Commit message (Collapse) | Author | Age | |
---|---|---|---|
* | 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 |
| | | | | texture | ||
* | Set shadow program uniforms all in one function, merge setting of view ↵ | Dan Goodliffe | 2024-01-29 |
| | | | | projections | ||
* | Merge common parts of shadow programs into a base class | Dan Goodliffe | 2024-01-29 |
| | |||
* | 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 |
| | |||
* | Add traits wrapper for setting uniforms | Dan Goodliffe | 2024-01-14 |
| | |||
* | We only need 3x3 matrix for model rotation spec | Dan Goodliffe | 2024-01-13 |
| | |||
* | Remove more use of legacy types | Dan Goodliffe | 2024-01-01 |
| | |||
* | Remove legacy Position types from shadowMapper | Dan Goodliffe | 2024-01-01 |
| | |||
* | Run shadow mapper in camera relative space | Dan Goodliffe | 2023-12-17 |
| | |||
* | Integer camera | Dan Goodliffe | 2023-12-11 |
| | |||
* | Set the viewPoint uniform in shadow shaders | Dan Goodliffe | 2023-12-03 |
| | |||
* | 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 |
| | |||
* | 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 |
| | |||
* | WIP typedefing just about everything else | Dan Goodliffe | 2023-11-09 |
| | |||
* | WIP typedefing all the things - sources | Dan Goodliffe | 2023-11-09 |
| | |||
* | WIP typedefing all the things - headers | Dan Goodliffe | 2023-11-07 |
| | |||
* | Reformat with new clang-format | Dan Goodliffe | 2023-11-07 |
| | |||
* | 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 |
| | |||
* | 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 |
| | |||
* | Tidy shadow map creation | Dan Goodliffe | 2023-01-07 |
| | |||
* | Use the whole texture when only some shadow map bands | Dan Goodliffe | 2023-01-07 |
| | |||
* | 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 |
| | |||
* | 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 |
| | |||
* | Generate a single shadow band and region definition | Dan Goodliffe | 2022-12-28 |
| | |||
* | Light camera centre not required, view camera position suffices | Dan Goodliffe | 2022-12-28 |
| | |||
* | Setup GL context before doing any shadow render work | Dan Goodliffe | 2022-12-28 |
| | |||
* | Initial support for multiple shadow maps in the same texture | Dan Goodliffe | 2022-12-28 |
| | |||
* | No need for the range hack, the shadow box is just centred around the origin | Dan Goodliffe | 2022-12-22 |
| | |||
* | Invert shadow mapper orthographic project z... because glmOrtho is 'helpful' | Dan Goodliffe | 2022-12-18 |
| | |||
* | Removed unnecessary rounding of view extents | Dan Goodliffe | 2022-12-18 |
| | |||
* | First cut of view scope shadow mapper view | Dan Goodliffe | 2022-12-18 |
| | |||
* | Tidy up | Dan Goodliffe | 2022-12-06 |
| | |||
* | Centre shadow map at 0,0 until we can do better | Dan Goodliffe | 2022-12-04 |
| | |||
* | Support saving a depth texture | Dan Goodliffe | 2022-12-04 |
| | |||
* | Don't actually need to define an empty fragment shader | Dan Goodliffe | 2022-12-04 |
| | |||
* | 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. |