summaryrefslogtreecommitdiff
path: root/gfx/gl
Commit message (Collapse)AuthorAge
...
* Basic fragment ahader should use final colour to determine clear flagDan Goodliffe2023-03-14
|
* DynamicPoint shadow render now supports updating the position without ↵Dan Goodliffe2023-03-04
| | | | calling use again
* Support for model colours mixed with texturesDan Goodliffe2023-02-24
|
* Fix up all the static analyzer warningsDan Goodliffe2023-01-08
|
* Tidy shadow map creationDan Goodliffe2023-01-07
|
* Use the whole texture when only some shadow map bandsDan Goodliffe2023-01-07
|
* Only generate the first N shadow maps which are usefulDan Goodliffe2023-01-07
| | | | 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 textureDan Goodliffe2023-01-06
|
* Add rendering support for spot lightsDan Goodliffe2023-01-05
|
* Include uniform name in required uniform does not exist error messageDan Goodliffe2023-01-05
|
* Use VertexArrayObject for SceneShader::PointLightDan Goodliffe2023-01-02
|
* Use VertexArrayObject for SceneRendererDan Goodliffe2023-01-02
|
* Single helper for rendering the fullscreen quadDan Goodliffe2023-01-02
|
* VertexArrayObject helper supports binding an entire object, not just fieldsDan Goodliffe2023-01-02
| | | | Invoked by configuring with no attribute member points.
* Should use value_type, not element_typeDan Goodliffe2023-01-02
| | | | Works with std::array then too.
* Add helper for configuring vertex array objects/buffers of arbitrary thingsDan Goodliffe2023-01-02
|
* Add directional light to pointlight test, fix setting of GL_DEPTH_TESTDan Goodliffe2022-12-30
| | | | Fixes issue where directional light prevented pointlights from working
* Add missing explicit on constructorsDan Goodliffe2022-12-29
|
* Tidy Camera::extentsAtDistDan Goodliffe2022-12-29
|
* Reduce size of shadow map textureDan Goodliffe2022-12-28
|
* Generate 4 bands of shadow mapsDan Goodliffe2022-12-28
|
* Generate a single shadow band and region definitionDan Goodliffe2022-12-28
|
* Light camera centre not required, view camera position sufficesDan Goodliffe2022-12-28
|
* 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
|
* Initial support for multiple shadow maps in the same textureDan Goodliffe2022-12-28
|
* Reduce camera extents to the point they cross the sea floor boundaryDan Goodliffe2022-12-28
|
* No need for the range hack, the shadow box is just centred around the originDan Goodliffe2022-12-22
|
* Invert shadow mapper orthographic project z... because glmOrtho is 'helpful'Dan Goodliffe2022-12-18
|
* Removed unnecessary rounding of view extentsDan Goodliffe2022-12-18
|
* 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
|
* Add Camera method to get the extents of the view frustrum at some distanceDan Goodliffe2022-12-13
|
* Calculate an accurate up vector for the cameraDan Goodliffe2022-12-13
|
* Maintain a camera's inverse view projection matrixDan Goodliffe2022-12-13
|
* 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
|
* Have Camera remember all its propertiesDan Goodliffe2022-12-12
|
* Make Camera members private with accessors and helpful settersDan Goodliffe2022-12-12
|
* Fix case of GetViewProjectionDan Goodliffe2022-12-11
|
* Support fall-back internal framebuffer formats, use smaller and/or standard ↵Dan Goodliffe2022-12-08
| | | | formats
* Tidy upDan Goodliffe2022-12-06
|
* 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
|
* Explicit ShadowMapper size only, no defaultDan Goodliffe2022-12-04
|
* Do not unilluminate the back of objectsDan Goodliffe2022-12-04
|
* 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
|
* Support saving a depth textureDan Goodliffe2022-12-04
|