Commit message (Collapse) | Author | Age | |
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* | Run shadow mapper in camera relative space | Dan Goodliffe | 2023-12-17 |
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* | Integer camera | Dan Goodliffe | 2023-12-11 |
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* | Set the viewPoint uniform in shadow shaders | 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 | ||
* | Send position and rotation matrix to GPU separately in shadowmapper dynamic | Dan Goodliffe | 2023-11-25 |
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* | 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. | ||
* | Fix definition of shadowMapRegions | Dan Goodliffe | 2023-11-09 |
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* | WIP typedefing just about everything else | Dan Goodliffe | 2023-11-09 |
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* | WIP typedefing all the things - sources | Dan Goodliffe | 2023-11-09 |
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* | WIP typedefing all the things - headers | Dan Goodliffe | 2023-11-07 |
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* | Reformat with new clang-format | Dan Goodliffe | 2023-11-07 |
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* | Drop .hpp for header only things | Dan Goodliffe | 2023-04-29 |
| | | | | Half of them acquired a .cpp part anyway | ||
* | Pop and complete instanced shadow support | Dan Goodliffe | 2023-04-26 |
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* | DynamicPoint shadow render now supports updating the position without ↵ | Dan Goodliffe | 2023-03-04 |
| | | | | calling use again | ||
* | Fix up all the static analyzer warnings | Dan Goodliffe | 2023-01-08 |
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* | Tidy shadow map creation | Dan Goodliffe | 2023-01-07 |
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* | Use the whole texture when only some shadow map bands | Dan Goodliffe | 2023-01-07 |
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* | 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 | ||
* | min/mag filter for shadow mapper depth map texture | Dan Goodliffe | 2023-01-06 |
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* | Add directional light to pointlight test, fix setting of GL_DEPTH_TEST | Dan Goodliffe | 2022-12-30 |
| | | | | Fixes issue where directional light prevented pointlights from working | ||
* | Generate 4 bands of shadow maps | Dan Goodliffe | 2022-12-28 |
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* | Generate a single shadow band and region definition | Dan Goodliffe | 2022-12-28 |
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* | Light camera centre not required, view camera position suffices | Dan Goodliffe | 2022-12-28 |
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* | Setup GL context before doing any shadow render work | 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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* | No need for the range hack, the shadow box is just centred around the origin | Dan Goodliffe | 2022-12-22 |
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* | Invert shadow mapper orthographic project z... because glmOrtho is 'helpful' | Dan Goodliffe | 2022-12-18 |
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* | Removed unnecessary rounding of view extents | Dan Goodliffe | 2022-12-18 |
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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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* | Centre shadow map at 0,0 until we can do better | Dan Goodliffe | 2022-12-04 |
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* | Support saving a depth texture | 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. |