summaryrefslogtreecommitdiff
path: root/gfx/gl
Commit message (Collapse)AuthorAge
* 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
|
* Look for and replace GL_XXX with fixed stringDan Goodliffe2024-01-21
|
* 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
|
* Implement basic network curve part shaderDan Goodliffe2024-01-20
|
* Common code between straight/curve network geometry shadersDan Goodliffe2024-01-20
|
* Implement complete network straight part shaderDan Goodliffe2024-01-20
|
* 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
|
* We only need 3x3 matrix for model rotation specDan Goodliffe2024-01-13
|
* Update point light shaders for instancingDan Goodliffe2024-01-13
|
* 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
|
* 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
|
* Template Ray on position typeDan Goodliffe2024-01-07
|
* Unified crossProductDan Goodliffe2024-01-07
|
* Remove more use of legacy typesDan Goodliffe2024-01-01
|
* Remove legacy Position types from shadowMapperDan Goodliffe2024-01-01
|
* Simplify and 'fix' the wave cycleDan Goodliffe2024-01-01
|
* Remove misleading power operator^ on vec2/3Dan Goodliffe2023-12-29
|
* Run shadow mapper in camera relative spaceDan Goodliffe2023-12-17
|
* Use new calc types in camera extents to address overflowDan Goodliffe2023-12-17
|
* Fix output of position data to include model positionDan Goodliffe2023-12-17
|
* Use 32bit integer texture for position render dataDan Goodliffe2023-12-17
|
* Use a separate framebuffer for illumination phaseDan Goodliffe2023-12-17
|
* 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
|
* Fix clamping to seafloor and add specific testDan Goodliffe2023-12-11
|
* Integer cameraDan Goodliffe2023-12-11
|
* Set the viewPoint uniform in shadow shadersDan Goodliffe2023-12-03
|
* Shader viewPoint now an integerDan Goodliffe2023-12-03
|
* 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
|
* Send position and rotation matrix to GPU separately in shadowmapper dynamicDan Goodliffe2023-11-25
|
* 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
|
* Refactor BufferedLocationT to use a callbackDan Goodliffe2023-11-11
| | | | Simplifies customisation in the face of multiple fields
* Add BufferedLocation method for getting the rotation only transformDan Goodliffe2023-11-11
|
* Fix definition of shadowMapRegionsDan Goodliffe2023-11-09
|
* WIP typedefing just about everything elseDan Goodliffe2023-11-09
|
* WIP typedefing all the things - sourcesDan Goodliffe2023-11-09
|
* WIP typedefing all the things - headersDan Goodliffe2023-11-07
|
* Reformat with new clang-formatDan Goodliffe2023-11-07
|
* Swap GLEW for more modern gladDan Goodliffe2023-05-28
|
* Make Mesh into a template to support any vertex typeDan Goodliffe2023-05-10
| | | | Customisation point VertexArrayObject to define the layout for the type