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* Use LightDirection for calculating/passing all light dir componentsDan Goodliffe2024-10-06
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* Add LightDirection classDan Goodliffe2024-10-05
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* Add rotate_yp taking two separate parametersDan Goodliffe2024-10-05
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* Psycho-rebased branch billboard-shadows on top of mainDan Goodliffe2024-09-23
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| * Populate all layers of shadow stencil with view from all aroundDan Goodliffe2024-09-07
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| * Populate all layers of the stencil textureDan Goodliffe2024-09-03
| | | | | | | | Albeit with the same projection
| * Update stencil texture to 2d arrayDan Goodliffe2024-09-02
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| * Update Texture::getSize and ::size to account for the third texture dimensionDan Goodliffe2024-09-02
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| * Add TextureDimensions typeDan Goodliffe2024-09-02
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| * Extend depth of shadow box 10m to allow for depth offsets and clamp stencil ↵Dan Goodliffe2024-09-01
| | | | | | | | to it
| * Use billboard shadows for foliageDan Goodliffe2024-08-28
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| * Initial cut of shadow map creation with support for billboard shadowsDan Goodliffe2024-08-28
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| * Set stencil texture min/mag filtersDan Goodliffe2024-08-26
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| * Add helper to test if a uniform was foundDan Goodliffe2024-08-26
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| * Add a foliage vertex array for just the location dataDan Goodliffe2024-08-26
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| * Include sizes of shadow box extents as uniforms to shadersDan Goodliffe2024-08-26
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| * test-render loads all assets into gameStateDan Goodliffe2024-08-26
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| * Persist a single ShadowStenciller within ShadowMapperDan Goodliffe2024-08-19
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| * Shuffle some GL state settingDan Goodliffe2024-08-19
| | | | | | | | | | Ensures the right things are set at the right times, it's more calls but its less prone to randomly getting screwed over. Also updates the comments about which phases do what.
| * Update asset stencils from shadow mapperDan Goodliffe2024-08-18
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| * Add updateStencil to Renderable interfaceDan Goodliffe2024-08-18
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| * Populate GameState::assets in appropriate testsDan Goodliffe2024-08-18
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| * Offset shaded position to reduce chance of self-shadowingDan Goodliffe2024-08-18
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| * Replace low poly plants with the double sided versionDan Goodliffe2024-08-18
| | | | | | | | Avoids culling half the trees
| * Calculate centre and size of mesh, wrap it all in a Dimensions objectDan Goodliffe2024-08-11
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| * Use texture alpha in shadow stencilDan Goodliffe2024-08-10
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| * Use mesh extents for shadow stencil extentsDan Goodliffe2024-08-10
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| * Calculate and store the extents of a meshDan Goodliffe2024-08-10
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| * Initial commit of basic shadow depth map creationDan Goodliffe2024-08-10
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* | Merge branch 'sunpos'Dan Goodliffe2024-09-23
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| * | Adjust light colour as sun rises/setsDan Goodliffe2024-09-22
| | | | | | | | | | | | This is a bit made-up-maths/numbers, but it looks reasonable.
| * | Calculate sunlight direction from worldTimeDan Goodliffe2024-09-22
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| * | Move getSunPos to EnvironmentDan Goodliffe2024-09-20
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| * | Add basic environment objectDan Goodliffe2024-09-20
| | | | | | | | | | | | Will hold world time/date, weather, location etc
| * | Update getSunPos to use a standard time_tDan Goodliffe2024-09-19
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| * | Add helper to quickly parse an ISO date/timeDan Goodliffe2024-09-19
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| * | Add new mathematical constants to libDan Goodliffe2024-09-19
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| * | Initial commit of code for calculating sun positionDan Goodliffe2024-09-18
|/ / | | | | | | | | | | | | | | | | Given the longitude and latitude, and a time into 2024, calculate the relative sun position suitable for providing lighting angles. Based on code from https://www.psa.es/ Loosely checked against https://www.pveducation.org/ and its close, working on faith really, but the numbers look plausible. Could do with a tidy up!
* | Don't create lots of unnecessary tmpsDan Goodliffe2024-08-18
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* | Don't set face material on each vertex index passDan Goodliffe2024-08-18
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* | Offset shaded position to reduce chance of self-shadowingDan Goodliffe2024-08-18
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* | Replace low poly plants with the double sided versionDan Goodliffe2024-08-18
|/ | | | Avoids culling half the trees
* Fix texture usage via materials in shadowsDan Goodliffe2024-08-10
| | | | | This is a mess of a commit much like the shader folder, need a better way of dealing with them.
* Pull material detail function into a common fileDan Goodliffe2024-08-10
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* Pull material lookup functions into a common fileDan Goodliffe2024-08-10
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* Add a tree to the test render sceneDan Goodliffe2024-08-10
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* Create standalone composed shader file and format it and the C++ codeDan Goodliffe2024-08-10
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* Reduce the amount of unnecessary rebuilds on shader source changesDan Goodliffe2024-08-10
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* Simplify in/out in materialInterfaceDan Goodliffe2024-08-10
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* Apply StdTypeDefs for TextureDan Goodliffe2024-08-10
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