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* Cache unView matrix for unprojecting mouse clicks, update only on camera ↵Dan Goodliffe2022-12-12
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* Cache view and viewProject matrices, update only on camera movementDan Goodliffe2022-12-12
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* Have Camera remember all its propertiesDan Goodliffe2022-12-12
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* Make Camera members private with accessors and helpful settersDan Goodliffe2022-12-12
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* Fix case of GetViewProjectionDan Goodliffe2022-12-11
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* Support saving a normals textureDan Goodliffe2022-12-11
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* Support saving textures with different output typesDan Goodliffe2022-12-11
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* Add a mini C filesystem wrapper library with mmap supportDan Goodliffe2022-12-11
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* 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
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* Tidy upDan Goodliffe2022-12-06
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* Disable depth test, remove unnecesary texture binds and clear for lighting passDan Goodliffe2022-12-06
| | | | The initial texture render covers the whole screen anyway
* Increase gBuffer position data to 32bit and drop all the alpha channelsDan Goodliffe2022-12-06
| | | | | 16bit float is insufficient for decent shadow accuracy and the alpha channel is pointless in a delayed render.
* Centre shadow map at 0,0 until we can do betterDan Goodliffe2022-12-04
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* Explicit ShadowMapper size only, no defaultDan Goodliffe2022-12-04
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* We need to transform the model normals the same as we do the verticesDan Goodliffe2022-12-04
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* Do not unilluminate the back of objectsDan Goodliffe2022-12-04
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* 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
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* Support saving a depth textureDan Goodliffe2022-12-04
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* Don't actually need to define an empty fragment shaderDan Goodliffe2022-12-04
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* 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
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* 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
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* SceneRenderer is a graphics component, not a UI oneDan Goodliffe2022-11-27
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* Change pointlight render area definition to a cubeDan Goodliffe2022-11-27
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* Add light stage to renderable objectsDan Goodliffe2022-11-23
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* Add rendering support for point lightsDan Goodliffe2022-11-23
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* Support setting a viewPort uniform for those shaders which need itDan Goodliffe2022-11-23
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* Rename setView to setViewProjection to avoid ambiguityDan Goodliffe2022-11-23
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* Add geometry shader support to build systemDan Goodliffe2022-11-23
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* Don't render zero directional lightDan Goodliffe2022-11-23
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* Separate out the illumation of the sceneDan Goodliffe2022-11-23
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* Shared context, persist main window in test, send test for upcoming pointlightDan Goodliffe2022-11-19
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* Save size of output in SceneRender and set viewport accordinglyDan Goodliffe2022-11-18
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* Rename rdiv to ratio and add a vec2 overrideDan Goodliffe2022-11-18
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* 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
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* Add some tests over the behaviour of windows and contexts and glStuffDan Goodliffe2022-11-14
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* Add a basic if clunky render testDan Goodliffe2022-11-14
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* 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
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* Pass flags to Window constructorDan Goodliffe2022-11-14
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* Remove useless GeoData default constructorDan Goodliffe2022-11-14
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* Refactor for per window context and more setup to the right placesDan Goodliffe2022-11-14
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* Fix type of SceneShaderDan Goodliffe2022-11-14
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* Extract SDL_Application helper into libiltDan Goodliffe2022-11-14
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