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* Update the SceneShader's view port on sceneRenderer resizeDan Goodliffe2025-04-08
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* Default environment direction light shines down, not upDan Goodliffe2025-04-07
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* Merge branch 'imgui'Dan Goodliffe2025-04-02
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| * Remove unrequired UIShaderDan Goodliffe2025-03-19
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* | Add ManyPtr which tracks specified subclassesDan Goodliffe2025-03-22
|/ | | | | | 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 SceneRendererDan Goodliffe2025-03-14
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* Add support for changing the aspect ratio of a cameraDan Goodliffe2025-03-14
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* Rebalance shadow band distributionDan Goodliffe2025-03-11
| | | | Extends the initial band from around 34m to around 100m.
* Initialise shadow bounding box to light view pointDan Goodliffe2025-03-11
| | | | Then extended to cover the view extents.
* Extend Frustum for testing for shaded byDan Goodliffe2025-03-11
| | | | | 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 renderersDan Goodliffe2025-03-11
| | | | The frustum might not be correct at this stage.
* Simplify ShadowMapper with AxisAlignedBoundingBoxDan Goodliffe2025-03-11
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* Template AxisAlignedBoundingBox on unit typeDan Goodliffe2025-03-11
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* AxisAlignedBoundingBox construct from range instead of spanDan Goodliffe2025-03-11
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* Add function to test if an AABB is visible in a frustumDan Goodliffe2025-03-11
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* Position is moved to FrustumDan Goodliffe2025-03-11
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* Create AxisAlignedBoundingBoxDan Goodliffe2025-03-11
| | | | Used to define the extents of GeoData mesh
* Pass frustum into render functionsDan Goodliffe2025-03-07
| | | | Support for culling objects outside the view frustum
* Split core view definition out of Camera into FrustumDan Goodliffe2025-03-05
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* Move camera out of gl folder, it's not OpenGL specificDan Goodliffe2025-03-05
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* Have Camera keep an array of frustum plane definitionsDan Goodliffe2025-03-05
| | | | Based on code from https://ktstephano.github.io/rendering/stratusgfx/aabbs
* Cache the camera's view matrixDan Goodliffe2025-03-02
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* Improve Terrain::generateMeshes performanceDan Goodliffe2025-02-25
| | | | | 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 bufferDan Goodliffe2025-02-25
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* Generate mipmaps if min/mag filter settings use themDan Goodliffe2024-12-24
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* Basic soft shadowsDan Goodliffe2024-10-26
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* Improve sun illumination based on angular size and astronomical twilightDan Goodliffe2024-10-24
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* Merge branch 'billboard-shadows'Dan Goodliffe2024-10-22
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| * Further template maths functionsDan Goodliffe2024-10-21
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| * Move lots of maths helpers to inline, constexpr, templatesDan Goodliffe2024-10-20
| | | | | | | | Always for working with different dimensions/types
| * Misc readability fixesDan Goodliffe2024-10-17
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| * Re-express viewProjections calculations as a fold expressionDan Goodliffe2024-10-17
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| * Remove magic number for stencil view anglesDan Goodliffe2024-10-17
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| * Don't assume size of stencil textureDan Goodliffe2024-10-17
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| * Texture::getSize helper can be publicDan Goodliffe2024-10-17
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| * Better shadowBands sizesDan Goodliffe2024-10-17
| | | | | | | | Still a bit arbitrary, but calculated now to scale across the required range
| * Generate stencils as views offset from light directionDan Goodliffe2024-10-10
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| * Use foliage yaw rotation to select shadow stencil layerDan Goodliffe2024-10-10
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| * Include foliage yaw rotation in vertex, pass through instead of whole model ↵Dan Goodliffe2024-10-10
| | | | | | | | rotation matrix
| * Fix stencil shadow depth offsetDan Goodliffe2024-10-10
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| * Use LightDirection for calculating/passing all light dir componentsDan Goodliffe2024-10-06
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| * Add LightDirection classDan Goodliffe2024-10-05
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| * Populate all layers of shadow stencil with view from all aroundDan Goodliffe2024-09-07
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| * Populate all layers of the stencil textureDan Goodliffe2024-09-03
| | | | | | | | Albeit with the same projection
| * Update stencil texture to 2d arrayDan Goodliffe2024-09-02
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| * Update Texture::getSize and ::size to account for the third texture dimensionDan Goodliffe2024-09-02
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| * Extend depth of shadow box 10m to allow for depth offsets and clamp stencil ↵Dan Goodliffe2024-09-01
| | | | | | | | to it
| * Initial cut of shadow map creation with support for billboard shadowsDan Goodliffe2024-08-28
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| * Set stencil texture min/mag filtersDan Goodliffe2024-08-26
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| * Add helper to test if a uniform was foundDan Goodliffe2024-08-26
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