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Commit message (Collapse)AuthorAge
* Do not unilluminate the back of objectsDan Goodliffe2022-12-04
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* Generate and use a shadow mapDan Goodliffe2022-12-04
| | | | | Generated when the directional light is specified in the environment call, passed to the directional light shader pass to conditionally illuminate each pixel.
* Fixed point shadow shader doesn't need normal/texture dataDan Goodliffe2022-12-04
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* Support saving a depth textureDan Goodliffe2022-12-04
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* Don't actually need to define an empty fragment shaderDan Goodliffe2022-12-04
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* Initial commit of the shadow map generator and shadows render interfaceDan Goodliffe2022-12-03
| | | | | Lots of hard coding, buggy in places, far from great, but the basics work.
* Check error state during setup, set OpenGL version to 3.3 coreDan Goodliffe2022-12-03
| | | | Updates all shaders to 330 core too.
* Split SceneProvider outDan Goodliffe2022-11-27
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* SceneRenderer is a graphics component, not a UI oneDan Goodliffe2022-11-27
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* Change pointlight render area definition to a cubeDan Goodliffe2022-11-27
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* Add rendering support for point lightsDan Goodliffe2022-11-23
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* Support setting a viewPort uniform for those shaders which need itDan Goodliffe2022-11-23
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* Rename setView to setViewProjection to avoid ambiguityDan Goodliffe2022-11-23
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* Separate out the illumation of the sceneDan Goodliffe2022-11-23
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* Shaders can be deleted once attached to a programDan Goodliffe2022-11-15
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* Add some tests over the behaviour of windows and contexts and glStuffDan Goodliffe2022-11-14
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* Fix type of SceneShaderDan Goodliffe2022-11-14
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* Restructure how shaders are worked withDan Goodliffe2022-11-03
| | | | Needs a tidy-up
* Rename Shader to SceneShaderDan Goodliffe2022-11-03
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* Tidied Scene RendererDan Goodliffe2022-11-01
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* Switch to a deferred lighting based render pipelineDan Goodliffe2022-11-01
| | | | Tidy-up required.
* Set v330 core on world shadersDan Goodliffe2022-10-30
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* Reduce variable scopeDan Goodliffe2022-08-21
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* Encapsulate RayDan Goodliffe2022-01-02
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* Replace include guard macros with pragma onceDan Goodliffe2022-01-02
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* First iteration with font/text supportDan Goodliffe2022-01-01
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* Allow glRef to accept lambdasDan Goodliffe2021-12-31
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* Initial implementation for being able to click in the main window to select ↵Dan Goodliffe2021-12-28
| | | | something
* Need a way to select the UI shaderDan Goodliffe2021-12-18
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* Refactor to start splitting out UI componentsDan Goodliffe2021-12-13
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* Introduce the UI shaderDan Goodliffe2021-12-12
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* Move program handle to its own filesDan Goodliffe2021-12-12
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* Split 3D specifics of programs out of a base classDan Goodliffe2021-12-12
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* Move GL shared source into it's own class/fileDan Goodliffe2021-12-12
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* Move generic constexpr_strlen to libDan Goodliffe2021-12-12
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* glm::value_ptr is neaterDan Goodliffe2021-12-12
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* Fix up all remaining warningsDan Goodliffe2021-11-28
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* Fix up lots of static analyzer warningsDan Goodliffe2021-11-27
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* Enable all Jason Turner recommended warningsDan Goodliffe2021-11-26
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* Add slope colouring to terrain shaderDan Goodliffe2021-11-25
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* Swap y,z axisDan Goodliffe2021-11-16
| | | | This was a pain... but all the coords make much more sense now and a lot of mystery negation has disappeared.
* Create and use a shader program for things with absolute positionDan Goodliffe2021-03-03
| | | | Rails in this case.
* Only calculate and bind the model transform if the shader program uses itDan Goodliffe2021-03-03
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* Replace Transform with LocationDan Goodliffe2021-03-03
| | | | Simpler, unbinds the transformation matrices for location, now done just in the shader.
* Pass lintersDan Goodliffe2021-02-20
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* dos2unix shader sourcesDan Goodliffe2021-02-20
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* Remove now redundent Shader::Source classDan Goodliffe2021-02-20
| | | | Moves compile functionality to GLsource.
* m4 based GLSL embeddingDan Goodliffe2021-02-20
| | | | Passes a lint check, less mangling, more automation
* Pass a cppcheckDan Goodliffe2021-02-20
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* Remove spare bits from shaders and tidy upDan Goodliffe2021-02-20
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