Commit message (Collapse) | Author | Age | |
---|---|---|---|
* | Add shadow shader which takes into account texture transparency | Dan Goodliffe | 2024-07-07 |
| | |||
* | Psycho-rebased branch imgui on top of main | Dan Goodliffe | 2024-07-02 |
|\ | |||
| * | First cut reshuffling app/window/gl/render bits | Dan Goodliffe | 2024-06-15 |
| | | |||
* | | Maintain a reverse index in instance vertices | Dan Goodliffe | 2024-06-30 |
| | | | | | | | | Removes need to search unused and/or index when moving/adding things | ||
* | | Implement partition on InstanceVertices | Dan Goodliffe | 2024-06-29 |
| | | |||
* | | Tidy InstanceProxy | Dan Goodliffe | 2024-06-29 |
|/ | |||
* | Tidy many stringy messes with std::format | Dan Goodliffe | 2024-06-04 |
| | |||
* | Custom vertex, vertex shader and fragment shader for landmass | Dan Goodliffe | 2024-04-16 |
| | | | | Handles global position type, colourBias for surface types | ||
* | Fix water texture wrapper in light of large position values | Dan Goodliffe | 2024-04-07 |
| | |||
* | Stripped down water vertex and simplified shaders | Dan Goodliffe | 2024-04-07 |
| | |||
* | Simplify vector addition/subtraction with differnt types | Dan Goodliffe | 2024-02-24 |
| | | | | | Automatically applies correct rounding with float to int operations, adjusts test expectations accordingly. | ||
* | Adjust light view projection matrix upfront | Dan Goodliffe | 2024-01-30 |
| | | | | Saves doing it per pixel, per region later | ||
* | Remove the complications from previously storing several shadow maps in the ↵ | Dan Goodliffe | 2024-01-30 |
| | | | | texture | ||
* | Set shadow program uniforms all in one function, merge setting of view ↵ | Dan Goodliffe | 2024-01-29 |
| | | | | projections | ||
* | Merge common parts of shadow programs into a base class | Dan Goodliffe | 2024-01-29 |
| | |||
* | 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 |
| | |||
* | 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 |
| | |||
* | Look for and replace GL_XXX with fixed string | Dan Goodliffe | 2024-01-21 |
| | |||
* | 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 |
| | |||
* | Implement basic network curve part shader | Dan Goodliffe | 2024-01-20 |
| | |||
* | Common code between straight/curve network geometry shaders | Dan Goodliffe | 2024-01-20 |
| | |||
* | Implement complete network straight part shader | Dan Goodliffe | 2024-01-20 |
| | |||
* | 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 |
| | |||
* | We only need 3x3 matrix for model rotation spec | Dan Goodliffe | 2024-01-13 |
| | |||
* | Update point light shaders for instancing | Dan Goodliffe | 2024-01-13 |
| | |||
* | 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 |
| | |||
* | 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 |
| | |||
* | Template Ray on position type | Dan Goodliffe | 2024-01-07 |
| | |||
* | Unified crossProduct | Dan Goodliffe | 2024-01-07 |
| | |||
* | Remove more use of legacy types | Dan Goodliffe | 2024-01-01 |
| | |||
* | Remove legacy Position types from shadowMapper | Dan Goodliffe | 2024-01-01 |
| | |||
* | Simplify and 'fix' the wave cycle | Dan Goodliffe | 2024-01-01 |
| | |||
* | Remove misleading power operator^ on vec2/3 | Dan Goodliffe | 2023-12-29 |
| | |||
* | Run shadow mapper in camera relative space | Dan Goodliffe | 2023-12-17 |
| | |||
* | Use new calc types in camera extents to address overflow | Dan Goodliffe | 2023-12-17 |
| | |||
* | Fix output of position data to include model position | Dan Goodliffe | 2023-12-17 |
| | |||
* | Use 32bit integer texture for position render data | Dan Goodliffe | 2023-12-17 |
| | |||
* | Use a separate framebuffer for illumination phase | Dan Goodliffe | 2023-12-17 |
| |