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Commit message (Collapse)AuthorAge
* Initial commit using tesselation shader to create curvesDan Goodliffe7 days
| | | | Disables glslangValidator because of file extension mess up.
* Update OpenGL context and shaders to v4.6Dan Goodliffe8 days
| | | | | Note: doesn't remove/replace older functions where newer ones might be better.
* Fix search/replace of GL_* macros in glslDan Goodliffe8 days
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* Explicit cast to vec3 to disambiguate length/distance calcDan Goodliffe11 days
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* Fix warnings and minor tidy for GL lookupsDan Goodliffe11 days
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* Include GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS in networkCurve output calcDan Goodliffe2026-01-23
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* Add glDebugScopeDan Goodliffe2026-01-16
| | | | | Wrapper for glPushDebugGroup/glPopDebugGroup which allows neatly grouping OpenGL calls in diagnostic tools.
* Pass shaders through glslangValidatorDan Goodliffe2026-01-16
| | | | Fixes the issues it picked up.
* Update the SceneShader's view port on sceneRenderer resizeDan Goodliffe2025-04-08
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* Default environment direction light shines down, not upDan Goodliffe2025-04-07
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* Merge branch 'imgui'Dan Goodliffe2025-04-02
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| * Remove unrequired UIShaderDan Goodliffe2025-03-19
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* | Add ManyPtr which tracks specified subclassesDan Goodliffe2025-03-22
|/ | | | | | This removes the need to repeated dynamic_cast the pointer. Provides interface which enforces the fastest option for the required types.
* Add support for resizing a SceneRendererDan Goodliffe2025-03-14
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* Rebalance shadow band distributionDan Goodliffe2025-03-11
| | | | Extends the initial band from around 34m to around 100m.
* Initialise shadow bounding box to light view pointDan Goodliffe2025-03-11
| | | | Then extended to cover the view extents.
* Pass a Frustum to shadow renderersDan Goodliffe2025-03-11
| | | | The frustum might not be correct at this stage.
* Simplify ShadowMapper with AxisAlignedBoundingBoxDan Goodliffe2025-03-11
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* Pass frustum into render functionsDan Goodliffe2025-03-07
| | | | Support for culling objects outside the view frustum
* Move camera out of gl folder, it's not OpenGL specificDan Goodliffe2025-03-05
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* Have Camera keep an array of frustum plane definitionsDan Goodliffe2025-03-05
| | | | Based on code from https://ktstephano.github.io/rendering/stratusgfx/aabbs
* Cache the camera's view matrixDan Goodliffe2025-03-02
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* Improve Terrain::generateMeshes performanceDan Goodliffe2025-02-25
| | | | | Creates mesh per surface based on a single buffer of all vertices and a collection of per surfuce indices. Makes ColourBias a uniform instead of a vertex attribute.
* Add VertexArrayObject::data for an external existing bufferDan Goodliffe2025-02-25
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* Basic soft shadowsDan Goodliffe2024-10-26
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* Merge branch 'billboard-shadows'Dan Goodliffe2024-10-22
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| * Move lots of maths helpers to inline, constexpr, templatesDan Goodliffe2024-10-20
| | | | | | | | Always for working with different dimensions/types
| * Misc readability fixesDan Goodliffe2024-10-17
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| * Re-express viewProjections calculations as a fold expressionDan Goodliffe2024-10-17
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| * Remove magic number for stencil view anglesDan Goodliffe2024-10-17
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| * Don't assume size of stencil textureDan Goodliffe2024-10-17
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| * Better shadowBands sizesDan Goodliffe2024-10-17
| | | | | | | | Still a bit arbitrary, but calculated now to scale across the required range
| * Generate stencils as views offset from light directionDan Goodliffe2024-10-10
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| * Use foliage yaw rotation to select shadow stencil layerDan Goodliffe2024-10-10
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| * Include foliage yaw rotation in vertex, pass through instead of whole model ↵Dan Goodliffe2024-10-10
| | | | | | | | rotation matrix
| * Fix stencil shadow depth offsetDan Goodliffe2024-10-10
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| * Use LightDirection for calculating/passing all light dir componentsDan Goodliffe2024-10-06
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| * Populate all layers of shadow stencil with view from all aroundDan Goodliffe2024-09-07
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| * Populate all layers of the stencil textureDan Goodliffe2024-09-03
| | | | | | | | Albeit with the same projection
| * Update stencil texture to 2d arrayDan Goodliffe2024-09-02
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| * Extend depth of shadow box 10m to allow for depth offsets and clamp stencil ↵Dan Goodliffe2024-09-01
| | | | | | | | to it
| * Initial cut of shadow map creation with support for billboard shadowsDan Goodliffe2024-08-28
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| * Set stencil texture min/mag filtersDan Goodliffe2024-08-26
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| * Add helper to test if a uniform was foundDan Goodliffe2024-08-26
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| * Include sizes of shadow box extents as uniforms to shadersDan Goodliffe2024-08-26
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| * Persist a single ShadowStenciller within ShadowMapperDan Goodliffe2024-08-19
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| * Shuffle some GL state settingDan Goodliffe2024-08-19
| | | | | | | | | | Ensures the right things are set at the right times, it's more calls but its less prone to randomly getting screwed over. Also updates the comments about which phases do what.
| * Update asset stencils from shadow mapperDan Goodliffe2024-08-18
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| * Offset shaded position to reduce chance of self-shadowingDan Goodliffe2024-08-18
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| * Calculate centre and size of mesh, wrap it all in a Dimensions objectDan Goodliffe2024-08-11
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