summaryrefslogtreecommitdiff
Commit message (Collapse)AuthorAge
* Explicit ShadowMapper size only, no defaultDan Goodliffe2022-12-04
|
* We need to transform the model normals the same as we do the verticesDan Goodliffe2022-12-04
|
* Do not unilluminate the back of objectsDan Goodliffe2022-12-04
|
* 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
|
* Support saving a depth textureDan Goodliffe2022-12-04
|
* Don't actually need to define an empty fragment shaderDan Goodliffe2022-12-04
|
* 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.
* Add GL_DEBUG_OUTPUT with boost test error handling to test-render contextDan Goodliffe2022-12-03
|
* Check error state during setup, set OpenGL version to 3.3 coreDan Goodliffe2022-12-03
| | | | Updates all shaders to 330 core too.
* Split SceneProvider outDan Goodliffe2022-11-27
|
* SceneRenderer is a graphics component, not a UI oneDan Goodliffe2022-11-27
|
* Change pointlight render area definition to a cubeDan Goodliffe2022-11-27
|
* Add light stage to renderable objectsDan Goodliffe2022-11-23
|
* Add rendering support for point lightsDan Goodliffe2022-11-23
|
* Support setting a viewPort uniform for those shaders which need itDan Goodliffe2022-11-23
|
* Rename setView to setViewProjection to avoid ambiguityDan Goodliffe2022-11-23
|
* Add geometry shader support to build systemDan Goodliffe2022-11-23
|
* Don't render zero directional lightDan Goodliffe2022-11-23
|
* Separate out the illumation of the sceneDan Goodliffe2022-11-23
|
* Shared context, persist main window in test, send test for upcoming pointlightDan Goodliffe2022-11-19
|
* Save size of output in SceneRender and set viewport accordinglyDan Goodliffe2022-11-18
|
* Rename rdiv to ratio and add a vec2 overrideDan Goodliffe2022-11-18
|
* Simplified texture saveDan Goodliffe2022-11-18
| | | | Read directly from texture into file buffer, no temporary framebuffer
* Move OpenGL context behaviour tests into their own appDan Goodliffe2022-11-17
| | | | For our own sanity :)
* Shaders can be deleted once attached to a programDan Goodliffe2022-11-15
|
* Add some tests over the behaviour of windows and contexts and glStuffDan Goodliffe2022-11-14
|
* Add a basic if clunky render testDan Goodliffe2022-11-14
|
* Refactor shading output componentsDan Goodliffe2022-11-14
| | | | SceneShader and Camera are part of SceneRenderer
* Pass the output framebuffer id to scene rendererDan Goodliffe2022-11-14
|
* Pass flags to Window constructorDan Goodliffe2022-11-14
|
* Remove useless GeoData default constructorDan Goodliffe2022-11-14
|
* Refactor for per window context and more setup to the right placesDan Goodliffe2022-11-14
|
* Fix type of SceneShaderDan Goodliffe2022-11-14
|
* Extract SDL_Application helper into libiltDan Goodliffe2022-11-14
|
* Restructure how shaders are worked withDan Goodliffe2022-11-03
| | | | Needs a tidy-up
* Rename Shader to SceneShaderDan Goodliffe2022-11-03
|
* Tidied Scene RendererDan Goodliffe2022-11-01
|
* Switch to a deferred lighting based render pipelineDan Goodliffe2022-11-01
| | | | Tidy-up required.
* Somewhat dirty but functional helper to save a textureDan Goodliffe2022-11-01
| | | | Useful for debugging and not much else.
* Save window size as a member variableDan Goodliffe2022-10-31
|
* Setting texture unit when binding UI componentsDan Goodliffe2022-10-30
|
* Add frame and render buffers to glArraysDan Goodliffe2022-10-30
|
* Set v330 core on world shadersDan Goodliffe2022-10-30
|
* Enable OpenGL 4.5 core profileDan Goodliffe2022-10-30
|
* Setting texture unit on bindDan Goodliffe2022-10-30
| | | | Always sets the target unit before binding, allows specifying the unit
* EditNetworkOf constructor may have single param, should be explicitDan Goodliffe2022-10-28
|
* Implement extending a network to join link endsDan Goodliffe2022-10-28
|
* Implement extending a network into open spaceDan Goodliffe2022-10-28
|