Commit message (Collapse) | Author | Age | |
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* | 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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* | Fix type of basic instanced shader | Dan Goodliffe | 2023-04-19 |
| | | | | | It's now AbsolutePosProgram, which is kind of right, in that it takes no location data via uniform, it's all in the vertex data. | ||
* | Fix location of model matrix in vertex shader | Dan Goodliffe | 2023-04-18 |
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* | Specialize vertexAttribFunc for matrices because there's an upper limit of ↵ | Dan Goodliffe | 2023-04-18 |
| | | | | size 4 on attrib pointers | ||
* | Separate storing of mesh vertex/index data from configuring VAO | Dan Goodliffe | 2023-04-17 |
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* | Revamp how VertexArrayObject configures attributes and data | Dan Goodliffe | 2023-04-17 |
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* | Fix up the way spotlight shader works | Dan Goodliffe | 2023-04-17 |
| | | | | | Was mostly through lack of understanding and coincidences. Position is now the only vertex data, direction is moved to a uniform. Instancing will address this by making everything instance data. | ||
* | First cut of instance vertices and proxy | Dan Goodliffe | 2023-04-17 |
| | | | | | Untested outside unit test, allows the use of a glBuffer as a storage container. To be combined with a vertex array and/or mesh etc for massing drawing with glDrawElementsInstanced | ||
* | Add the dynamicPoint shader for instancing | Dan Goodliffe | 2023-04-15 |
| | | | | Same as dynamicPoint, but the model matrix is a vertex input | ||
* | Rename lots of shader files | Dan Goodliffe | 2023-04-15 |
| | | | | Names and paths still not perfect, but better and the weird name missuse is gone | ||
* | Handle different mapmodes in basic shader | Dan Goodliffe | 2023-04-14 |
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* | Rename clear to opaque as its 1 for solid | Dan Goodliffe | 2023-04-13 |
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* | Adjust gl_FragDepth according to texel opacity | Dan Goodliffe | 2023-04-13 |
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* | Update shaders to use material to conditionally lookup sub-texture in the atlas | Dan Goodliffe | 2023-04-13 |
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* | Fix submitting of integer values via vertex arrays | Dan Goodliffe | 2023-04-13 |
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* | Move the vertex/fragment shader interface for materials into an include | Dan Goodliffe | 2023-04-11 |
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* | Move lots of common glsl interface to include files | Dan Goodliffe | 2023-04-11 |
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* | Remove (as yet) unused members from Camera | Dan Goodliffe | 2023-03-19 |
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* | Basic fragment ahader should use final colour to determine clear flag | Dan Goodliffe | 2023-03-14 |
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* | DynamicPoint shadow render now supports updating the position without ↵ | Dan Goodliffe | 2023-03-04 |
| | | | | calling use again | ||
* | Support for model colours mixed with textures | Dan Goodliffe | 2023-02-24 |
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* | 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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* | Use the whole texture when only some shadow map bands | 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 | ||
* | min/mag filter for shadow mapper depth map texture | Dan Goodliffe | 2023-01-06 |
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* | Add rendering support for spot lights | Dan Goodliffe | 2023-01-05 |
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* | Include uniform name in required uniform does not exist error message | Dan Goodliffe | 2023-01-05 |
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* | Use VertexArrayObject for SceneShader::PointLight | Dan Goodliffe | 2023-01-02 |
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* | Use VertexArrayObject for SceneRenderer | Dan Goodliffe | 2023-01-02 |
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* | Single helper for rendering the fullscreen quad | Dan Goodliffe | 2023-01-02 |
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* | VertexArrayObject helper supports binding an entire object, not just fields | Dan Goodliffe | 2023-01-02 |
| | | | | Invoked by configuring with no attribute member points. | ||
* | Should use value_type, not element_type | Dan Goodliffe | 2023-01-02 |
| | | | | Works with std::array then too. | ||
* | Add helper for configuring vertex array objects/buffers of arbitrary things | Dan Goodliffe | 2023-01-02 |
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* | 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 | ||
* | Add missing explicit on constructors | Dan Goodliffe | 2022-12-29 |
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* | Tidy Camera::extentsAtDist | Dan Goodliffe | 2022-12-29 |
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* | Reduce size of shadow map texture | Dan Goodliffe | 2022-12-28 |
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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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* | Light camera centre not required, view camera position suffices | Dan Goodliffe | 2022-12-28 |
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* | Change default light direction | Dan Goodliffe | 2022-12-28 |
| | | | | Just so it shows up more clearly in tests | ||
* | Setup GL context before doing any shadow render work | 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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* | Reduce camera extents to the point they cross the sea floor boundary | Dan Goodliffe | 2022-12-28 |
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* | No need for the range hack, the shadow box is just centred around the origin | Dan Goodliffe | 2022-12-22 |
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