summaryrefslogtreecommitdiff
path: root/gfx/gl
Commit message (Collapse)AuthorAge
...
* Pop and complete instanced shadow supportDan Goodliffe2023-04-26
|
* Add BufferedLocationDan Goodliffe2023-04-23
| | | | | Wraps Location, storing a pre-computed mat4 transformation of the position/rotation in a VBO handled by InstanceVertices.
* Assert the buffer is actually mappedDan Goodliffe2023-04-23
| | | | Will fail if the context is deleted. We shouldn't trigger that, but we do right now.
* Keep the instance unused vector sorted and binary search itDan Goodliffe2023-04-22
|
* Don't fill the instances unused vector unnecessarilyDan Goodliffe2023-04-22
|
* Test instancing automatic unmap when count is called, add some nodiscardDan Goodliffe2023-04-22
|
* Streamline the instancing maintenanceDan Goodliffe2023-04-22
|
* Fix the instancing maintenanceDan Goodliffe2023-04-22
|
* Instances buffer data needs to be unmapped before useDan Goodliffe2023-04-21
| | | | | Here we change quite a bit to support mapping and unmapping the buffer as required. The instance/free referencing is still broken though. We add several instances of tree in the render.
* Expose bufferName and count from InstanceVerticesDan Goodliffe2023-04-20
|
* Support setting vertex attrib divisorDan Goodliffe2023-04-19
|
* Enable all vertex array attribs configured by vertexAttribFuncDan Goodliffe2023-04-19
|
* Persist vertexArrayId across multiple callsDan Goodliffe2023-04-19
| | | | Allows chaining together to build VAO from multiple buffers
* Add basic instanced shader to those which get the viewProjection configuredDan Goodliffe2023-04-19
|
* Fix type of basic instanced shaderDan Goodliffe2023-04-19
| | | | | It's now AbsolutePosProgram, which is kind of right, in that it takes no location data via uniform, it's all in the vertex data.
* Fix location of model matrix in vertex shaderDan Goodliffe2023-04-18
|
* Specialize vertexAttribFunc for matrices because there's an upper limit of ↵Dan Goodliffe2023-04-18
| | | | size 4 on attrib pointers
* Separate storing of mesh vertex/index data from configuring VAODan Goodliffe2023-04-17
|
* Revamp how VertexArrayObject configures attributes and dataDan Goodliffe2023-04-17
|
* Fix up the way spotlight shader worksDan Goodliffe2023-04-17
| | | | | Was mostly through lack of understanding and coincidences. Position is now the only vertex data, direction is moved to a uniform. Instancing will address this by making everything instance data.
* First cut of instance vertices and proxyDan Goodliffe2023-04-17
| | | | | Untested outside unit test, allows the use of a glBuffer as a storage container. To be combined with a vertex array and/or mesh etc for massing drawing with glDrawElementsInstanced
* Add the dynamicPoint shader for instancingDan Goodliffe2023-04-15
| | | | Same as dynamicPoint, but the model matrix is a vertex input
* Rename lots of shader filesDan Goodliffe2023-04-15
| | | | Names and paths still not perfect, but better and the weird name missuse is gone
* Handle different mapmodes in basic shaderDan Goodliffe2023-04-14
|
* Rename clear to opaque as its 1 for solidDan Goodliffe2023-04-13
|
* Adjust gl_FragDepth according to texel opacityDan Goodliffe2023-04-13
|
* Update shaders to use material to conditionally lookup sub-texture in the atlasDan Goodliffe2023-04-13
|
* Fix submitting of integer values via vertex arraysDan Goodliffe2023-04-13
|
* Move the vertex/fragment shader interface for materials into an includeDan Goodliffe2023-04-11
|
* Move lots of common glsl interface to include filesDan Goodliffe2023-04-11
|
* Remove (as yet) unused members from CameraDan Goodliffe2023-03-19
|
* 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
|