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path: root/game/scenary/foliage.cpp
Commit message (Collapse)AuthorAge
* Don't create and then replace shadow and billboard texturesDan Goodliffe2 days
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* Replace glContainer with glAllocatorDan Goodliffe2 days
| | | | | | | glContainer is no longer required, as we can use std::vector with a custom allocator which uses OpenGL buffers for storage. Minor irritation is that the mapped buffers aren't guaranteed to be flushed in the tests, so sometimes we're missing bits in a test render.
* Replace use of VertexArrayObject with glVertexArray/glBuffer DSA versionsDan Goodliffe3 days
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* Update stencils and billboards less oftenDan Goodliffe6 days
| | | | | | | No need to update these every frame when little of nothing has changed. Instead, track the angle previously rendered and updated only when the new angle has diverged sufficiently from this. Larger updates update more frequently.
* Calculate an appropriate billboardSize and useMeshClipDistDan Goodliffe7 days
| | | | Removes hard coded arbitrary numbers for 256px sq and 140m.
* Wrap up some low level texture operations in glTexture classDan Goodliffe7 days
| | | | Fixes previously hard coded billboard texture size.
* Billboard foliageDan Goodliffe9 days
| | | | | | Partition the instances by within/without the view frustum, then by proximity to the view point and within/without the sunlight shadow frustum. Use billboards for far away/out of view instances.
* Add Asset interface to create an arbitrarily placed instanceDan Goodliffe2025-04-07
| | | | | InstanceProxy is returned out via a std::any containing a std::shared_ptr because any can only contain copyable things.
* Pass a Frustum to shadow renderersDan Goodliffe2025-03-11
| | | | The frustum might not be correct at this stage.
* Pass frustum into render functionsDan Goodliffe2025-03-07
| | | | Support for culling objects outside the view frustum
* Don't dump stencil textureDan Goodliffe2024-10-10
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* Include foliage yaw rotation in vertex, pass through instead of whole model ↵Dan Goodliffe2024-10-10
| | | | rotation matrix
* Update stencil texture to 2d arrayDan Goodliffe2024-09-02
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* Use billboard shadows for foliageDan Goodliffe2024-08-28
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* Add a foliage vertex array for just the location dataDan Goodliffe2024-08-26
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* Update asset stencils from shadow mapperDan Goodliffe2024-08-18
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* Use texture alpha in shadow stencilDan Goodliffe2024-08-10
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* Use mesh extents for shadow stencil extentsDan Goodliffe2024-08-10
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* Initial commit of basic shadow depth map creationDan Goodliffe2024-08-10
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* Add shadow shader which takes into account texture transparencyDan Goodliffe2024-07-07
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* Send position and rotation matrix to GPU separatelyDan Goodliffe2023-11-13
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* Refactor InstanceVertices in terms of glContainerDan Goodliffe2023-05-01
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* Drop .hpp for header only thingsDan Goodliffe2023-04-29
| | | | Half of them acquired a .cpp part anyway
* Draw rail vehicle classes and foliage with new mesh instance helperDan Goodliffe2023-04-26
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* Pop and complete instanced shadow supportDan Goodliffe2023-04-26
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* Switch to render trees in bulk through foliage asset renderingDan Goodliffe2023-04-20
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* Add the plant/foliage game item conceptsDan Goodliffe2023-04-10