Commit message (Collapse) | Author | Age | |
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* | Update the SceneShader's view port on sceneRenderer resize | Dan Goodliffe | 2025-04-08 |
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* | Default environment direction light shines down, not up | Dan Goodliffe | 2025-04-07 |
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* | Merge branch 'imgui' | Dan Goodliffe | 2025-04-02 |
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| * | Remove unrequired UIShader | Dan Goodliffe | 2025-03-19 |
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* | | Add ManyPtr which tracks specified subclasses | Dan Goodliffe | 2025-03-22 |
|/ | | | | | | This removes the need to repeated dynamic_cast the pointer. Provides interface which enforces the fastest option for the required types. | ||
* | Add support for resizing a SceneRenderer | Dan Goodliffe | 2025-03-14 |
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* | Add support for changing the aspect ratio of a camera | Dan Goodliffe | 2025-03-14 |
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* | Rebalance shadow band distribution | Dan Goodliffe | 2025-03-11 |
| | | | | Extends the initial band from around 34m to around 100m. | ||
* | Initialise shadow bounding box to light view point | Dan Goodliffe | 2025-03-11 |
| | | | | Then extended to cover the view extents. | ||
* | Extend Frustum for testing for shaded by | Dan Goodliffe | 2025-03-11 |
| | | | | | 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 | 2025-03-11 |
| | | | | The frustum might not be correct at this stage. | ||
* | Simplify ShadowMapper with AxisAlignedBoundingBox | Dan Goodliffe | 2025-03-11 |
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* | Template AxisAlignedBoundingBox on unit type | Dan Goodliffe | 2025-03-11 |
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* | AxisAlignedBoundingBox construct from range instead of span | Dan Goodliffe | 2025-03-11 |
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* | Add function to test if an AABB is visible in a frustum | Dan Goodliffe | 2025-03-11 |
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* | Position is moved to Frustum | Dan Goodliffe | 2025-03-11 |
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* | Create AxisAlignedBoundingBox | Dan Goodliffe | 2025-03-11 |
| | | | | Used to define the extents of GeoData mesh | ||
* | Pass frustum into render functions | Dan Goodliffe | 2025-03-07 |
| | | | | Support for culling objects outside the view frustum | ||
* | Split core view definition out of Camera into Frustum | Dan Goodliffe | 2025-03-05 |
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* | Move camera out of gl folder, it's not OpenGL specific | Dan Goodliffe | 2025-03-05 |
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* | Have Camera keep an array of frustum plane definitions | Dan Goodliffe | 2025-03-05 |
| | | | | Based on code from https://ktstephano.github.io/rendering/stratusgfx/aabbs | ||
* | Cache the camera's view matrix | Dan Goodliffe | 2025-03-02 |
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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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