Commit message (Collapse) | Author | Age | ||
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* | Fix clamping to seafloor and add specific test | Dan Goodliffe | 2023-12-11 | |
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* | Integer camera | Dan Goodliffe | 2023-12-11 | |
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* | Set the viewPoint uniform in shadow shaders | Dan Goodliffe | 2023-12-03 | |
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* | Shader viewPoint now an integer | Dan Goodliffe | 2023-12-03 | |
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* | 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 | |
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* | Send position and rotation matrix to GPU separately in shadowmapper dynamic | Dan Goodliffe | 2023-11-25 | |
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* | 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 | |
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* | 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 | |
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* | Fix definition of shadowMapRegions | Dan Goodliffe | 2023-11-09 | |
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* | WIP typedefing just about everything else | Dan Goodliffe | 2023-11-09 | |
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* | WIP typedefing all the things - sources | Dan Goodliffe | 2023-11-09 | |
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* | WIP typedefing all the things - headers | Dan Goodliffe | 2023-11-07 | |
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* | Reformat with new clang-format | Dan Goodliffe | 2023-11-07 | |
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* | Swap GLEW for more modern glad | Dan Goodliffe | 2023-05-28 | |
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* | 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 | |
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* | Refactor InstanceVertices in terms of glContainer | Dan Goodliffe | 2023-05-01 | |
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* | Reformat with new clang-format 16 | Dan Goodliffe | 2023-04-29 | |
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* | 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 | |
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* | Lookup material details once in the vertex shader | Dan Goodliffe | 2023-04-27 | |
| | | | | ... instead of per texel in the fragment shader | |||
* | Revert "Export mesh size and primitive type" | Dan Goodliffe | 2023-04-26 | |
| | | | | This reverts commit f3343e1cc8a56f039888d4d375a6d5a088a68494. | |||
* | Add Mesh helper for drawing instances | Dan Goodliffe | 2023-04-26 | |
| | | | | Assumes the supplied VAO was created and configured for the mesh it's passed back to. | |||
* | 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 | |||
* | Pop and complete instanced shadow support | Dan Goodliffe | 2023-04-26 | |
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* | Add BufferedLocation | Dan Goodliffe | 2023-04-23 | |
| | | | | | Wraps Location, storing a pre-computed mat4 transformation of the position/rotation in a VBO handled by InstanceVertices. | |||
* | Assert the buffer is actually mapped | Dan Goodliffe | 2023-04-23 | |
| | | | | 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 it | Dan Goodliffe | 2023-04-22 | |
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* | Don't fill the instances unused vector unnecessarily | Dan Goodliffe | 2023-04-22 | |
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* | Test instancing automatic unmap when count is called, add some nodiscard | Dan Goodliffe | 2023-04-22 | |
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* | Streamline the instancing maintenance | Dan Goodliffe | 2023-04-22 | |
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* | Fix the instancing maintenance | Dan Goodliffe | 2023-04-22 | |
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* | Instances buffer data needs to be unmapped before use | Dan Goodliffe | 2023-04-21 | |
| | | | | | 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 InstanceVertices | Dan Goodliffe | 2023-04-20 | |
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* | Support setting vertex attrib divisor | Dan Goodliffe | 2023-04-19 | |
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* | Enable all vertex array attribs configured by vertexAttribFunc | Dan Goodliffe | 2023-04-19 | |
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* | Persist vertexArrayId across multiple calls | Dan Goodliffe | 2023-04-19 | |
| | | | | Allows chaining together to build VAO from multiple buffers | |||
* | Add basic instanced shader to those which get the viewProjection configured | Dan Goodliffe | 2023-04-19 | |
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* | Fix type of basic instanced shader | Dan Goodliffe | 2023-04-19 | |
| | | | | | 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. | |||
* | Export mesh size and primitive type | Dan Goodliffe | 2023-04-19 | |
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* | Fix location of model matrix in vertex shader | Dan Goodliffe | 2023-04-18 | |
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* | Specialize vertexAttribFunc for matrices because there's an upper limit of ↵ | Dan Goodliffe | 2023-04-18 | |
| | | | | size 4 on attrib pointers | |||
* | Separate storing of mesh vertex/index data from configuring VAO | Dan Goodliffe | 2023-04-17 | |
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* | Revamp how VertexArrayObject configures attributes and data | Dan Goodliffe | 2023-04-17 | |
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* | Fix up the way spotlight shader works | Dan Goodliffe | 2023-04-17 | |
| | | | | | 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. |