Commit message (Collapse) | Author | Age | |
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* | Make Camera members private with accessors and helpful setters | Dan Goodliffe | 2022-12-12 |
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* | Fix case of GetViewProjection | Dan Goodliffe | 2022-12-11 |
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* | Support saving a normals texture | Dan Goodliffe | 2022-12-11 |
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* | Support saving textures with different output types | Dan Goodliffe | 2022-12-11 |
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* | Add a mini C filesystem wrapper library with mmap support | Dan Goodliffe | 2022-12-11 |
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* | Save texture to TGA using mmap | Dan Goodliffe | 2022-12-09 |
| | | | | | Removes the need to allocate a large temporary buffer, instead just memmaps a file big enough and has OpenGL write the texture data directly to it. | ||
* | Support fall-back internal framebuffer formats, use smaller and/or standard ↵ | Dan Goodliffe | 2022-12-08 |
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* | Tidy up | Dan Goodliffe | 2022-12-06 |
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* | Disable depth test, remove unnecesary texture binds and clear for lighting pass | Dan Goodliffe | 2022-12-06 |
| | | | | The initial texture render covers the whole screen anyway | ||
* | Increase gBuffer position data to 32bit and drop all the alpha channels | Dan Goodliffe | 2022-12-06 |
| | | | | | 16bit float is insufficient for decent shadow accuracy and the alpha channel is pointless in a delayed render. | ||
* | Centre shadow map at 0,0 until we can do better | Dan Goodliffe | 2022-12-04 |
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* | Explicit ShadowMapper size only, no default | Dan Goodliffe | 2022-12-04 |
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* | We need to transform the model normals the same as we do the vertices | Dan Goodliffe | 2022-12-04 |
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* | Do not unilluminate the back of objects | Dan Goodliffe | 2022-12-04 |
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* | Generate and use a shadow map | Dan Goodliffe | 2022-12-04 |
| | | | | | Generated when the directional light is specified in the environment call, passed to the directional light shader pass to conditionally illuminate each pixel. | ||
* | Fixed point shadow shader doesn't need normal/texture data | Dan Goodliffe | 2022-12-04 |
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* | Support saving a depth texture | Dan Goodliffe | 2022-12-04 |
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* | Don't actually need to define an empty fragment shader | Dan Goodliffe | 2022-12-04 |
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* | Initial commit of the shadow map generator and shadows render interface | Dan Goodliffe | 2022-12-03 |
| | | | | | Lots of hard coding, buggy in places, far from great, but the basics work. | ||
* | Check error state during setup, set OpenGL version to 3.3 core | Dan Goodliffe | 2022-12-03 |
| | | | | Updates all shaders to 330 core too. | ||
* | Split SceneProvider out | Dan Goodliffe | 2022-11-27 |
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* | SceneRenderer is a graphics component, not a UI one | Dan Goodliffe | 2022-11-27 |
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* | Change pointlight render area definition to a cube | Dan Goodliffe | 2022-11-27 |
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* | Add light stage to renderable objects | Dan Goodliffe | 2022-11-23 |
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* | Add rendering support for point lights | Dan Goodliffe | 2022-11-23 |
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* | Support setting a viewPort uniform for those shaders which need it | Dan Goodliffe | 2022-11-23 |
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* | Rename setView to setViewProjection to avoid ambiguity | Dan Goodliffe | 2022-11-23 |
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* | Separate out the illumation of the scene | Dan Goodliffe | 2022-11-23 |
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* | Simplified texture save | Dan Goodliffe | 2022-11-18 |
| | | | | Read directly from texture into file buffer, no temporary framebuffer | ||
* | Shaders can be deleted once attached to a program | Dan Goodliffe | 2022-11-15 |
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* | Add some tests over the behaviour of windows and contexts and glStuff | Dan Goodliffe | 2022-11-14 |
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* | Refactor for per window context and more setup to the right places | Dan Goodliffe | 2022-11-14 |
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* | Fix type of SceneShader | Dan Goodliffe | 2022-11-14 |
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* | Restructure how shaders are worked with | Dan Goodliffe | 2022-11-03 |
| | | | | Needs a tidy-up | ||
* | Rename Shader to SceneShader | Dan Goodliffe | 2022-11-03 |
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* | Tidied Scene Renderer | Dan Goodliffe | 2022-11-01 |
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* | Switch to a deferred lighting based render pipeline | Dan Goodliffe | 2022-11-01 |
| | | | | Tidy-up required. | ||
* | Somewhat dirty but functional helper to save a texture | Dan Goodliffe | 2022-11-01 |
| | | | | Useful for debugging and not much else. | ||
* | Set v330 core on world shaders | Dan Goodliffe | 2022-10-30 |
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* | Setting texture unit on bind | Dan Goodliffe | 2022-10-30 |
| | | | | Always sets the target unit before binding, allows specifying the unit | ||
* | Fix const correctness of Texture from raw data | Dan Goodliffe | 2022-10-14 |
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* | Allow creating a texture directly from an dimensions and pixel data | Dan Goodliffe | 2022-10-14 |
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* | Allow creating a texture directly from an Image | Dan Goodliffe | 2022-10-13 |
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* | Standard typedefs for Mesh | Dan Goodliffe | 2022-10-13 |
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* | Reduce variable scope | Dan Goodliffe | 2022-08-21 |
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* | Encapsulate Ray | Dan Goodliffe | 2022-01-02 |
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* | Replace include guard macros with pragma once | Dan Goodliffe | 2022-01-02 |
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* | Cache allows multiple key parts | Dan Goodliffe | 2022-01-01 |
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* | Don't forward declare Cache | Dan Goodliffe | 2022-01-01 |
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* | Generic solution for glGen/glDel arrays, then tidy-up the uses | Dan Goodliffe | 2022-01-01 |
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