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path: root/gfx/gl/shadowMapper.h
Commit message (Collapse)AuthorAge
* Wrap up some low level texture operations in glTexture classHEADmainDan Goodliffe23 hours
| | | | Fixes previously hard coded billboard texture size.
* Simplified and tidied ShadowMapperDan Goodliffe11 days
| | | | | No arbitrary 10m extra extents. No runtime vectors. Simpler code. Consts. etc.
* Fix up the preFrame process to use both frustumsDan Goodliffe13 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 componentsDan Goodliffe2024-10-06
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* Initial cut of shadow map creation with support for billboard shadowsDan Goodliffe2024-08-28
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* Include sizes of shadow box extents as uniforms to shadersDan Goodliffe2024-08-26
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* Persist a single ShadowStenciller within ShadowMapperDan Goodliffe2024-08-19
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* Simplify setup of uniform locations and containing programsDan Goodliffe2024-07-07
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* Add shadow shader which takes into account texture transparencyDan Goodliffe2024-07-07
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* Custom vertex, vertex shader and fragment shader for landmassDan Goodliffe2024-04-16
| | | | Handles global position type, colourBias for surface types
* Remove the complications from previously storing several shadow maps in the ↵Dan Goodliffe2024-01-30
| | | | texture
* 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
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* 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
* Remove the static texture cacheDan Goodliffe2024-01-25
| | | | | Static variables persist too long, destruction is unmanaged and occurs after the gl context is gone.
* Remove legacy Position types from shadowMapperDan Goodliffe2024-01-01
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* Set the viewPoint uniform in shadow shadersDan Goodliffe2023-12-03
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* Send position and rotation matrix to GPU separately in shadowmapper dynamicDan Goodliffe2023-11-25
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* WIP typedefing just about everything elseDan Goodliffe2023-11-09
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* WIP typedefing all the things - headersDan Goodliffe2023-11-07
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* Reformat with new clang-formatDan Goodliffe2023-11-07
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* Pop and complete instanced shadow supportDan Goodliffe2023-04-26
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* 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
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* Tidy shadow map creationDan Goodliffe2023-01-07
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* 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
* Add missing explicit on constructorsDan Goodliffe2022-12-29
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* Generate 4 bands of shadow mapsDan Goodliffe2022-12-28
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* Generate a single shadow band and region definitionDan Goodliffe2022-12-28
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* Initial support for multiple shadow maps in the same textureDan Goodliffe2022-12-28
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* First cut of view scope shadow mapper viewDan Goodliffe2022-12-18
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* Explicit ShadowMapper size only, no defaultDan Goodliffe2022-12-04
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* 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.