| Commit message (Collapse) | Author | Age | |
|---|---|---|---|
| * | Tidy the preFrame logic into a single function in SceneRenderer | Dan Goodliffe | 8 days |
| | | | | | | Clients now just call that one helper and SceneProvider passes in all the renderables. | ||
| * | Fix up the preFrame process to use both frustums | Dan Goodliffe | 13 days |
| | | | | | | | (camera and directional light frustums) This has made the whole preFrame process far more fiddly and repetitive than I'd like, but it does work. Maybe we can tidy it up later. | ||
| * | Add glDebugScope | Dan Goodliffe | 2026-01-16 |
| | | | | | | Wrapper for glPushDebugGroup/glPopDebugGroup which allows neatly grouping OpenGL calls in diagnostic tools. | ||
| * | Add support for resizing a SceneRenderer | Dan Goodliffe | 2025-03-14 |
| | | |||
| * | Move camera out of gl folder, it's not OpenGL specific | Dan Goodliffe | 2025-03-05 |
| | | |||
| * | Use LightDirection for calculating/passing all light dir components | Dan Goodliffe | 2024-10-06 |
| | | |||
| * | Simplify setup of uniform locations and containing programs | Dan Goodliffe | 2024-07-07 |
| | | |||
| * | Remove the complications from previously storing several shadow maps in the ↵ | Dan Goodliffe | 2024-01-30 |
| | | | | | texture | ||
| * | Run shadow mapper in camera relative space | Dan Goodliffe | 2023-12-17 |
| | | |||
| * | Use a separate framebuffer for illumination phase | Dan Goodliffe | 2023-12-17 |
| | | |||
| * | Basic support for saving intermediate render buffers | Dan Goodliffe | 2023-12-13 |
| | | |||
| * | WIP typedefing just about everything else | Dan Goodliffe | 2023-11-09 |
| | | |||
| * | WIP typedefing all the things - headers | Dan Goodliffe | 2023-11-07 |
| | | |||
| * | Reformat with new clang-format | Dan Goodliffe | 2023-11-07 |
| | | |||
| * | 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 | ||
| * | Single helper for rendering the fullscreen quad | Dan Goodliffe | 2023-01-02 |
| | | |||
| * | Generate a single shadow band and region definition | Dan Goodliffe | 2022-12-28 |
| | | |||
| * | Initial support for multiple shadow maps in the same texture | Dan Goodliffe | 2022-12-28 |
| | | |||
| * | 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 |
| | | |||
| * | SceneRenderer is a graphics component, not a UI one | Dan Goodliffe | 2022-11-27 |
