Commit message (Collapse) | Author | Age | |
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* | Simplify setup of uniform locations and containing programs | Dan Goodliffe | 2024-07-07 |
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* | Adjust light view projection matrix upfront | Dan Goodliffe | 2024-01-30 |
| | | | | Saves doing it per pixel, per region later | ||
* | Remove the complications from previously storing several shadow maps in the ↵ | Dan Goodliffe | 2024-01-30 |
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* | Geometry shader for single pass shadow maps | Dan Goodliffe | 2024-01-28 |
| | | | | | | | 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 functions | Dan Goodliffe | 2024-01-25 |
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* | Add traits wrapper for setting uniforms | Dan Goodliffe | 2024-01-14 |
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* | Run shadow mapper in camera relative space | Dan Goodliffe | 2023-12-17 |
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* | Use 32bit integer texture for position render data | Dan Goodliffe | 2023-12-17 |
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* | Use a separate framebuffer for illumination phase | Dan Goodliffe | 2023-12-17 |
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* | Support setting framebuffer texture format | Dan Goodliffe | 2023-12-15 |
| | | | | Renames format to iformat to differentiate internal format from format | ||
* | Integer camera | Dan Goodliffe | 2023-12-11 |
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* | Switch to millimeters for spatial units | Dan Goodliffe | 2023-11-15 |
| | | | | | | 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 separately | Dan Goodliffe | 2023-11-13 |
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* | WIP typedefing just about everything else | Dan Goodliffe | 2023-11-09 |
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* | WIP typedefing all the things - sources | Dan Goodliffe | 2023-11-09 |
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* | WIP typedefing all the things - headers | Dan Goodliffe | 2023-11-07 |
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* | Reformat with new clang-format | Dan Goodliffe | 2023-11-07 |
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* | Drop .hpp for header only things | Dan Goodliffe | 2023-04-29 |
| | | | | Half of them acquired a .cpp part anyway | ||
* | Revamp how VertexArrayObject configures attributes and data | Dan Goodliffe | 2023-04-17 |
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* | Rename lots of shader files | Dan Goodliffe | 2023-04-15 |
| | | | | Names and paths still not perfect, but better and the weird name missuse is gone | ||
* | Fix up all the static analyzer warnings | Dan Goodliffe | 2023-01-08 |
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* | Only generate the first N shadow maps which are useful | Dan Goodliffe | 2023-01-07 |
| | | | | Note: we don't yet optimise the use of the shadow map texture, each still renders into its own corner | ||
* | Use VertexArrayObject for SceneRenderer | Dan Goodliffe | 2023-01-02 |
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* | Single helper for rendering the fullscreen quad | Dan Goodliffe | 2023-01-02 |
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* | Add directional light to pointlight test, fix setting of GL_DEPTH_TEST | Dan Goodliffe | 2022-12-30 |
| | | | | Fixes issue where directional light prevented pointlights from working | ||
* | Reduce size of shadow map texture | Dan Goodliffe | 2022-12-28 |
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* | Generate a single shadow band and region definition | Dan Goodliffe | 2022-12-28 |
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* | Initial support for multiple shadow maps in the same texture | Dan Goodliffe | 2022-12-28 |
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* | First cut of view scope shadow mapper view | Dan Goodliffe | 2022-12-18 |
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* | Fix case of GetViewProjection | Dan Goodliffe | 2022-12-11 |
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* | Support fall-back internal framebuffer formats, use smaller and/or standard ↵ | Dan Goodliffe | 2022-12-08 |
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* | Disable depth test, remove unnecesary texture binds and clear for lighting pass | Dan Goodliffe | 2022-12-06 |
| | | | | The initial texture render covers the whole screen anyway | ||
* | Increase gBuffer position data to 32bit and drop all the alpha channels | Dan Goodliffe | 2022-12-06 |
| | | | | | 16bit float is insufficient for decent shadow accuracy and the alpha channel is pointless in a delayed render. | ||
* | Explicit ShadowMapper size only, no default | Dan Goodliffe | 2022-12-04 |
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* | Generate and use a shadow map | Dan Goodliffe | 2022-12-04 |
| | | | | | 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 out | Dan Goodliffe | 2022-11-27 |
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* | SceneRenderer is a graphics component, not a UI one | Dan Goodliffe | 2022-11-27 |