summaryrefslogtreecommitdiff
path: root/gfx/gl/shadowMapper.cpp
Commit message (Collapse)AuthorAge
* Set shadow program uniforms all in one function, merge setting of view ↵Dan Goodliffe2024-01-29
| | | | projections
* Merge common parts of shadow programs into a base classDan Goodliffe2024-01-29
|
* Geometry shader for single pass shadow mapsDan Goodliffe2024-01-28
| | | | | | | 2D array texture, 4 levels, geometry shader outputs to each layer for a specific band, single scene rendering. Pending massive tidy up.
* Set light view point uniform onceDan Goodliffe2024-01-27
| | | | Not once per shadow pass
* Add traits helpers for glTexParameter functionsDan Goodliffe2024-01-25
|
* Add traits wrapper for setting uniformsDan Goodliffe2024-01-14
|
* We only need 3x3 matrix for model rotation specDan Goodliffe2024-01-13
|
* Remove more use of legacy typesDan Goodliffe2024-01-01
|
* Remove legacy Position types from shadowMapperDan Goodliffe2024-01-01
|
* Run shadow mapper in camera relative spaceDan Goodliffe2023-12-17
|
* Integer cameraDan Goodliffe2023-12-11
|
* Set the viewPoint uniform in shadow shadersDan Goodliffe2023-12-03
|
* Model positions as integersDan Goodliffe2023-11-25
| | | | | 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 dynamicDan Goodliffe2023-11-25
|
* Switch to millimeters for spatial unitsDan Goodliffe2023-11-15
| | | | | | 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 shadowMapRegionsDan Goodliffe2023-11-09
|
* WIP typedefing just about everything elseDan Goodliffe2023-11-09
|
* WIP typedefing all the things - sourcesDan Goodliffe2023-11-09
|
* WIP typedefing all the things - headersDan Goodliffe2023-11-07
|
* Reformat with new clang-formatDan Goodliffe2023-11-07
|
* Drop .hpp for header only thingsDan Goodliffe2023-04-29
| | | | Half of them acquired a .cpp part anyway
* Pop and complete instanced shadow supportDan Goodliffe2023-04-26
|
* DynamicPoint shadow render now supports updating the position without ↵Dan Goodliffe2023-03-04
| | | | calling use again
* Fix up all the static analyzer warningsDan Goodliffe2023-01-08
|
* Tidy shadow map creationDan Goodliffe2023-01-07
|
* Use the whole texture when only some shadow map bandsDan Goodliffe2023-01-07
|
* Only generate the first N shadow maps which are usefulDan Goodliffe2023-01-07
| | | | 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 textureDan Goodliffe2023-01-06
|
* Add directional light to pointlight test, fix setting of GL_DEPTH_TESTDan Goodliffe2022-12-30
| | | | Fixes issue where directional light prevented pointlights from working
* Generate 4 bands of shadow mapsDan Goodliffe2022-12-28
|
* Generate a single shadow band and region definitionDan Goodliffe2022-12-28
|
* Light camera centre not required, view camera position sufficesDan Goodliffe2022-12-28
|
* Setup GL context before doing any shadow render workDan Goodliffe2022-12-28
|
* Initial support for multiple shadow maps in the same textureDan Goodliffe2022-12-28
|
* No need for the range hack, the shadow box is just centred around the originDan Goodliffe2022-12-22
|
* Invert shadow mapper orthographic project z... because glmOrtho is 'helpful'Dan Goodliffe2022-12-18
|
* Removed unnecessary rounding of view extentsDan Goodliffe2022-12-18
|
* First cut of view scope shadow mapper viewDan Goodliffe2022-12-18
|
* Tidy upDan Goodliffe2022-12-06
|
* Centre shadow map at 0,0 until we can do betterDan Goodliffe2022-12-04
|
* Support saving a depth textureDan Goodliffe2022-12-04
|
* Don't actually need to define an empty fragment shaderDan Goodliffe2022-12-04
|
* Initial commit of the shadow map generator and shadows render interfaceDan Goodliffe2022-12-03
Lots of hard coding, buggy in places, far from great, but the basics work.