Commit message (Collapse) | Author | Age | |
---|---|---|---|
* | Common code between straight/curve network geometry shaders | Dan Goodliffe | 2024-01-20 |
| | |||
* | Implement complete network straight part shader | Dan Goodliffe | 2024-01-20 |
| | |||
* | Render rail network using new shaders | Dan Goodliffe | 2024-01-20 |
| | | | | Non-functional, totally unimplemented at this stage | ||
* | Add traits wrapper for setting uniforms | Dan Goodliffe | 2024-01-14 |
| | |||
* | We only need 3x3 matrix for model rotation spec | Dan Goodliffe | 2024-01-13 |
| | |||
* | Update point light shaders for instancing | Dan Goodliffe | 2024-01-13 |
| | |||
* | Add model support for point lights | Dan Goodliffe | 2024-01-12 |
| | | | | Still invokes non-instanced point light shader | ||
* | Fix order or multiple to address reversed rotation | Dan Goodliffe | 2024-01-12 |
| | |||
* | Full implementation passing through light defs from vertex data | Dan Goodliffe | 2024-01-11 |
| | | | | | 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 instancing | Dan Goodliffe | 2024-01-10 |
| | |||
* | Template Ray on position type | Dan Goodliffe | 2024-01-07 |
| | |||
* | Unified crossProduct | Dan Goodliffe | 2024-01-07 |
| | |||
* | Remove more use of legacy types | Dan Goodliffe | 2024-01-01 |
| | |||
* | Remove legacy Position types from shadowMapper | Dan Goodliffe | 2024-01-01 |
| | |||
* | Simplify and 'fix' the wave cycle | Dan Goodliffe | 2024-01-01 |
| | |||
* | Remove misleading power operator^ on vec2/3 | Dan Goodliffe | 2023-12-29 |
| | |||
* | Run shadow mapper in camera relative space | Dan Goodliffe | 2023-12-17 |
| | |||
* | Use new calc types in camera extents to address overflow | Dan Goodliffe | 2023-12-17 |
| | |||
* | Fix output of position data to include model position | Dan Goodliffe | 2023-12-17 |
| | |||
* | Use 32bit integer texture for position render data | Dan Goodliffe | 2023-12-17 |
| | |||
* | Use a separate framebuffer for illumination phase | Dan Goodliffe | 2023-12-17 |
| | |||
* | Support setting framebuffer texture format | Dan Goodliffe | 2023-12-15 |
| | | | | Renames format to iformat to differentiate internal format from format | ||
* | Basic support for saving intermediate render buffers | Dan Goodliffe | 2023-12-13 |
| | |||
* | Fix clamping to seafloor and add specific test | Dan Goodliffe | 2023-12-11 |
| | |||
* | Integer camera | Dan Goodliffe | 2023-12-11 |
| | |||
* | Set the viewPoint uniform in shadow shaders | Dan Goodliffe | 2023-12-03 |
| | |||
* | Shader viewPoint now an integer | Dan Goodliffe | 2023-12-03 |
| | |||
* | Model positions as integers | Dan Goodliffe | 2023-11-25 |
| | | | | | 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 getTransform | Dan Goodliffe | 2023-11-25 |
| | |||
* | Send position and rotation matrix to GPU separately in shadowmapper dynamic | Dan Goodliffe | 2023-11-25 |
| | |||
* | Send position and rotation matrix to GPU separately in basic program | Dan Goodliffe | 2023-11-25 |
| | | | | Missed from earlier commit | ||
* | Switch to millimeters for spatial units | Dan Goodliffe | 2023-11-15 |
| | | | | | | 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 separately | Dan Goodliffe | 2023-11-13 |
| | |||
* | Refactor BufferedLocationT to use a callback | Dan Goodliffe | 2023-11-11 |
| | | | | Simplifies customisation in the face of multiple fields | ||
* | Add BufferedLocation method for getting the rotation only transform | Dan Goodliffe | 2023-11-11 |
| | |||
* | Fix definition of shadowMapRegions | Dan Goodliffe | 2023-11-09 |
| | |||
* | WIP typedefing just about everything else | Dan Goodliffe | 2023-11-09 |
| | |||
* | WIP typedefing all the things - sources | Dan Goodliffe | 2023-11-09 |
| | |||
* | WIP typedefing all the things - headers | Dan Goodliffe | 2023-11-07 |
| | |||
* | Reformat with new clang-format | Dan Goodliffe | 2023-11-07 |
| | |||
* | Swap GLEW for more modern glad | Dan Goodliffe | 2023-05-28 |
| | |||
* | Make Mesh into a template to support any vertex type | Dan Goodliffe | 2023-05-10 |
| | | | | Customisation point VertexArrayObject to define the layout for the type | ||
* | Templated BufferedLocation and single buffer storage for RVC locations | Dan Goodliffe | 2023-05-06 |
| | |||
* | Refactor InstanceVertices in terms of glContainer | Dan Goodliffe | 2023-05-01 |
| | |||
* | Reformat with new clang-format 16 | Dan Goodliffe | 2023-04-29 |
| | |||
* | Drop .hpp for header only things | Dan Goodliffe | 2023-04-29 |
| | | | | Half of them acquired a .cpp part anyway | ||
* | Dunno how, but some DOS new lines got in here! | Dan Goodliffe | 2023-04-29 |
| | |||
* | Lookup material details once in the vertex shader | Dan Goodliffe | 2023-04-27 |
| | | | | ... instead of per texel in the fragment shader | ||
* | Point shaders (shadows) can all share the same implementation now in a ↵ | Dan Goodliffe | 2023-04-26 |
| | | | | | | single place They all just get `model` from a different place | ||
* | Point shaders can all share the same implementation now in a single place | Dan Goodliffe | 2023-04-26 |
| | | | | They all just get `model` from a different place |