffe2022-12-28
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* Change default light directionDan Goodliffe2022-12-28
| | | | Just so it shows up more clearly in tests
* Setup GL context before doing any shadow render workDan Goodliffe2022-12-28
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* Initial support for multiple shadow maps in the same textureDan Goodliffe2022-12-28
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* Render some train bodies to test shadowingDan Goodliffe2022-12-28
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* Add two new array helpersDan Goodliffe2022-12-28
| | | | | * create a new array from an old one and a mutation * mutate all the members of an existing array
* Reduce camera extents to the point they cross the sea floor boundaryDan Goodliffe2022-12-28
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* Use the existence of .substr(...) to test if a T is stringlikeDan Goodliffe2022-12-28
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* No need for the range hack, the shadow box is just centred around the originDan Goodliffe2022-12-22
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* Invert shadow mapper orthographic project z... because glmOrtho is 'helpful'Dan Goodliffe2022-12-18
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* Removed unnecessary rounding of view extentsDan Goodliffe2022-12-18
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* No need to store view or unViewDan Goodliffe2022-12-18
| | | | view is transient to create viewProjection, unview only needed on unproject
* First cut of view scope shadow mapper viewDan Goodliffe2022-12-18
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* Helper for midpoint of pairDan Goodliffe2022-12-18
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* Pair support for streamsDan Goodliffe2022-12-18
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* Helper to sort glm::vecs by a specific axisDan Goodliffe2022-12-18
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* Helper operator+ to join arraysDan Goodliffe2022-12-18
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* Manual Camera Controller should not refer to current propertiesDan Goodliffe2022-12-16
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* Add Camera method to get the extents of the view frustrum at some distanceDan Goodliffe2022-12-13
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* Calculate an accurate up vector for the cameraDan Goodliffe2022-12-13
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* Maintain a camera's inverse view projection matrixDan Goodliffe2022-12-13
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* Cache unView matrix for unprojecting mouse clicks, update only on camera ↵Dan Goodliffe2022-12-12
| | | | movement
* Cache view and viewProject matrices, update only on camera movementDan Goodliffe2022-12-12
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* Have Camera remember all its propertiesDan Goodliffe2022-12-12
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* Make Camera members private with accessors and helpful settersDan Goodliffe2022-12-12
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* Fix case of GetViewProjectionDan Goodliffe2022-12-11
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* Support saving a normals textureDan Goodliffe2022-12-11
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* Support saving textures with different output typesDan Goodliffe2022-12-11
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* Add a mini C filesystem wrapper library with mmap supportDan Goodliffe2022-12-11
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* Save texture to TGA using mmapDan Goodliffe2022-12-09
| | | | | Removes the need to allocate a large temporary buffer, instead just memmaps a file big enough and has OpenGL write the texture data directly to it.
* Support fall-back internal framebuffer formats, use smaller and/or standard ↵Dan Goodliffe2022-12-08
| | | | formats
* Tidy upDan Goodliffe2022-12-06
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* Disable depth test, remove unnecesary texture binds and clear for lighting passDan Goodliffe2022-12-06
| | | | The initial texture render covers the whole screen anyway
* Increase gBuffer position data to 32bit and drop all the alpha channelsDan Goodliffe2022-12-06
| | | | | 16bit float is insufficient for decent shadow accuracy and the alpha channel is pointless in a delayed render.
* Centre shadow map at 0,0 until we can do betterDan Goodliffe2022-12-04
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* Explicit ShadowMapper size only, no defaultDan Goodliffe2022-12-04
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* We need to transform the model normals the same as we do the verticesDan Goodliffe2022-12-04
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* Do not unilluminate the back of objectsDan Goodliffe2022-12-04
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* Generate and use a shadow mapDan Goodliffe2022-12-04
| | | | | Generated when the directional light is specified in the environment call, passed to the directional light shader pass to conditionally illuminate each pixel.
* Fixed point shadow shader doesn't need normal/texture dataDan Goodliffe2022-12-04
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* Support saving a depth textureDan Goodliffe2022-12-04
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* Don't actually need to define an empty fragment shaderDan Goodliffe2022-12-04
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* Disable GL_DEBUG_OUTPUT before dumping debug screenshotDan Goodliffe2022-12-04
| | | | Avoids potential performance error capture memory mapping a busy miptree BO
* Initial commit of the shadow map generator and shadows render interfaceDan Goodliffe2022-12-03
| | | | | Lots of hard coding, buggy in places, far from great, but the basics work.