| Commit message (Collapse) | Author | Age | |
|---|---|---|---|
| * | Support for the BillboardPainter | Dan Goodliffe | 3 days |
| | | | | | | Based on the ShadowStenciller, creates flattened images of a model for simplified mass use in a scene. | ||
| * | Tidy the preFrame logic into a single function in SceneRenderer | Dan Goodliffe | 8 days |
| | | | | | | Clients now just call that one helper and SceneProvider passes in all the renderables. | ||
| * | Reduce shader includes, doesn't use materialInterface, just Detail | Dan Goodliffe | 11 days |
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| * | 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. | ||
| * | Refactor test-instancing so the data is generated in a common fixture | Dan Goodliffe | 2026-02-14 |
| | | | | | Includes exposure of InstanceVertices::reserve because why not. | ||
| * | Add support for partitioning by 2 unary predicates | Dan Goodliffe | 2026-02-14 |
| | | | | | | Second predicate creates a single block of truthy values in the middle, and two falsy blocks at each end. | ||
| * | Return indices instead of iterates from InstanceVertices::partition | Dan Goodliffe | 2026-02-14 |
| | | | | | More useful in the context of passing them to OpenGL. | ||
| * | Make similar array tidy-up to networkStraight shaders | Dan Goodliffe | 2026-01-31 |
| | | | | | And merge common functionality from networkCurve. | ||
| * | Tidy networkCurve shaders | Dan Goodliffe | 2026-01-31 |
| | | | | | | | | | | Arrays for start/end position/angle, smaller centre position, dynamic segment count based on max error, calculate distance in tessellation evaluation, use start/end position directly to avoid rounding errors at joins. See https://schneide.blog/2025/05/21/calculating-the-number-of-segments-for-accurate-circle-rendering/ | ||
| * | Rename shader source in keeping with glsl expectations | Dan Goodliffe | 2026-01-31 |
| | | | | | | Swaps name/type of generated files to match class names and source files. | ||
| * | Initial commit using tesselation shader to create curves | Dan Goodliffe | 2026-01-31 |
| | | | | | Disables glslangValidator because of file extension mess up. | ||
| * | Update OpenGL context and shaders to v4.6 | Dan Goodliffe | 2026-01-29 |
| | | | | | | Note: doesn't remove/replace older functions where newer ones might be better. | ||
| * | Fix search/replace of GL_* macros in glsl | Dan Goodliffe | 2026-01-29 |
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| * | Explicit cast to vec3 to disambiguate length/distance calc | Dan Goodliffe | 2026-01-26 |
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| * | Fix warnings and minor tidy for GL lookups | Dan Goodliffe | 2026-01-26 |
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| * | Include GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS in networkCurve output calc | Dan Goodliffe | 2026-01-23 |
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| * | Add glDebugScope | Dan Goodliffe | 2026-01-16 |
| | | | | | | Wrapper for glPushDebugGroup/glPopDebugGroup which allows neatly grouping OpenGL calls in diagnostic tools. | ||
| * | Pass shaders through glslangValidator | Dan Goodliffe | 2026-01-16 |
| | | | | | Fixes the issues it picked up. | ||
| * | Update the SceneShader's view port on sceneRenderer resize | Dan Goodliffe | 2025-04-08 |
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| * | Default environment direction light shines down, not up | Dan Goodliffe | 2025-04-07 |
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| * | Merge branch 'imgui' | Dan Goodliffe | 2025-04-02 |
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| | * | Remove unrequired UIShader | Dan Goodliffe | 2025-03-19 |
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| * | | Add ManyPtr which tracks specified subclasses | Dan Goodliffe | 2025-03-22 |
| |/ | | | | | | This removes the need to repeated dynamic_cast the pointer. Provides interface which enforces the fastest option for the required types. | ||
| * | Add support for resizing a SceneRenderer | Dan Goodliffe | 2025-03-14 |
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| * | Rebalance shadow band distribution | Dan Goodliffe | 2025-03-11 |
| | | | | | Extends the initial band from around 34m to around 100m. | ||
| * | Initialise shadow bounding box to light view point | Dan Goodliffe | 2025-03-11 |
| | | | | | Then extended to cover the view extents. | ||
| * | Pass a Frustum to shadow renderers | Dan Goodliffe | 2025-03-11 |
| | | | | | The frustum might not be correct at this stage. | ||
| * | Simplify ShadowMapper with AxisAlignedBoundingBox | Dan Goodliffe | 2025-03-11 |
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| * | Pass frustum into render functions | Dan Goodliffe | 2025-03-07 |
| | | | | | Support for culling objects outside the view frustum | ||
| * | Move camera out of gl folder, it's not OpenGL specific | Dan Goodliffe | 2025-03-05 |
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| * | Have Camera keep an array of frustum plane definitions | Dan Goodliffe | 2025-03-05 |
| | | | | | Based on code from https://ktstephano.github.io/rendering/stratusgfx/aabbs | ||
| * | Cache the camera's view matrix | Dan Goodliffe | 2025-03-02 |
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| * | Improve Terrain::generateMeshes performance | Dan Goodliffe | 2025-02-25 |
| | | | | | | Creates mesh per surface based on a single buffer of all vertices and a collection of per surfuce indices. Makes ColourBias a uniform instead of a vertex attribute. | ||
| * | Add VertexArrayObject::data for an external existing buffer | Dan Goodliffe | 2025-02-25 |
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| * | Basic soft shadows | Dan Goodliffe | 2024-10-26 |
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| * | Merge branch 'billboard-shadows' | Dan Goodliffe | 2024-10-22 |
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| | * | Move lots of maths helpers to inline, constexpr, templates | Dan Goodliffe | 2024-10-20 |
| | | | | | | | | | Always for working with different dimensions/types | ||
| | * | Misc readability fixes | Dan Goodliffe | 2024-10-17 |
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| | * | Re-express viewProjections calculations as a fold expression | Dan Goodliffe | 2024-10-17 |
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| | * | Remove magic number for stencil view angles | Dan Goodliffe | 2024-10-17 |
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| | * | Don't assume size of stencil texture | Dan Goodliffe | 2024-10-17 |
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| | * | Better shadowBands sizes | Dan Goodliffe | 2024-10-17 |
| | | | | | | | | | Still a bit arbitrary, but calculated now to scale across the required range | ||
| | * | Generate stencils as views offset from light direction | Dan Goodliffe | 2024-10-10 |
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| | * | Use foliage yaw rotation to select shadow stencil layer | Dan Goodliffe | 2024-10-10 |
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| | * | Include foliage yaw rotation in vertex, pass through instead of whole model ↵ | Dan Goodliffe | 2024-10-10 |
| | | | | | | | | | rotation matrix | ||
| | * | Fix stencil shadow depth offset | Dan Goodliffe | 2024-10-10 |
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| | * | Use LightDirection for calculating/passing all light dir components | Dan Goodliffe | 2024-10-06 |
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| | * | Populate all layers of shadow stencil with view from all around | Dan Goodliffe | 2024-09-07 |
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| | * | Populate all layers of the stencil texture | Dan Goodliffe | 2024-09-03 |
| | | | | | | | | | Albeit with the same projection | ||
