Commit message (Collapse) | Author | Age | |
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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 | ||
* | 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. | ||
* | Add traits helpers for glTexParameter functions | Dan Goodliffe | 2024-01-25 |
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* | Single list of all shader programs | Dan Goodliffe | 2024-01-24 |
| | | | | Pushes common stuff through a helper function | ||
* | Fix network population of position in gBuffer | Dan Goodliffe | 2024-01-23 |
| | | | | Adds some rails to the basic test highlighting broken shadows | ||
* | Bind the network profile in as uniforms | Dan Goodliffe | 2024-01-22 |
| | | | | Makes the network shaders generic to network type | ||
* | Dynamic number of segments into curve render | Dan Goodliffe | 2024-01-21 |
| | | | | | Simpler formula than the old one, neither scientific, needs to tests to demonstrate a decent result for whatever formula we use. | ||
* | Use symbol GL_MAX_GEOMETRY_OUTPUT_VERTICES to lookup the implementation ↵ | Dan Goodliffe | 2024-01-21 |
| | | | | limit at runtime | ||
* | Replace tokens found with values from getIntegerv | Dan Goodliffe | 2024-01-21 |
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* | Look for and replace GL_XXX with fixed string | Dan Goodliffe | 2024-01-21 |
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* | String view/constexpr Shader instances | Dan Goodliffe | 2024-01-21 |
| | | | | Gonna need more constexpr stuff and strstr/strlen aren't that | ||
* | Pass curve link radius, no recalculate, its constant | Dan Goodliffe | 2024-01-20 |
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* | Implement basic network curve part shader | Dan Goodliffe | 2024-01-20 |
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* | Common code between straight/curve network geometry shaders | Dan Goodliffe | 2024-01-20 |
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* | Implement complete network straight part shader | Dan Goodliffe | 2024-01-20 |
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* | Render rail network using new shaders | Dan Goodliffe | 2024-01-20 |
| | | | | Non-functional, totally unimplemented at this stage | ||
* | 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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* | Update point light shaders for instancing | Dan Goodliffe | 2024-01-13 |
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* | Add model support for point lights | Dan Goodliffe | 2024-01-12 |
| | | | | Still invokes non-instanced point light shader | ||
* | Fix order or multiple to address reversed rotation | Dan Goodliffe | 2024-01-12 |
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* | Full implementation passing through light defs from vertex data | Dan Goodliffe | 2024-01-11 |
| | | | | | Note: there is a bug where the light position/direction are rotated backwards to the model even though its using the model's rotation matrix... no idea why/how. | ||
* | Initial commit with working light instancing | Dan Goodliffe | 2024-01-10 |
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* | Template Ray on position type | Dan Goodliffe | 2024-01-07 |
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* | Unified crossProduct | Dan Goodliffe | 2024-01-07 |
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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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* | Simplify and 'fix' the wave cycle | Dan Goodliffe | 2024-01-01 |
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* | Remove misleading power operator^ on vec2/3 | Dan Goodliffe | 2023-12-29 |
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* | Run shadow mapper in camera relative space | Dan Goodliffe | 2023-12-17 |
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* | Use new calc types in camera extents to address overflow | Dan Goodliffe | 2023-12-17 |
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* | Fix output of position data to include model position | Dan Goodliffe | 2023-12-17 |
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* | Use 32bit integer texture for position render data | Dan Goodliffe | 2023-12-17 |
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* | Use a separate framebuffer for illumination phase | Dan Goodliffe | 2023-12-17 |
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* | Support setting framebuffer texture format | Dan Goodliffe | 2023-12-15 |
| | | | | Renames format to iformat to differentiate internal format from format | ||
* | Basic support for saving intermediate render buffers | Dan Goodliffe | 2023-12-13 |
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* | Fix clamping to seafloor and add specific test | Dan Goodliffe | 2023-12-11 |
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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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* | Shader viewPoint now an integer | 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 | ||
* | Remove getTransform | Dan Goodliffe | 2023-11-25 |
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* | Send position and rotation matrix to GPU separately in shadowmapper dynamic | Dan Goodliffe | 2023-11-25 |
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* | Send position and rotation matrix to GPU separately in basic program | Dan Goodliffe | 2023-11-25 |
| | | | | Missed from earlier commit | ||
* | 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. | ||
* | Send position and rotation matrix to GPU separately | Dan Goodliffe | 2023-11-13 |
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* | Refactor BufferedLocationT to use a callback | Dan Goodliffe | 2023-11-11 |
| | | | | Simplifies customisation in the face of multiple fields |