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Commit message (Collapse)AuthorAge
* Generate 4 bands of shadow mapsDan Goodliffe2022-12-28
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* Generate a single shadow band and region definitionDan Goodliffe2022-12-28
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* Light camera centre not required, view camera position sufficesDan Goodliffe2022-12-28
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* Change default light directionDan Goodliffe2022-12-28
| | | | Just so it shows up more clearly in tests
* Setup GL context before doing any shadow render workDan Goodliffe2022-12-28
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* Initial support for multiple shadow maps in the same textureDan Goodliffe2022-12-28
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* Reduce camera extents to the point they cross the sea floor boundaryDan Goodliffe2022-12-28
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* No need for the range hack, the shadow box is just centred around the originDan Goodliffe2022-12-22
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* Invert shadow mapper orthographic project z... because glmOrtho is 'helpful'Dan Goodliffe2022-12-18
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* Removed unnecessary rounding of view extentsDan Goodliffe2022-12-18
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* No need to store view or unViewDan Goodliffe2022-12-18
| | | | view is transient to create viewProjection, unview only needed on unproject
* First cut of view scope shadow mapper viewDan Goodliffe2022-12-18
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* Add Camera method to get the extents of the view frustrum at some distanceDan Goodliffe2022-12-13
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* Calculate an accurate up vector for the cameraDan Goodliffe2022-12-13
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* Maintain a camera's inverse view projection matrixDan Goodliffe2022-12-13
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* Cache unView matrix for unprojecting mouse clicks, update only on camera ↵Dan Goodliffe2022-12-12
| | | | movement
* Cache view and viewProject matrices, update only on camera movementDan Goodliffe2022-12-12
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* Have Camera remember all its propertiesDan Goodliffe2022-12-12
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* Make Camera members private with accessors and helpful settersDan Goodliffe2022-12-12
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* Fix case of GetViewProjectionDan Goodliffe2022-12-11
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* Support fall-back internal framebuffer formats, use smaller and/or standard ↵Dan Goodliffe2022-12-08
| | | | formats
* Tidy upDan Goodliffe2022-12-06
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* Disable depth test, remove unnecesary texture binds and clear for lighting passDan Goodliffe2022-12-06
| | | | The initial texture render covers the whole screen anyway
* Increase gBuffer position data to 32bit and drop all the alpha channelsDan Goodliffe2022-12-06
| | | | | 16bit float is insufficient for decent shadow accuracy and the alpha channel is pointless in a delayed render.
* Centre shadow map at 0,0 until we can do betterDan Goodliffe2022-12-04
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* Explicit ShadowMapper size only, no defaultDan Goodliffe2022-12-04
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* 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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