Commit message (Collapse) | Author | Age | |
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* | Fix stencil shadow depth offset | Dan Goodliffe | 2024-10-10 |
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* | Use LightDirection for calculating/passing all light dir components | Dan Goodliffe | 2024-10-06 |
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* | Add LightDirection class | Dan Goodliffe | 2024-10-05 |
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* | Add rotate_yp taking two separate parameters | Dan Goodliffe | 2024-10-05 |
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* | Psycho-rebased branch billboard-shadows on top of main | Dan Goodliffe | 2024-09-23 |
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| * | Populate all layers of shadow stencil with view from all around | Dan Goodliffe | 2024-09-07 |
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| * | Populate all layers of the stencil texture | Dan Goodliffe | 2024-09-03 |
| | | | | | | | | Albeit with the same projection | ||
| * | Update stencil texture to 2d array | Dan Goodliffe | 2024-09-02 |
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| * | Update Texture::getSize and ::size to account for the third texture dimension | Dan Goodliffe | 2024-09-02 |
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| * | Add TextureDimensions type | Dan Goodliffe | 2024-09-02 |
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| * | Extend depth of shadow box 10m to allow for depth offsets and clamp stencil ↵ | Dan Goodliffe | 2024-09-01 |
| | | | | | | | | to it | ||
| * | Use billboard shadows for foliage | Dan Goodliffe | 2024-08-28 |
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| * | Initial cut of shadow map creation with support for billboard shadows | Dan Goodliffe | 2024-08-28 |
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| * | Set stencil texture min/mag filters | Dan Goodliffe | 2024-08-26 |
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| * | Add helper to test if a uniform was found | Dan Goodliffe | 2024-08-26 |
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| * | Add a foliage vertex array for just the location data | Dan Goodliffe | 2024-08-26 |
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| * | Include sizes of shadow box extents as uniforms to shaders | Dan Goodliffe | 2024-08-26 |
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| * | test-render loads all assets into gameState | Dan Goodliffe | 2024-08-26 |
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| * | Persist a single ShadowStenciller within ShadowMapper | Dan Goodliffe | 2024-08-19 |
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| * | Shuffle some GL state setting | Dan Goodliffe | 2024-08-19 |
| | | | | | | | | | | 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 mapper | Dan Goodliffe | 2024-08-18 |
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| * | Add updateStencil to Renderable interface | Dan Goodliffe | 2024-08-18 |
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| * | Populate GameState::assets in appropriate tests | Dan Goodliffe | 2024-08-18 |
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| * | Offset shaded position to reduce chance of self-shadowing | Dan Goodliffe | 2024-08-18 |
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| * | Replace low poly plants with the double sided version | Dan Goodliffe | 2024-08-18 |
| | | | | | | | | Avoids culling half the trees | ||
| * | Calculate centre and size of mesh, wrap it all in a Dimensions object | Dan Goodliffe | 2024-08-11 |
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| * | Use texture alpha in shadow stencil | Dan Goodliffe | 2024-08-10 |
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| * | Use mesh extents for shadow stencil extents | Dan Goodliffe | 2024-08-10 |
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| * | Calculate and store the extents of a mesh | Dan Goodliffe | 2024-08-10 |
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| * | Initial commit of basic shadow depth map creation | Dan Goodliffe | 2024-08-10 |
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* | | Merge branch 'sunpos' | Dan Goodliffe | 2024-09-23 |
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| * | | Adjust light colour as sun rises/sets | Dan Goodliffe | 2024-09-22 |
| | | | | | | | | | | | | This is a bit made-up-maths/numbers, but it looks reasonable. | ||
| * | | Calculate sunlight direction from worldTime | Dan Goodliffe | 2024-09-22 |
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| * | | Move getSunPos to Environment | Dan Goodliffe | 2024-09-20 |
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| * | | Add basic environment object | Dan Goodliffe | 2024-09-20 |
| | | | | | | | | | | | | Will hold world time/date, weather, location etc | ||
| * | | Update getSunPos to use a standard time_t | Dan Goodliffe | 2024-09-19 |
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| * | | Add helper to quickly parse an ISO date/time | Dan Goodliffe | 2024-09-19 |
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| * | | Add new mathematical constants to lib | Dan Goodliffe | 2024-09-19 |
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| * | | Initial commit of code for calculating sun position | Dan Goodliffe | 2024-09-18 |
|/ / | | | | | | | | | | | | | | | | | 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 tmps | Dan Goodliffe | 2024-08-18 |
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* | | Don't set face material on each vertex index pass | Dan Goodliffe | 2024-08-18 |
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* | | Offset shaded position to reduce chance of self-shadowing | Dan Goodliffe | 2024-08-18 |
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* | | Replace low poly plants with the double sided version | Dan Goodliffe | 2024-08-18 |
|/ | | | | Avoids culling half the trees | ||
* | Fix texture usage via materials in shadows | Dan Goodliffe | 2024-08-10 |
| | | | | | 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 file | Dan Goodliffe | 2024-08-10 |
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* | Pull material lookup functions into a common file | Dan Goodliffe | 2024-08-10 |
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* | Add a tree to the test render scene | Dan Goodliffe | 2024-08-10 |
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* | Create standalone composed shader file and format it and the C++ code | Dan Goodliffe | 2024-08-10 |
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* | Reduce the amount of unnecessary rebuilds on shader source changes | Dan Goodliffe | 2024-08-10 |
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* | Simplify in/out in materialInterface | Dan Goodliffe | 2024-08-10 |
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