Commit message (Collapse) | Author | Age | |
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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 | ||
* | Add BufferedLocation method for getting the rotation only transform | Dan Goodliffe | 2023-11-11 |
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* | 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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* | Swap GLEW for more modern glad | Dan Goodliffe | 2023-05-28 |
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* | Make Mesh into a template to support any vertex type | Dan Goodliffe | 2023-05-10 |
| | | | | Customisation point VertexArrayObject to define the layout for the type | ||
* | Templated BufferedLocation and single buffer storage for RVC locations | Dan Goodliffe | 2023-05-06 |
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* | Refactor InstanceVertices in terms of glContainer | Dan Goodliffe | 2023-05-01 |
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* | Reformat with new clang-format 16 | Dan Goodliffe | 2023-04-29 |
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* | Drop .hpp for header only things | Dan Goodliffe | 2023-04-29 |
| | | | | Half of them acquired a .cpp part anyway | ||
* | Dunno how, but some DOS new lines got in here! | Dan Goodliffe | 2023-04-29 |
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* | Lookup material details once in the vertex shader | Dan Goodliffe | 2023-04-27 |
| | | | | ... instead of per texel in the fragment shader | ||
* | Point shaders (shadows) can all share the same implementation now in a ↵ | Dan Goodliffe | 2023-04-26 |
| | | | | | | single place They all just get `model` from a different place | ||
* | Point shaders can all share the same implementation now in a single place | Dan Goodliffe | 2023-04-26 |
| | | | | They all just get `model` from a different place | ||
* | Pop and complete instanced shadow support | Dan Goodliffe | 2023-04-26 |
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* | Add BufferedLocation | Dan Goodliffe | 2023-04-23 |
| | | | | | Wraps Location, storing a pre-computed mat4 transformation of the position/rotation in a VBO handled by InstanceVertices. | ||
* | Assert the buffer is actually mapped | Dan Goodliffe | 2023-04-23 |
| | | | | Will fail if the context is deleted. We shouldn't trigger that, but we do right now. | ||
* | Keep the instance unused vector sorted and binary search it | Dan Goodliffe | 2023-04-22 |
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* | Don't fill the instances unused vector unnecessarily | Dan Goodliffe | 2023-04-22 |
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* | Test instancing automatic unmap when count is called, add some nodiscard | Dan Goodliffe | 2023-04-22 |
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* | Streamline the instancing maintenance | Dan Goodliffe | 2023-04-22 |
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* | Fix the instancing maintenance | Dan Goodliffe | 2023-04-22 |
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* | Instances buffer data needs to be unmapped before use | Dan Goodliffe | 2023-04-21 |
| | | | | | Here we change quite a bit to support mapping and unmapping the buffer as required. The instance/free referencing is still broken though. We add several instances of tree in the render. | ||
* | Expose bufferName and count from InstanceVertices | Dan Goodliffe | 2023-04-20 |
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* | Support setting vertex attrib divisor | Dan Goodliffe | 2023-04-19 |
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* | Enable all vertex array attribs configured by vertexAttribFunc | Dan Goodliffe | 2023-04-19 |
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* | Persist vertexArrayId across multiple calls | Dan Goodliffe | 2023-04-19 |
| | | | | Allows chaining together to build VAO from multiple buffers | ||
* | Add basic instanced shader to those which get the viewProjection configured | Dan Goodliffe | 2023-04-19 |
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