Commit message (Collapse) | Author | Age | ||
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* | Fixed point shadow shader doesn't need normal/texture data | Dan Goodliffe | 2022-12-04 | |
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* | Support saving a depth texture | Dan Goodliffe | 2022-12-04 | |
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* | Don't actually need to define an empty fragment shader | Dan Goodliffe | 2022-12-04 | |
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* | Initial commit of the shadow map generator and shadows render interface | Dan Goodliffe | 2022-12-03 | |
| | | | | | 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 core | Dan Goodliffe | 2022-12-03 | |
| | | | | Updates all shaders to 330 core too. | |||
* | Split SceneProvider out | Dan Goodliffe | 2022-11-27 | |
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* | SceneRenderer is a graphics component, not a UI one | Dan Goodliffe | 2022-11-27 | |
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* | Change pointlight render area definition to a cube | Dan Goodliffe | 2022-11-27 | |
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* | Add rendering support for point lights | Dan Goodliffe | 2022-11-23 | |
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* | Support setting a viewPort uniform for those shaders which need it | Dan Goodliffe | 2022-11-23 | |
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* | Rename setView to setViewProjection to avoid ambiguity | Dan Goodliffe | 2022-11-23 | |
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* | Separate out the illumation of the scene | Dan Goodliffe | 2022-11-23 | |
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* | Shaders can be deleted once attached to a program | Dan Goodliffe | 2022-11-15 | |
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* | Add some tests over the behaviour of windows and contexts and glStuff | Dan Goodliffe | 2022-11-14 | |
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* | Fix type of SceneShader | Dan Goodliffe | 2022-11-14 | |
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* | Restructure how shaders are worked with | Dan Goodliffe | 2022-11-03 | |
| | | | | Needs a tidy-up | |||
* | Rename Shader to SceneShader | Dan Goodliffe | 2022-11-03 | |
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* | Tidied Scene Renderer | Dan Goodliffe | 2022-11-01 | |
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* | Switch to a deferred lighting based render pipeline | Dan Goodliffe | 2022-11-01 | |
| | | | | Tidy-up required. | |||
* | Set v330 core on world shaders | Dan Goodliffe | 2022-10-30 | |
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* | Reduce variable scope | Dan Goodliffe | 2022-08-21 | |
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* | Encapsulate Ray | Dan Goodliffe | 2022-01-02 | |
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* | Replace include guard macros with pragma once | Dan Goodliffe | 2022-01-02 | |
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* | First iteration with font/text support | Dan Goodliffe | 2022-01-01 | |
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* | Allow glRef to accept lambdas | Dan Goodliffe | 2021-12-31 | |
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* | Initial implementation for being able to click in the main window to select ↵ | Dan Goodliffe | 2021-12-28 | |
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* | Need a way to select the UI shader | Dan Goodliffe | 2021-12-18 | |
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* | Refactor to start splitting out UI components | Dan Goodliffe | 2021-12-13 | |
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* | Introduce the UI shader | Dan Goodliffe | 2021-12-12 | |
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* | Move program handle to its own files | Dan Goodliffe | 2021-12-12 | |
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* | Split 3D specifics of programs out of a base class | Dan Goodliffe | 2021-12-12 | |
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* | Move GL shared source into it's own class/file | Dan Goodliffe | 2021-12-12 | |
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* | Move generic constexpr_strlen to lib | Dan Goodliffe | 2021-12-12 | |
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* | glm::value_ptr is neater | Dan Goodliffe | 2021-12-12 | |
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* | Fix up all remaining warnings | Dan Goodliffe | 2021-11-28 | |
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* | Fix up lots of static analyzer warnings | Dan Goodliffe | 2021-11-27 | |
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* | Enable all Jason Turner recommended warnings | Dan Goodliffe | 2021-11-26 | |
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* | Add slope colouring to terrain shader | Dan Goodliffe | 2021-11-25 | |
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* | Swap y,z axis | Dan Goodliffe | 2021-11-16 | |
| | | | | 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 position | Dan Goodliffe | 2021-03-03 | |
| | | | | Rails in this case. | |||
* | Only calculate and bind the model transform if the shader program uses it | Dan Goodliffe | 2021-03-03 | |
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* | Replace Transform with Location | Dan Goodliffe | 2021-03-03 | |
| | | | | Simpler, unbinds the transformation matrices for location, now done just in the shader. | |||
* | Pass linters | Dan Goodliffe | 2021-02-20 | |
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* | dos2unix shader sources | Dan Goodliffe | 2021-02-20 | |
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* | Remove now redundent Shader::Source class | Dan Goodliffe | 2021-02-20 | |
| | | | | Moves compile functionality to GLsource. | |||
* | m4 based GLSL embedding | Dan Goodliffe | 2021-02-20 | |
| | | | | Passes a lint check, less mangling, more automation | |||
* | Pass a cppcheck | Dan Goodliffe | 2021-02-20 | |
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* | Remove spare bits from shaders and tidy up | Dan Goodliffe | 2021-02-20 | |
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* | Custom land and water shaders | Dan Goodliffe | 2021-02-20 | |
| | | | | | | | Create sandy beaches, snow topped mountains and grassy hills with a single texture, coloured according to land height by a custom shader. Also use the land mass mesh with a new water texture and a custom shader to create rather nice looking water effect with depth, waves and motion. | |||
* | Add support for directional light color and an ambient color | Dan Goodliffe | 2021-02-18 | |
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