Commit message (Collapse) | Author | Age | ||
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* | Refactor InstanceVertices in terms of glContainer | Dan Goodliffe | 2023-05-01 | |
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* | Reformat with new clang-format 16 | Dan Goodliffe | 2023-04-29 | |
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* | Drop .hpp for header only things | Dan Goodliffe | 2023-04-29 | |
| | | | | Half of them acquired a .cpp part anyway | |||
* | Dunno how, but some DOS new lines got in here! | Dan Goodliffe | 2023-04-29 | |
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* | Lookup material details once in the vertex shader | Dan Goodliffe | 2023-04-27 | |
| | | | | ... instead of per texel in the fragment shader | |||
* | Point shaders (shadows) can all share the same implementation now in a ↵ | Dan Goodliffe | 2023-04-26 | |
| | | | | | | single place They all just get `model` from a different place | |||
* | Point shaders can all share the same implementation now in a single place | Dan Goodliffe | 2023-04-26 | |
| | | | | They all just get `model` from a different place | |||
* | Pop and complete instanced shadow support | Dan Goodliffe | 2023-04-26 | |
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* | Add BufferedLocation | Dan Goodliffe | 2023-04-23 | |
| | | | | | Wraps Location, storing a pre-computed mat4 transformation of the position/rotation in a VBO handled by InstanceVertices. | |||
* | Assert the buffer is actually mapped | Dan Goodliffe | 2023-04-23 | |
| | | | | 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 it | Dan Goodliffe | 2023-04-22 | |
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* | Don't fill the instances unused vector unnecessarily | Dan Goodliffe | 2023-04-22 | |
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* | Test instancing automatic unmap when count is called, add some nodiscard | Dan Goodliffe | 2023-04-22 | |
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* | Streamline the instancing maintenance | Dan Goodliffe | 2023-04-22 | |
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* | Fix the instancing maintenance | Dan Goodliffe | 2023-04-22 | |
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* | Instances buffer data needs to be unmapped before use | Dan Goodliffe | 2023-04-21 | |
| | | | | | 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 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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