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Commit message (Collapse)AuthorAge
* Use mesh extents for shadow stencil extentsDan Goodliffe2024-08-10
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* Initial commit of basic shadow depth map creationDan Goodliffe2024-08-10
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* Fix texture usage via materials in shadowsDan Goodliffe2024-08-10
| | | | | 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 fileDan Goodliffe2024-08-10
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* Pull material lookup functions into a common fileDan Goodliffe2024-08-10
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* Simplify in/out in materialInterfaceDan Goodliffe2024-08-10
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* Specific exception for shader compile errorDan Goodliffe2024-08-04
| | | | Outputs more details, including shader source
* Split CheckShaderError into shader/program versionsDan Goodliffe2024-08-03
| | | | They're similar, but need splitting for better diagnostics
* Creating a program with no shaders is not validDan Goodliffe2024-07-20
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* Simplify setup of uniform locations and containing programsDan Goodliffe2024-07-07
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* Add shadow shader which takes into account texture transparencyDan Goodliffe2024-07-07
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* Psycho-rebased branch imgui on top of mainDan Goodliffe2024-07-02
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| * First cut reshuffling app/window/gl/render bitsDan Goodliffe2024-06-15
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* | Maintain a reverse index in instance verticesDan Goodliffe2024-06-30
| | | | | | | | Removes need to search unused and/or index when moving/adding things
* | Implement partition on InstanceVerticesDan Goodliffe2024-06-29
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* | Tidy InstanceProxyDan Goodliffe2024-06-29
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* Tidy many stringy messes with std::formatDan Goodliffe2024-06-04
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* Custom vertex, vertex shader and fragment shader for landmassDan Goodliffe2024-04-16
| | | | Handles global position type, colourBias for surface types
* Fix water texture wrapper in light of large position valuesDan Goodliffe2024-04-07
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* Stripped down water vertex and simplified shadersDan Goodliffe2024-04-07
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* Simplify vector addition/subtraction with differnt typesDan Goodliffe2024-02-24
| | | | | Automatically applies correct rounding with float to int operations, adjusts test expectations accordingly.
* Adjust light view projection matrix upfrontDan Goodliffe2024-01-30
| | | | Saves doing it per pixel, per region later
* Remove the complications from previously storing several shadow maps in the ↵Dan Goodliffe2024-01-30
| | | | texture
* Set shadow program uniforms all in one function, merge setting of view ↵Dan Goodliffe2024-01-29
| | | | projections
* Merge common parts of shadow programs into a base classDan Goodliffe2024-01-29
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* Geometry shader for single pass shadow mapsDan Goodliffe2024-01-28
| | | | | | | 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 onceDan Goodliffe2024-01-27
| | | | Not once per shadow pass
* Remove the static texture cacheDan Goodliffe2024-01-25
| | | | | Static variables persist too long, destruction is unmanaged and occurs after the gl context is gone.
* Add traits helpers for glTexParameter functionsDan Goodliffe2024-01-25
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* Single list of all shader programsDan Goodliffe2024-01-24
| | | | Pushes common stuff through a helper function
* Fix network population of position in gBufferDan Goodliffe2024-01-23
| | | | Adds some rails to the basic test highlighting broken shadows
* Bind the network profile in as uniformsDan Goodliffe2024-01-22
| | | | Makes the network shaders generic to network type
* Dynamic number of segments into curve renderDan Goodliffe2024-01-21
| | | | | 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 Goodliffe2024-01-21
| | | | limit at runtime
* Replace tokens found with values from getIntegervDan Goodliffe2024-01-21
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* Look for and replace GL_XXX with fixed stringDan Goodliffe2024-01-21
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* String view/constexpr Shader instancesDan Goodliffe2024-01-21
| | | | Gonna need more constexpr stuff and strstr/strlen aren't that
* Pass curve link radius, no recalculate, its constantDan Goodliffe2024-01-20
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* Implement basic network curve part shaderDan Goodliffe2024-01-20
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* Common code between straight/curve network geometry shadersDan Goodliffe2024-01-20
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* Implement complete network straight part shaderDan Goodliffe2024-01-20
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* Render rail network using new shadersDan Goodliffe2024-01-20
| | | | Non-functional, totally unimplemented at this stage
* Add traits wrapper for setting uniformsDan Goodliffe2024-01-14
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* We only need 3x3 matrix for model rotation specDan Goodliffe2024-01-13
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* Update point light shaders for instancingDan Goodliffe2024-01-13
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* Add model support for point lightsDan Goodliffe2024-01-12
| | | | Still invokes non-instanced point light shader
* Fix order or multiple to address reversed rotationDan Goodliffe2024-01-12
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* Full implementation passing through light defs from vertex dataDan Goodliffe2024-01-11
| | | | | 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 instancingDan Goodliffe2024-01-10
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* Template Ray on position typeDan Goodliffe2024-01-07
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