Commit message (Collapse) | Author | Age | |
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* | Use foliage yaw rotation to select shadow stencil layer | Dan Goodliffe | 2024-10-10 |
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* | Include foliage yaw rotation in vertex, pass through instead of whole model ↵ | Dan Goodliffe | 2024-10-10 |
| | | | | rotation matrix | ||
* | Fix stencil shadow depth offset | Dan Goodliffe | 2024-10-10 |
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* | Populate all layers of shadow stencil with view from all around | Dan Goodliffe | 2024-09-07 |
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* | Populate all layers of the stencil texture | Dan Goodliffe | 2024-09-03 |
| | | | | Albeit with the same projection | ||
* | Update stencil texture to 2d array | Dan Goodliffe | 2024-09-02 |
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* | Extend depth of shadow box 10m to allow for depth offsets and clamp stencil ↵ | Dan Goodliffe | 2024-09-01 |
| | | | | to it | ||
* | Initial cut of shadow map creation with support for billboard shadows | Dan Goodliffe | 2024-08-28 |
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* | Offset shaded position to reduce chance of self-shadowing | Dan Goodliffe | 2024-08-18 |
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* | Use texture alpha in shadow stencil | Dan Goodliffe | 2024-08-10 |
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* | Initial commit of basic shadow depth map creation | Dan Goodliffe | 2024-08-10 |
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* | Fix texture usage via materials in shadows | Dan Goodliffe | 2024-08-10 |
| | | | | | This is a mess of a commit much like the shader folder, need a better way of dealing with them. | ||
* | Pull material detail function into a common file | Dan Goodliffe | 2024-08-10 |
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* | Pull material lookup functions into a common file | Dan Goodliffe | 2024-08-10 |
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* | Simplify in/out in materialInterface | Dan Goodliffe | 2024-08-10 |
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* | Add shadow shader which takes into account texture transparency | Dan Goodliffe | 2024-07-07 |
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* | Custom vertex, vertex shader and fragment shader for landmass | Dan Goodliffe | 2024-04-16 |
| | | | | Handles global position type, colourBias for surface types | ||
* | Fix water texture wrapper in light of large position values | Dan Goodliffe | 2024-04-07 |
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* | Stripped down water vertex and simplified shaders | Dan Goodliffe | 2024-04-07 |
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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. | ||
* | Fix network population of position in gBuffer | Dan Goodliffe | 2024-01-23 |
| | | | | Adds some rails to the basic test highlighting broken shadows | ||
* | Bind the network profile in as uniforms | Dan Goodliffe | 2024-01-22 |
| | | | | Makes the network shaders generic to network type | ||
* | Dynamic number of segments into curve render | Dan Goodliffe | 2024-01-21 |
| | | | | | Simpler formula than the old one, neither scientific, needs to tests to demonstrate a decent result for whatever formula we use. | ||
* | Use symbol GL_MAX_GEOMETRY_OUTPUT_VERTICES to lookup the implementation ↵ | Dan Goodliffe | 2024-01-21 |
| | | | | limit at runtime | ||
* | Pass curve link radius, no recalculate, its constant | Dan Goodliffe | 2024-01-20 |
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* | Implement basic network curve part shader | Dan Goodliffe | 2024-01-20 |
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* | Common code between straight/curve network geometry shaders | Dan Goodliffe | 2024-01-20 |
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* | Implement complete network straight part shader | Dan Goodliffe | 2024-01-20 |
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* | Render rail network using new shaders | Dan Goodliffe | 2024-01-20 |
| | | | | Non-functional, totally unimplemented at this stage | ||
* | We only need 3x3 matrix for model rotation spec | Dan Goodliffe | 2024-01-13 |
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* | Update point light shaders for instancing | Dan Goodliffe | 2024-01-13 |
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* | Fix order or multiple to address reversed rotation | Dan Goodliffe | 2024-01-12 |
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* | Full implementation passing through light defs from vertex data | Dan Goodliffe | 2024-01-11 |
| | | | | | Note: there is a bug where the light position/direction are rotated backwards to the model even though its using the model's rotation matrix... no idea why/how. | ||
* | Initial commit with working light instancing | Dan Goodliffe | 2024-01-10 |
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* | Simplify and 'fix' the wave cycle | Dan Goodliffe | 2024-01-01 |
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* | Run shadow mapper in camera relative space | Dan Goodliffe | 2023-12-17 |
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* | Fix output of position data to include model position | 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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* | Shader viewPoint now an integer | Dan Goodliffe | 2023-12-03 |
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* | Model positions as integers | Dan Goodliffe | 2023-11-25 |
| | | | | | Introduces test failure in arcs due to rounding, but I don't want to create a complicated fix as link positions are still floats and hopefully that'll go away... somehow | ||
* | 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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* | Lookup material details once in the vertex shader | Dan Goodliffe | 2023-04-27 |
| | | | | ... instead of per texel in the fragment shader | ||
* | Point shaders (shadows) can all share the same implementation now in a ↵ | Dan Goodliffe | 2023-04-26 |
| | | | | | | single place They all just get `model` from a different place | ||
* | Point shaders can all share the same implementation now in a single place | Dan Goodliffe | 2023-04-26 |
| | | | | They all just get `model` from a different place | ||
* | Pop and complete instanced shadow support | Dan Goodliffe | 2023-04-26 |
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* | Fix location of model matrix in vertex shader | Dan Goodliffe | 2023-04-18 |
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* | Fix up the way spotlight shader works | Dan Goodliffe | 2023-04-17 |
| | | | | | Was mostly through lack of understanding and coincidences. Position is now the only vertex data, direction is moved to a uniform. Instancing will address this by making everything instance data. |