summaryrefslogtreecommitdiff
Commit message (Collapse)AuthorAge
...
* VertexArrayObject helper supports binding an entire object, not just fieldsDan Goodliffe2023-01-02
| | | | Invoked by configuring with no attribute member points.
* Should use value_type, not element_typeDan Goodliffe2023-01-02
| | | | Works with std::array then too.
* Add helper for configuring vertex array objects/buffers of arbitrary thingsDan Goodliffe2023-01-02
|
* Add a traits struct to lookup sizes/type enums for passing to OpenGLDan Goodliffe2023-01-02
|
* Add a concept for sequential collections suitable for passing to OpenGLDan Goodliffe2023-01-02
|
* Allow operator*= on spans, not just arraysDan Goodliffe2022-12-30
|
* Make Vertex constexprDan Goodliffe2022-12-30
|
* Add directional light to pointlight test, fix setting of GL_DEPTH_TESTDan Goodliffe2022-12-30
| | | | Fixes issue where directional light prevented pointlights from working
* Move test render helpers into a new test libraryDan Goodliffe2022-12-29
|
* Add missing explicit on constructorsDan Goodliffe2022-12-29
|
* Tidy Camera::extentsAtDistDan Goodliffe2022-12-29
|
* Add helper to produce cartesian product of two arraysDan Goodliffe2022-12-29
|
* constexpr collections helpersDan Goodliffe2022-12-29
|
* Add helper to apply perspective divisionDan Goodliffe2022-12-28
| | | | Returns vec3 by default, but dimensions can be specified
* Reduce size of shadow map textureDan Goodliffe2022-12-28
|
* Generate 4 bands of shadow mapsDan Goodliffe2022-12-28
|
* Generate a single shadow band and region definitionDan Goodliffe2022-12-28
|
* Light camera centre not required, view camera position sufficesDan Goodliffe2022-12-28
|
* Change default light directionDan Goodliffe2022-12-28
| | | | Just so it shows up more clearly in tests
* Setup GL context before doing any shadow render workDan Goodliffe2022-12-28
|
* Initial support for multiple shadow maps in the same textureDan Goodliffe2022-12-28
|
* Render some train bodies to test shadowingDan Goodliffe2022-12-28
|
* Add two new array helpersDan Goodliffe2022-12-28
| | | | | * create a new array from an old one and a mutation * mutate all the members of an existing array
* Reduce camera extents to the point they cross the sea floor boundaryDan Goodliffe2022-12-28
|
* Use the existence of .substr(...) to test if a T is stringlikeDan Goodliffe2022-12-28
|
* No need for the range hack, the shadow box is just centred around the originDan Goodliffe2022-12-22
|
* Invert shadow mapper orthographic project z... because glmOrtho is 'helpful'Dan Goodliffe2022-12-18
|
* Removed unnecessary rounding of view extentsDan Goodliffe2022-12-18
|
* No need to store view or unViewDan Goodliffe2022-12-18
| | | | view is transient to create viewProjection, unview only needed on unproject
* First cut of view scope shadow mapper viewDan Goodliffe2022-12-18
|
* Helper for midpoint of pairDan Goodliffe2022-12-18
|
* Pair support for streamsDan Goodliffe2022-12-18
|
* 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 ↵Dan Goodliffe2022-12-12
| | | | movement
* 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
| | | | | 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 Goodliffe2022-12-08
| | | | formats
* Tidy upDan Goodliffe2022-12-06
|
* Disable depth test, remove unnecesary texture binds and clear for lighting passDan Goodliffe2022-12-06
| | | | The initial texture render covers the whole screen anyway