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* Lookup material details once in the vertex shaderDan Goodliffe2023-04-27
| | | | ... instead of per texel in the fragment shader
* Point shaders (shadows) can all share the same implementation now in a ↵Dan Goodliffe2023-04-26
| | | | | | single place They all just get `model` from a different place
* Point shaders can all share the same implementation now in a single placeDan Goodliffe2023-04-26
| | | | They all just get `model` from a different place
* Pop and complete instanced shadow supportDan Goodliffe2023-04-26
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* Add BufferedLocationDan Goodliffe2023-04-23
| | | | | Wraps Location, storing a pre-computed mat4 transformation of the position/rotation in a VBO handled by InstanceVertices.
* Assert the buffer is actually mappedDan Goodliffe2023-04-23
| | | | 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 itDan Goodliffe2023-04-22
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* Don't fill the instances unused vector unnecessarilyDan Goodliffe2023-04-22
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* Test instancing automatic unmap when count is called, add some nodiscardDan Goodliffe2023-04-22
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* Streamline the instancing maintenanceDan Goodliffe2023-04-22
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* Fix the instancing maintenanceDan Goodliffe2023-04-22
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* Instances buffer data needs to be unmapped before useDan Goodliffe2023-04-21
| | | | | 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 InstanceVerticesDan Goodliffe2023-04-20
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* Support setting vertex attrib divisorDan Goodliffe2023-04-19
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* Enable all vertex array attribs configured by vertexAttribFuncDan Goodliffe2023-04-19
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* Persist vertexArrayId across multiple callsDan Goodliffe2023-04-19
| | | | Allows chaining together to build VAO from multiple buffers
* Add basic instanced shader to those which get the viewProjection configuredDan Goodliffe2023-04-19
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* Fix type of basic instanced shaderDan Goodliffe2023-04-19
| | | | | 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 shaderDan Goodliffe2023-04-18
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* Specialize vertexAttribFunc for matrices because there's an upper limit of ↵Dan Goodliffe2023-04-18
| | | | size 4 on attrib pointers
* Separate storing of mesh vertex/index data from configuring VAODan Goodliffe2023-04-17
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* Revamp how VertexArrayObject configures attributes and dataDan Goodliffe2023-04-17
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* Fix up the way spotlight shader worksDan Goodliffe2023-04-17
| | | | | 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 proxyDan Goodliffe2023-04-17
| | | | | 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 instancingDan Goodliffe2023-04-15
| | | | Same as dynamicPoint, but the model matrix is a vertex input
* Rename lots of shader filesDan Goodliffe2023-04-15
| | | | Names and paths still not perfect, but better and the weird name missuse is gone
* Handle different mapmodes in basic shaderDan Goodliffe2023-04-14
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* Rename clear to opaque as its 1 for solidDan Goodliffe2023-04-13
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* Adjust gl_FragDepth according to texel opacityDan Goodliffe2023-04-13
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* Update shaders to use material to conditionally lookup sub-texture in the atlasDan Goodliffe2023-04-13
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* Fix submitting of integer values via vertex arraysDan Goodliffe2023-04-13
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* Move the vertex/fragment shader interface for materials into an includeDan Goodliffe2023-04-11
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* Move lots of common glsl interface to include filesDan Goodliffe2023-04-11
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* Remove (as yet) unused members from CameraDan Goodliffe2023-03-19
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* Basic fragment ahader should use final colour to determine clear flagDan Goodliffe2023-03-14
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* DynamicPoint shadow render now supports updating the position without ↵Dan Goodliffe2023-03-04
| | | | calling use again
* Support for model colours mixed with texturesDan Goodliffe2023-02-24
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* 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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* Use the whole texture when only some shadow map bandsDan 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
* min/mag filter for shadow mapper depth map textureDan Goodliffe2023-01-06
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* Add rendering support for spot lightsDan Goodliffe2023-01-05
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* Include uniform name in required uniform does not exist error messageDan Goodliffe2023-01-05
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* Use VertexArrayObject for SceneShader::PointLightDan Goodliffe2023-01-02
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* Use VertexArrayObject for SceneRendererDan Goodliffe2023-01-02
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* Single helper for rendering the fullscreen quadDan Goodliffe2023-01-02
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* VertexArrayObject helper supports binding an entire object, not just fieldsDan Goodliffe2023-01-02
| | | | Invoked by configuring with no attribute member points.
* Should use value_type, not element_typeDan Goodliffe2023-01-02
| | | | Works with std::array then too.
* Add helper for configuring vertex array objects/buffers of arbitrary thingsDan Goodliffe2023-01-02
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