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Commit message (Expand)AuthorAge
* Helper to sort glm::vecs by a specific axisDan Goodliffe2022-12-18
* Helper operator+ to join arraysDan Goodliffe2022-12-18
* Manual Camera Controller should not refer to current propertiesDan Goodliffe2022-12-16
* Add Camera method to get the extents of the view frustrum at some distanceDan Goodliffe2022-12-13
* Calculate an accurate up vector for the cameraDan Goodliffe2022-12-13
* Maintain a camera's inverse view projection matrixDan Goodliffe2022-12-13
* Cache unView matrix for unprojecting mouse clicks, update only on camera move...Dan Goodliffe2022-12-12
* Cache view and viewProject matrices, update only on camera movementDan Goodliffe2022-12-12
* Have Camera remember all its propertiesDan Goodliffe2022-12-12
* Make Camera members private with accessors and helpful settersDan Goodliffe2022-12-12
* Fix case of GetViewProjectionDan Goodliffe2022-12-11
* Support saving a normals textureDan Goodliffe2022-12-11
* Support saving textures with different output typesDan Goodliffe2022-12-11
* Add a mini C filesystem wrapper library with mmap supportDan Goodliffe2022-12-11
* Save texture to TGA using mmapDan Goodliffe2022-12-09
* Support fall-back internal framebuffer formats, use smaller and/or standard f...Dan Goodliffe2022-12-08
* Tidy upDan Goodliffe2022-12-06
* Disable depth test, remove unnecesary texture binds and clear for lighting passDan Goodliffe2022-12-06
* Increase gBuffer position data to 32bit and drop all the alpha channelsDan Goodliffe2022-12-06
* Centre shadow map at 0,0 until we can do betterDan Goodliffe2022-12-04
* 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
* 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
* Initial commit of the shadow map generator and shadows render interfaceDan Goodliffe2022-12-03
* 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
* 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
* Move OpenGL context behaviour tests into their own appDan Goodliffe2022-11-17
* 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