Commit message (Collapse) | Author | Age | |
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* | Initialise shadow bounding box to light view point | Dan Goodliffe | 44 hours |
| | | | | Then extended to cover the view extents. | ||
* | Extend Frustum for testing for shaded by | Dan Goodliffe | 44 hours |
| | | | | | Like contains, but doesn't test the back plane as shadow caster can be anywhere behind the view point and still cast into it. | ||
* | Pass a Frustum to shadow renderers | Dan Goodliffe | 44 hours |
| | | | | The frustum might not be correct at this stage. | ||
* | Simplify ShadowMapper with AxisAlignedBoundingBox | Dan Goodliffe | 44 hours |
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* | Template AxisAlignedBoundingBox on unit type | Dan Goodliffe | 44 hours |
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* | AxisAlignedBoundingBox construct from range instead of span | Dan Goodliffe | 44 hours |
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* | Add function to test if an AABB is visible in a frustum | Dan Goodliffe | 44 hours |
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* | Position is moved to Frustum | Dan Goodliffe | 44 hours |
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* | Create AxisAlignedBoundingBox | Dan Goodliffe | 44 hours |
| | | | | Used to define the extents of GeoData mesh | ||
* | Pass frustum into render functions | Dan Goodliffe | 6 days |
| | | | | Support for culling objects outside the view frustum | ||
* | Split core view definition out of Camera into Frustum | Dan Goodliffe | 7 days |
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* | Move camera out of gl folder, it's not OpenGL specific | Dan Goodliffe | 7 days |
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* | Have Camera keep an array of frustum plane definitionsHEADmain | Dan Goodliffe | 7 days |
| | | | | Based on code from https://ktstephano.github.io/rendering/stratusgfx/aabbs | ||
* | Cache the camera's view matrix | Dan Goodliffe | 10 days |
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* | Improve Terrain::generateMeshes performance | Dan Goodliffe | 2025-02-25 |
| | | | | | 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 buffer | Dan Goodliffe | 2025-02-25 |
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* | Generate mipmaps if min/mag filter settings use them | Dan Goodliffe | 2024-12-24 |
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* | Basic soft shadows | Dan Goodliffe | 2024-10-26 |
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* | Improve sun illumination based on angular size and astronomical twilight | Dan Goodliffe | 2024-10-24 |
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* | Merge branch 'billboard-shadows' | Dan Goodliffe | 2024-10-22 |
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| * | Further template maths functions | Dan Goodliffe | 2024-10-21 |
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| * | Move lots of maths helpers to inline, constexpr, templates | Dan Goodliffe | 2024-10-20 |
| | | | | | | | | Always for working with different dimensions/types | ||
| * | Misc readability fixes | Dan Goodliffe | 2024-10-17 |
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| * | Re-express viewProjections calculations as a fold expression | Dan Goodliffe | 2024-10-17 |
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| * | Remove magic number for stencil view angles | Dan Goodliffe | 2024-10-17 |
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| * | Don't assume size of stencil texture | Dan Goodliffe | 2024-10-17 |
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| * | Texture::getSize helper can be public | Dan Goodliffe | 2024-10-17 |
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| * | Better shadowBands sizes | Dan Goodliffe | 2024-10-17 |
| | | | | | | | | Still a bit arbitrary, but calculated now to scale across the required range | ||
| * | Generate stencils as views offset from light direction | Dan Goodliffe | 2024-10-10 |
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| * | Use foliage yaw rotation to select shadow stencil layer | Dan Goodliffe | 2024-10-10 |
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| * | Include foliage yaw rotation in vertex, pass through instead of whole model ↵ | Dan Goodliffe | 2024-10-10 |
| | | | | | | | | rotation matrix | ||
| * | Fix stencil shadow depth offset | Dan Goodliffe | 2024-10-10 |
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| * | Use LightDirection for calculating/passing all light dir components | Dan Goodliffe | 2024-10-06 |
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| * | Add LightDirection class | Dan Goodliffe | 2024-10-05 |
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| * | Populate all layers of shadow stencil with view from all around | Dan Goodliffe | 2024-09-07 |
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| * | Populate all layers of the stencil texture | Dan Goodliffe | 2024-09-03 |
| | | | | | | | | Albeit with the same projection | ||
| * | Update stencil texture to 2d array | Dan Goodliffe | 2024-09-02 |
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| * | Update Texture::getSize and ::size to account for the third texture dimension | Dan Goodliffe | 2024-09-02 |
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| * | Extend depth of shadow box 10m to allow for depth offsets and clamp stencil ↵ | Dan Goodliffe | 2024-09-01 |
| | | | | | | | | to it | ||
| * | Initial cut of shadow map creation with support for billboard shadows | Dan Goodliffe | 2024-08-28 |
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| * | Set stencil texture min/mag filters | Dan Goodliffe | 2024-08-26 |
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| * | Add helper to test if a uniform was found | Dan Goodliffe | 2024-08-26 |
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| * | Include sizes of shadow box extents as uniforms to shaders | Dan Goodliffe | 2024-08-26 |
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| * | Persist a single ShadowStenciller within ShadowMapper | Dan Goodliffe | 2024-08-19 |
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| * | Shuffle some GL state setting | Dan Goodliffe | 2024-08-19 |
| | | | | | | | | | | 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 mapper | Dan Goodliffe | 2024-08-18 |
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| * | Add updateStencil to Renderable interface | Dan Goodliffe | 2024-08-18 |
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| * | Offset shaded position to reduce chance of self-shadowing | Dan Goodliffe | 2024-08-18 |
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| * | Calculate centre and size of mesh, wrap it all in a Dimensions object | Dan Goodliffe | 2024-08-11 |
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| * | Use texture alpha in shadow stencil | Dan Goodliffe | 2024-08-10 |
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