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path: root/gfx/gl/sceneRenderer.h
Commit message (Collapse)AuthorAge
* Use LightDirection for calculating/passing all light dir componentsDan Goodliffe2024-10-06
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* Simplify setup of uniform locations and containing programsDan Goodliffe2024-07-07
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* Remove the complications from previously storing several shadow maps in the ↵Dan Goodliffe2024-01-30
| | | | texture
* Run shadow mapper in camera relative spaceDan Goodliffe2023-12-17
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* Use a separate framebuffer for illumination phaseDan Goodliffe2023-12-17
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* Basic support for saving intermediate render buffersDan Goodliffe2023-12-13
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* WIP typedefing just about everything elseDan 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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* 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
* Single helper for rendering the fullscreen quadDan Goodliffe2023-01-02
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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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* 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