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path: root/gfx/gl/sceneRenderer.cpp
Commit message (Collapse)AuthorAge
* Shuffle some GL state settingDan Goodliffe2024-08-19
| | | | | 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.
* Simplify setup of uniform locations and containing programsDan Goodliffe2024-07-07
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* Adjust light view projection matrix upfrontDan Goodliffe2024-01-30
| | | | Saves doing it per pixel, per region later
* Remove the complications from previously storing several shadow maps in the ↵Dan Goodliffe2024-01-30
| | | | texture
* Geometry shader for single pass shadow mapsDan Goodliffe2024-01-28
| | | | | | | 2D array texture, 4 levels, geometry shader outputs to each layer for a specific band, single scene rendering. Pending massive tidy up.
* Add traits helpers for glTexParameter functionsDan Goodliffe2024-01-25
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* Add traits wrapper for setting uniformsDan Goodliffe2024-01-14
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* Run shadow mapper in camera relative spaceDan Goodliffe2023-12-17
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* Use 32bit integer texture for position render dataDan Goodliffe2023-12-17
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* Use a separate framebuffer for illumination phaseDan Goodliffe2023-12-17
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* Support setting framebuffer texture formatDan Goodliffe2023-12-15
| | | | Renames format to iformat to differentiate internal format from format
* Integer cameraDan Goodliffe2023-12-11
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* Switch to millimeters for spatial unitsDan Goodliffe2023-11-15
| | | | | | Mostly a case of changing far too many magic numbers, something else to fix I guess. I probably missed something. Also there's some hackery when loading 3D models, which are still assumed to be in metres.
* Send position and rotation matrix to GPU separatelyDan Goodliffe2023-11-13
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* WIP typedefing just about everything elseDan Goodliffe2023-11-09
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* WIP typedefing all the things - sourcesDan Goodliffe2023-11-09
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* WIP typedefing all the things - headersDan Goodliffe2023-11-07
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* Reformat with new clang-formatDan Goodliffe2023-11-07
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* Drop .hpp for header only thingsDan Goodliffe2023-04-29
| | | | Half of them acquired a .cpp part anyway
* Revamp how VertexArrayObject configures attributes and dataDan Goodliffe2023-04-17
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* Rename lots of shader filesDan Goodliffe2023-04-15
| | | | Names and paths still not perfect, but better and the weird name missuse is gone
* Fix up all the static analyzer warningsDan Goodliffe2023-01-08
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* Only generate the first N shadow maps which are usefulDan Goodliffe2023-01-07
| | | | Note: we don't yet optimise the use of the shadow map texture, each still renders into its own corner
* Use VertexArrayObject for SceneRendererDan Goodliffe2023-01-02
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* Single helper for rendering the fullscreen quadDan Goodliffe2023-01-02
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* Add directional light to pointlight test, fix setting of GL_DEPTH_TESTDan Goodliffe2022-12-30
| | | | Fixes issue where directional light prevented pointlights from working
* Reduce size of shadow map textureDan Goodliffe2022-12-28
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* Generate a single shadow band and region definitionDan Goodliffe2022-12-28
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* Initial support for multiple shadow maps in the same textureDan Goodliffe2022-12-28
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* First cut of view scope shadow mapper viewDan Goodliffe2022-12-18
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* Fix case of GetViewProjectionDan Goodliffe2022-12-11
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* Support fall-back internal framebuffer formats, use smaller and/or standard ↵Dan Goodliffe2022-12-08
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* 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.
* Explicit ShadowMapper size only, no defaultDan Goodliffe2022-12-04
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* 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.
* Split SceneProvider outDan Goodliffe2022-11-27
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* SceneRenderer is a graphics component, not a UI oneDan Goodliffe2022-11-27