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* 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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* Unified crossProductDan Goodliffe2024-01-07
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* Remove more use of legacy typesDan Goodliffe2024-01-01
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* Remove legacy Position types from shadowMapperDan Goodliffe2024-01-01
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* Simplify and 'fix' the wave cycleDan Goodliffe2024-01-01
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* Remove misleading power operator^ on vec2/3Dan Goodliffe2023-12-29
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* Run shadow mapper in camera relative spaceDan Goodliffe2023-12-17
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* Use new calc types in camera extents to address overflowDan Goodliffe2023-12-17
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* Fix output of position data to include model positionDan Goodliffe2023-12-17
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* Use 32bit integer texture for position render dataDan Goodliffe2023-12-17
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* Use a separate framebuffer for illumination phaseDan Goodliffe2023-12-17
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* Support setting framebuffer texture formatDan Goodliffe2023-12-15
| | | | Renames format to iformat to differentiate internal format from format
* Basic support for saving intermediate render buffersDan Goodliffe2023-12-13
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* Fix clamping to seafloor and add specific testDan Goodliffe2023-12-11
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* Integer cameraDan Goodliffe2023-12-11
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* Set the viewPoint uniform in shadow shadersDan Goodliffe2023-12-03
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* Shader viewPoint now an integerDan Goodliffe2023-12-03
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* Model positions as integersDan Goodliffe2023-11-25
| | | | | Introduces test failure in arcs due to rounding, but I don't want to create a complicated fix as link positions are still floats and hopefully that'll go away... somehow
* Remove getTransformDan Goodliffe2023-11-25
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* Send position and rotation matrix to GPU separately in shadowmapper dynamicDan Goodliffe2023-11-25
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* Send position and rotation matrix to GPU separately in basic programDan Goodliffe2023-11-25
| | | | Missed from earlier commit
* Switch to millimeters for spatial unitsDan Goodliffe2023-11-15
| | | | | | Mostly a case of changing far too many magic numbers, something else to fix I guess. I probably missed something. Also there's some hackery when loading 3D models, which are still assumed to be in metres.
* Send position and rotation matrix to GPU separatelyDan Goodliffe2023-11-13
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* Refactor BufferedLocationT to use a callbackDan Goodliffe2023-11-11
| | | | Simplifies customisation in the face of multiple fields