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* Support setting vertex attrib divisorDan Goodliffe2023-04-19
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* Enable all vertex array attribs configured by vertexAttribFuncDan Goodliffe2023-04-19
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* Persist vertexArrayId across multiple callsDan Goodliffe2023-04-19
| | | | Allows chaining together to build VAO from multiple buffers
* Add basic instanced shader to those which get the viewProjection configuredDan Goodliffe2023-04-19
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* Fix type of basic instanced shaderDan Goodliffe2023-04-19
| | | | | 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 typeDan Goodliffe2023-04-19
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* Fix location of model matrix in vertex shaderDan Goodliffe2023-04-18
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* Specialize vertexAttribFunc for matrices because there's an upper limit of ↵Dan Goodliffe2023-04-18
| | | | size 4 on attrib pointers
* Separate storing of mesh vertex/index data from configuring VAODan Goodliffe2023-04-17
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* Revamp how VertexArrayObject configures attributes and dataDan Goodliffe2023-04-17
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* Fix up the way spotlight shader worksDan Goodliffe2023-04-17
| | | | | 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.
* First cut of instance vertices and proxyDan Goodliffe2023-04-17
| | | | | Untested outside unit test, allows the use of a glBuffer as a storage container. To be combined with a vertex array and/or mesh etc for massing drawing with glDrawElementsInstanced
* Add the dynamicPoint shader for instancingDan Goodliffe2023-04-15
| | | | Same as dynamicPoint, but the model matrix is a vertex input
* Rename lots of shader filesDan Goodliffe2023-04-15
| | | | Names and paths still not perfect, but better and the weird name missuse is gone
* Remove the old .obj load, assets and supporting stuffDan Goodliffe2023-04-14
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* Handle different mapmodes in basic shaderDan Goodliffe2023-04-14
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* Write applicable Texture Options into texture atlas texture dataDan Goodliffe2023-04-14
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* Define our own enum for texture mapmodeDan Goodliffe2023-04-14
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* Set GL_PACK_ALIGNMENT before saving texture to fit buffer correctlyDan Goodliffe2023-04-14
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* Externalise a neater definition of TGAHeadDan Goodliffe2023-04-14
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* No need to pass size around, we can get it back from the textureDan Goodliffe2023-04-14
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* Rename clear to opaque as its 1 for solidDan Goodliffe2023-04-13
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* Adjust gl_FragDepth according to texel opacityDan Goodliffe2023-04-13
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* Update shaders to use material to conditionally lookup sub-texture in the atlasDan Goodliffe2023-04-13
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* Add material field to vertex and configure it in meshDan Goodliffe2023-04-13
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* Add TextureAtlas class as an extension of TextureDan Goodliffe2023-04-13
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* Fix submitting of integer values via vertex arraysDan Goodliffe2023-04-13
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* Move the vertex/fragment shader interface for materials into an includeDan Goodliffe2023-04-11
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* Move lots of common glsl interface to include filesDan Goodliffe2023-04-11
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* Support loading textures from an in memory bufferDan Goodliffe2023-04-10
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* Remove (as yet) unused members from CameraDan Goodliffe2023-03-19
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* Add defaulted Vertex equality operatorDan Goodliffe2023-03-19
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* Make Vertex aggregrate constructor conditional on requirementDan Goodliffe2023-03-19
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* Allow specifiying the texture type/targetDan Goodliffe2023-03-16
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* Texture member to save the texture as a TGADan Goodliffe2023-03-15
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* Add support for setting Texture options on constructionDan Goodliffe2023-03-15
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* Basic fragment ahader should use final colour to determine clear flagDan Goodliffe2023-03-14
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* DynamicPoint shadow render now supports updating the position without ↵Dan Goodliffe2023-03-04
| | | | calling use again
* Support for model colours mixed with texturesDan Goodliffe2023-02-24
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* Fix up all the static analyzer warningsDan Goodliffe2023-01-08
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* Tidy shadow map creationDan Goodliffe2023-01-07
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* Use the whole texture when only some shadow map bandsDan Goodliffe2023-01-07
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* Only generate the first N shadow maps which are usefulDan Goodliffe2023-01-07
| | | | Note: we don't yet optimise the use of the shadow map texture, each still renders into its own corner
* min/mag filter for shadow mapper depth map textureDan Goodliffe2023-01-06
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* Add rendering support for spot lightsDan Goodliffe2023-01-05
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* Include uniform name in required uniform does not exist error messageDan Goodliffe2023-01-05
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* Use VertexArrayObject for SceneShader::PointLightDan Goodliffe2023-01-02
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* Use VertexArrayObject for SceneRendererDan Goodliffe2023-01-02
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* Single helper for rendering the fullscreen quadDan Goodliffe2023-01-02
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* VertexArrayObject helper supports binding an entire object, not just fieldsDan Goodliffe2023-01-02
| | | | Invoked by configuring with no attribute member points.