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path: root/game/scenary/illuminator.h
Commit message (Collapse)AuthorAge
* Move spot/point light persistence wrappers to assetFactoryDan Goodliffe2026-04-01
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* Have Renderable manage all instance lightsDan Goodliffe2026-04-01
| | | | | | Spot and point lights now existing in Renderable, the vertex data contains the owning parent object's index in CommonLocationData, the render step is just a single draw call.
* Move light vertex structs outDan Goodliffe2026-03-31
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* Use a single buffer for the location/rotation data of all renderable objectsDan Goodliffe2026-03-31
| | | | | | Removes the BufferedLocation and BufferedLocationUpdater mess. Note: appears to break bogie rendering in asset factory test only, same symptom as broken network render test? (out of date buffer data)
* Reuse vertex array objects for common structures with DSADan Goodliffe2026-03-11
| | | | Slashes the number of VAOs required and the amount of setup required.
* 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
* Apply StdTypeDefs for TextureDan Goodliffe2024-08-10
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* We only need 3x3 matrix for model rotation specDan Goodliffe2024-01-13
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* Only create VAOs for the light type(s) in useDan Goodliffe2024-01-13
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* Merge common parts of light type verticesDan Goodliffe2024-01-13
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* Add model support for point lightsDan Goodliffe2024-01-12
| | | | Still invokes non-instanced point light shader
* 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