Commit message (Collapse) | Author | Age | |
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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 | ||
* | Update stencil texture to 2d array | Dan Goodliffe | 2024-09-02 |
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* | Extend depth of shadow box 10m to allow for depth offsets and clamp stencil ↵ | Dan Goodliffe | 2024-09-01 |
| | | | | to it | ||
* | Initial cut of shadow map creation with support for billboard shadows | Dan Goodliffe | 2024-08-28 |
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* | Set stencil texture min/mag filters | Dan Goodliffe | 2024-08-26 |
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* | Add helper to test if a uniform was found | Dan Goodliffe | 2024-08-26 |
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* | Include sizes of shadow box extents as uniforms to shaders | Dan Goodliffe | 2024-08-26 |
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* | Persist a single ShadowStenciller within ShadowMapper | Dan Goodliffe | 2024-08-19 |
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* | Shuffle some GL state setting | Dan Goodliffe | 2024-08-19 |
| | | | | | Ensures the right things are set at the right times, it's more calls but its less prone to randomly getting screwed over. Also updates the comments about which phases do what. | ||
* | Update asset stencils from shadow mapper | Dan Goodliffe | 2024-08-18 |
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* | Offset shaded position to reduce chance of self-shadowing | Dan Goodliffe | 2024-08-18 |
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* | Calculate centre and size of mesh, wrap it all in a Dimensions object | Dan Goodliffe | 2024-08-11 |
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* | Use texture alpha in shadow stencil | Dan Goodliffe | 2024-08-10 |
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* | Use mesh extents for shadow stencil extents | Dan Goodliffe | 2024-08-10 |
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* | Initial commit of basic shadow depth map creation | Dan Goodliffe | 2024-08-10 |
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* | Fix texture usage via materials in shadows | Dan Goodliffe | 2024-08-10 |
| | | | | | This is a mess of a commit much like the shader folder, need a better way of dealing with them. | ||
* | Pull material detail function into a common file | Dan Goodliffe | 2024-08-10 |
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* | Pull material lookup functions into a common file | Dan Goodliffe | 2024-08-10 |
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* | Simplify in/out in materialInterface | Dan Goodliffe | 2024-08-10 |
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* | Specific exception for shader compile error | Dan Goodliffe | 2024-08-04 |
| | | | | Outputs more details, including shader source | ||
* | Split CheckShaderError into shader/program versions | Dan Goodliffe | 2024-08-03 |
| | | | | They're similar, but need splitting for better diagnostics | ||
* | Creating a program with no shaders is not valid | Dan Goodliffe | 2024-07-20 |
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* | Simplify setup of uniform locations and containing programs | Dan Goodliffe | 2024-07-07 |
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* | Add shadow shader which takes into account texture transparency | Dan Goodliffe | 2024-07-07 |
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* | Psycho-rebased branch imgui on top of main | Dan Goodliffe | 2024-07-02 |
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| * | First cut reshuffling app/window/gl/render bits | Dan Goodliffe | 2024-06-15 |
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* | | 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 |
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* | | Tidy InstanceProxy | Dan Goodliffe | 2024-06-29 |
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* | Tidy many stringy messes with std::format | Dan Goodliffe | 2024-06-04 |
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* | 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 |
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* | Stripped down water vertex and simplified shaders | Dan Goodliffe | 2024-04-07 |
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* | 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 |
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* | 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 |
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* | 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 |
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* | 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. |