| Commit message (Collapse) | Author | Age | |
|---|---|---|---|
| * | Wrap up some low level texture operations in glTexture classHEADmain | Dan Goodliffe | 23 hours |
| | | | | | Fixes previously hard coded billboard texture size. | ||
| * | Simplified and tidied ShadowMapper | Dan Goodliffe | 11 days |
| | | | | | | No arbitrary 10m extra extents. No runtime vectors. Simpler code. Consts. etc. | ||
| * | Fix up the preFrame process to use both frustums | Dan Goodliffe | 13 days |
| | | | | | | | (camera and directional light frustums) This has made the whole preFrame process far more fiddly and repetitive than I'd like, but it does work. Maybe we can tidy it up later. | ||
| * | Use LightDirection for calculating/passing all light dir components | Dan Goodliffe | 2024-10-06 |
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| * | Initial cut of shadow map creation with support for billboard shadows | Dan Goodliffe | 2024-08-28 |
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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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| * | 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 |
| | | | | | 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 |
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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 | ||
| * | Remove the static texture cache | Dan Goodliffe | 2024-01-25 |
| | | | | | | Static variables persist too long, destruction is unmanaged and occurs after the gl context is gone. | ||
| * | Remove legacy Position types from shadowMapper | Dan Goodliffe | 2024-01-01 |
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| * | Set the viewPoint uniform in shadow shaders | Dan Goodliffe | 2023-12-03 |
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| * | Send position and rotation matrix to GPU separately in shadowmapper dynamic | Dan Goodliffe | 2023-11-25 |
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| * | WIP typedefing just about everything else | 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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| * | 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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| * | 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 | ||
| * | Add missing explicit on constructors | Dan Goodliffe | 2022-12-29 |
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| * | 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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| * | 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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| * | Explicit ShadowMapper size only, no default | 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. | |||
