Commit message (Collapse) | Author | Age | |
---|---|---|---|
* | Fix case of GetViewProjection | Dan Goodliffe | 2022-12-11 |
| | |||
* | Support saving a normals texture | Dan Goodliffe | 2022-12-11 |
| | |||
* | Support saving textures with different output types | Dan Goodliffe | 2022-12-11 |
| | |||
* | Add a mini C filesystem wrapper library with mmap support | Dan Goodliffe | 2022-12-11 |
| | |||
* | Save texture to TGA using mmap | Dan Goodliffe | 2022-12-09 |
| | | | | | 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 Goodliffe | 2022-12-08 |
| | | | | formats | ||
* | Tidy up | Dan Goodliffe | 2022-12-06 |
| | |||
* | Disable depth test, remove unnecesary texture binds and clear for lighting pass | Dan Goodliffe | 2022-12-06 |
| | | | | The initial texture render covers the whole screen anyway | ||
* | Increase gBuffer position data to 32bit and drop all the alpha channels | Dan Goodliffe | 2022-12-06 |
| | | | | | 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 better | Dan Goodliffe | 2022-12-04 |
| | |||
* | Explicit ShadowMapper size only, no default | Dan Goodliffe | 2022-12-04 |
| | |||
* | We need to transform the model normals the same as we do the vertices | Dan Goodliffe | 2022-12-04 |
| | |||
* | Do not unilluminate the back of objects | Dan Goodliffe | 2022-12-04 |
| | |||
* | Generate and use a shadow map | Dan Goodliffe | 2022-12-04 |
| | | | | | 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 data | Dan Goodliffe | 2022-12-04 |
| | |||
* | Support saving a depth texture | Dan Goodliffe | 2022-12-04 |
| | |||
* | Don't actually need to define an empty fragment shader | Dan Goodliffe | 2022-12-04 |
| | |||
* | Disable GL_DEBUG_OUTPUT before dumping debug screenshot | Dan Goodliffe | 2022-12-04 |
| | | | | Avoids potential performance error capture memory mapping a busy miptree BO | ||
* | Initial commit of the shadow map generator and shadows render interface | Dan Goodliffe | 2022-12-03 |
| | | | | | Lots of hard coding, buggy in places, far from great, but the basics work. | ||
* | Add GL_DEBUG_OUTPUT with boost test error handling to test-render context | Dan Goodliffe | 2022-12-03 |
| | |||
* | Check error state during setup, set OpenGL version to 3.3 core | Dan Goodliffe | 2022-12-03 |
| | | | | Updates all shaders to 330 core too. | ||
* | Split SceneProvider out | Dan Goodliffe | 2022-11-27 |
| | |||
* | SceneRenderer is a graphics component, not a UI one | Dan Goodliffe | 2022-11-27 |
| | |||
* | Change pointlight render area definition to a cube | Dan Goodliffe | 2022-11-27 |
| | |||
* | Add light stage to renderable objects | Dan Goodliffe | 2022-11-23 |
| | |||
* | Add rendering support for point lights | Dan Goodliffe | 2022-11-23 |
| | |||
* | Support setting a viewPort uniform for those shaders which need it | Dan Goodliffe | 2022-11-23 |
| | |||
* | Rename setView to setViewProjection to avoid ambiguity | Dan Goodliffe | 2022-11-23 |
| | |||
* | Add geometry shader support to build system | Dan Goodliffe | 2022-11-23 |
| | |||
* | Don't render zero directional light | Dan Goodliffe | 2022-11-23 |
| | |||
* | Separate out the illumation of the scene | Dan Goodliffe | 2022-11-23 |
| | |||
* | Shared context, persist main window in test, send test for upcoming pointlight | Dan Goodliffe | 2022-11-19 |
| | |||
* | Save size of output in SceneRender and set viewport accordingly | Dan Goodliffe | 2022-11-18 |
| | |||
* | Rename rdiv to ratio and add a vec2 override | Dan Goodliffe | 2022-11-18 |
| | |||
* | Simplified texture save | Dan Goodliffe | 2022-11-18 |
| | | | | Read directly from texture into file buffer, no temporary framebuffer | ||
* | Move OpenGL context behaviour tests into their own app | Dan Goodliffe | 2022-11-17 |
| | | | | For our own sanity :) | ||
* | Shaders can be deleted once attached to a program | Dan Goodliffe | 2022-11-15 |
| | |||
* | Add some tests over the behaviour of windows and contexts and glStuff | Dan Goodliffe | 2022-11-14 |
| | |||
* | Add a basic if clunky render test | Dan Goodliffe | 2022-11-14 |
| | |||
* | Refactor shading output components | Dan Goodliffe | 2022-11-14 |
| | | | | SceneShader and Camera are part of SceneRenderer | ||
* | Pass the output framebuffer id to scene renderer | Dan Goodliffe | 2022-11-14 |
| | |||
* | Pass flags to Window constructor | Dan Goodliffe | 2022-11-14 |
| | |||
* | Remove useless GeoData default constructor | Dan Goodliffe | 2022-11-14 |
| | |||
* | Refactor for per window context and more setup to the right places | Dan Goodliffe | 2022-11-14 |
| | |||
* | Fix type of SceneShader | Dan Goodliffe | 2022-11-14 |
| | |||
* | Extract SDL_Application helper into libilt | Dan Goodliffe | 2022-11-14 |
| | |||
* | Restructure how shaders are worked with | Dan Goodliffe | 2022-11-03 |
| | | | | Needs a tidy-up | ||
* | Rename Shader to SceneShader | Dan Goodliffe | 2022-11-03 |
| | |||
* | Tidied Scene Renderer | Dan Goodliffe | 2022-11-01 |
| | |||
* | Switch to a deferred lighting based render pipeline | Dan Goodliffe | 2022-11-01 |
| | | | | Tidy-up required. |