Commit message (Collapse) | Author | Age | |
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* | Move the vertex/fragment shader interface for materials into an include | Dan Goodliffe | 2023-04-11 |
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* | Move lots of common glsl interface to include files | Dan Goodliffe | 2023-04-11 |
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* | Basic fragment ahader should use final colour to determine clear flag | Dan Goodliffe | 2023-03-14 |
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* | Support for model colours mixed with textures | Dan Goodliffe | 2023-02-24 |
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* | Add rendering support for spot lights | Dan Goodliffe | 2023-01-05 |
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* | Generate 4 bands of shadow maps | 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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* | Tidy up | Dan Goodliffe | 2022-12-06 |
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* | Do not unilluminate the back of objects | 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. | ||
* | Fixed point shadow shader doesn't need normal/texture data | Dan Goodliffe | 2022-12-04 |
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* | Don't actually need to define an empty fragment shader | Dan Goodliffe | 2022-12-04 |
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* | Initial commit of the shadow map generator and shadows render interface | Dan Goodliffe | 2022-12-03 |
| | | | | | Lots of hard coding, buggy in places, far from great, but the basics work. | ||
* | Check error state during setup, set OpenGL version to 3.3 core | Dan Goodliffe | 2022-12-03 |
| | | | | Updates all shaders to 330 core too. | ||
* | Change pointlight render area definition to a cube | Dan Goodliffe | 2022-11-27 |
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* | Add rendering support for point lights | Dan Goodliffe | 2022-11-23 |
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* | Separate out the illumation of the scene | Dan Goodliffe | 2022-11-23 |
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* | Tidied Scene Renderer | Dan Goodliffe | 2022-11-01 |
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* | Switch to a deferred lighting based render pipeline | Dan Goodliffe | 2022-11-01 |
| | | | | Tidy-up required. | ||
* | Set v330 core on world shaders | Dan Goodliffe | 2022-10-30 |
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* | First iteration with font/text support | Dan Goodliffe | 2022-01-01 |
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* | Introduce the UI shader | Dan Goodliffe | 2021-12-12 |
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* | Add slope colouring to terrain shader | Dan Goodliffe | 2021-11-25 |
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* | Swap y,z axis | Dan Goodliffe | 2021-11-16 |
| | | | | This was a pain... but all the coords make much more sense now and a lot of mystery negation has disappeared. | ||
* | dos2unix shader sources | Dan Goodliffe | 2021-02-20 |
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* | Remove spare bits from shaders and tidy up | Dan Goodliffe | 2021-02-20 |
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* | Custom land and water shaders | Dan Goodliffe | 2021-02-20 |
| | | | | | | | Create sandy beaches, snow topped mountains and grassy hills with a single texture, coloured according to land height by a custom shader. Also use the land mass mesh with a new water texture and a custom shader to create rather nice looking water effect with depth, waves and motion. | ||
* | Add support for directional light color and an ambient color | Dan Goodliffe | 2021-02-18 |
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* | Update glsl version and interface | Dan Goodliffe | 2021-02-12 |
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* | Fix issue with normal affecting transparency | Dan Goodliffe | 2021-02-12 |
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* | Remove the weird view/model/camera connectedness | Dan Goodliffe | 2021-01-24 |
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* | Big reshuffle | Dan Goodliffe | 2021-01-17 |
Fixes code quality warnings now picked up. |