Commit message (Collapse) | Author | Age | |
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* | Use LightDirection for calculating/passing all light dir components | Dan Goodliffe | 2024-10-06 |
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* | Extend depth of shadow box 10m to allow for depth offsets and clamp stencil ↵ | Dan Goodliffe | 2024-09-01 |
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* | Initial cut of shadow map creation with support for billboard shadows | Dan Goodliffe | 2024-08-28 |
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* | Add helper to test if a uniform was found | Dan Goodliffe | 2024-08-26 |
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* | Include sizes of shadow box extents as uniforms to shaders | Dan Goodliffe | 2024-08-26 |
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* | Persist a single ShadowStenciller within ShadowMapper | Dan Goodliffe | 2024-08-19 |
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* | Shuffle some GL state setting | Dan Goodliffe | 2024-08-19 |
| | | | | | Ensures the right things are set at the right times, it's more calls but its less prone to randomly getting screwed over. Also updates the comments about which phases do what. | ||
* | Update asset stencils from shadow mapper | Dan Goodliffe | 2024-08-18 |
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* | Simplify setup of uniform locations and containing programs | Dan Goodliffe | 2024-07-07 |
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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 | ||
* | Remove the complications from previously storing several shadow maps in the ↵ | Dan Goodliffe | 2024-01-30 |
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* | Set shadow program uniforms all in one function, merge setting of view ↵ | Dan Goodliffe | 2024-01-29 |
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* | Merge common parts of shadow programs into a base class | Dan Goodliffe | 2024-01-29 |
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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. | ||
* | Set light view point uniform once | Dan Goodliffe | 2024-01-27 |
| | | | | Not once per shadow pass | ||
* | Add traits helpers for glTexParameter functions | Dan Goodliffe | 2024-01-25 |
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* | Add traits wrapper for setting uniforms | Dan Goodliffe | 2024-01-14 |
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* | We only need 3x3 matrix for model rotation spec | Dan Goodliffe | 2024-01-13 |
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* | Remove more use of legacy types | Dan Goodliffe | 2024-01-01 |
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* | Remove legacy Position types from shadowMapper | 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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* | 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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