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path: root/gfx/gl/sceneRenderer.cpp
Commit message (Collapse)AuthorAge
* 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
| | | | formats
* 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