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* Extend depth of shadow box 10m to allow for depth offsets and clamp stencil ↵Dan Goodliffe2024-09-01
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* 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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* 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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* Add missing truthy/falsy operators to AnyPtrDan Goodliffe2024-08-10
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* Specific exception for shader compile errorDan Goodliffe2024-08-04
| | | | Outputs more details, including shader source
* Help exception class for lazy/cached message contentDan Goodliffe2024-08-04
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* Split CheckShaderError into shader/program versionsDan Goodliffe2024-08-03
| | | | They're similar, but need splitting for better diagnostics
* Creating a program with no shaders is not validDan Goodliffe2024-07-20
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* Build cpp parts of ImGuiDan Goodliffe2024-07-07
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* Update Doxyfile, remove comments, exclude thirdparty dirDan Goodliffe2024-07-07
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* Simplify setup of uniform locations and containing programsDan Goodliffe2024-07-07
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* Add shadow shader which takes into account texture transparencyDan Goodliffe2024-07-07
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* Merge branch 'imgui'Dan Goodliffe2024-07-07
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| * Replace deprecated GL_QUADS usage in text renderingDan Goodliffe2024-07-06
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| * Fix up perf tests in light of window management changesDan Goodliffe2024-07-05
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| * Re-add testHelpers.hDan Goodliffe2024-07-02
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| * Psycho-rebased branch imgui on top of mainDan Goodliffe2024-07-02
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| | * Build ImGui as a static libraryDan Goodliffe2024-06-24
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| | * Use shared installed libraries explicitlyDan Goodliffe2024-06-24
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| | * Don't process input events which ImGui handledDan Goodliffe2024-06-24
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| | * Integrate ImGUI main callsDan Goodliffe2024-06-16
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| | * Disable saving settings automagicallyDan Goodliffe2024-06-16
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| | * Remove initialisation order debugDan Goodliffe2024-06-16
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| | * Move main application loop into the libraryDan Goodliffe2024-06-15
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| | * First cut reshuffling app/window/gl/render bitsDan Goodliffe2024-06-15
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