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path: root/game/scenary/illuminator.cpp
Commit message (Collapse)AuthorAge
* Fix naming violations in MeshDan Goodliffe2 days
| | | | | They've existed and been annoying since the day I first created it from online examples.
* Add glVertexArray useBufferDan Goodliffe2 days
| | | | | | Wraps glVertexArrayVertexBuffer automatically getting the buffer name from the argument and deriving the stride from the container's value_type.
* 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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* 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 frustum into render functionsDan Goodliffe2025-03-07
| | | | Support for culling objects outside the view frustum
* Only create VAOs for the light type(s) in useDan Goodliffe2024-01-13
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* Minor tidy upDan Goodliffe2024-01-13
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* Add model support for point lightsDan Goodliffe2024-01-12
| | | | Still invokes non-instanced point light shader
* Initial commit with working light instancingDan Goodliffe2024-01-10
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* Add spot light definition, loader, and renderingDan Goodliffe2024-01-10
| | | | Rendering is untested, data is passed to whatever GL program is currently active.
* Add the Illuminator (type) and Light (instance) classesDan Goodliffe2024-01-09