Commit message (Collapse) | Author | Age | |
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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. | ||
* | Add the dynamicPoint shader for instancing | Dan Goodliffe | 2023-04-15 |
| | | | | Same as dynamicPoint, but the model matrix is a vertex input | ||
* | 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 | ||
* | Handle different mapmodes in basic shader | Dan Goodliffe | 2023-04-14 |
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* | Rename clear to opaque as its 1 for solid | Dan Goodliffe | 2023-04-13 |
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* | Adjust gl_FragDepth according to texel opacity | Dan Goodliffe | 2023-04-13 |
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* | Update shaders to use material to conditionally lookup sub-texture in the atlas | Dan Goodliffe | 2023-04-13 |
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* | Fix submitting of integer values via vertex arrays | Dan Goodliffe | 2023-04-13 |
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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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