summaryrefslogtreecommitdiff
Commit message (Collapse)AuthorAge
...
* 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
* 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
|
* 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
| | | | | 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
|
* 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
| | | | 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
|
* 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
|
* 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
|