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Commit message (Collapse)AuthorAge
* 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.
* Should use value_type, not element_typeDan Goodliffe2023-01-02
| | | | Works with std::array then too.
* Add helper for configuring vertex array objects/buffers of arbitrary thingsDan Goodliffe2023-01-02
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* Make Vertex constexprDan Goodliffe2022-12-30
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* Add directional light to pointlight test, fix setting of GL_DEPTH_TESTDan Goodliffe2022-12-30
| | | | Fixes issue where directional light prevented pointlights from working
* Add missing explicit on constructorsDan Goodliffe2022-12-29
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* Tidy Camera::extentsAtDistDan Goodliffe2022-12-29
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* Reduce size of shadow map textureDan Goodliffe2022-12-28
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* Generate 4 bands of shadow mapsDan Goodliffe2022-12-28
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* Generate a single shadow band and region definitionDan Goodliffe2022-12-28
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* Light camera centre not required, view camera position sufficesDan Goodliffe2022-12-28
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* Change default light directionDan Goodliffe2022-12-28
| | | | Just so it shows up more clearly in tests
* Setup GL context before doing any shadow render workDan Goodliffe2022-12-28
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* Initial support for multiple shadow maps in the same textureDan Goodliffe2022-12-28
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* Reduce camera extents to the point they cross the sea floor boundaryDan Goodliffe2022-12-28
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* No need for the range hack, the shadow box is just centred around the originDan Goodliffe2022-12-22
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* Invert shadow mapper orthographic project z... because glmOrtho is 'helpful'Dan Goodliffe2022-12-18
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* Removed unnecessary rounding of view extentsDan Goodliffe2022-12-18
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* No need to store view or unViewDan Goodliffe2022-12-18
| | | | view is transient to create viewProjection, unview only needed on unproject
* First cut of view scope shadow mapper viewDan Goodliffe2022-12-18
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* Add Camera method to get the extents of the view frustrum at some distanceDan Goodliffe2022-12-13
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* Calculate an accurate up vector for the cameraDan Goodliffe2022-12-13
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* Maintain a camera's inverse view projection matrixDan Goodliffe2022-12-13
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* Cache unView matrix for unprojecting mouse clicks, update only on camera ↵Dan Goodliffe2022-12-12
| | | | movement
* Cache view and viewProject matrices, update only on camera movementDan Goodliffe2022-12-12
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* Have Camera remember all its propertiesDan Goodliffe2022-12-12
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* Make Camera members private with accessors and helpful settersDan Goodliffe2022-12-12
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* Fix case of GetViewProjectionDan Goodliffe2022-12-11
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* Support saving a normals textureDan Goodliffe2022-12-11
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* Support saving textures with different output typesDan Goodliffe2022-12-11
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* Add a mini C filesystem wrapper library with mmap supportDan Goodliffe2022-12-11
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* Save texture to TGA using mmapDan Goodliffe2022-12-09
| | | | | 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 Goodliffe2022-12-08
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* Tidy upDan Goodliffe2022-12-06
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* Disable depth test, remove unnecesary texture binds and clear for lighting passDan Goodliffe2022-12-06
| | | | The initial texture render covers the whole screen anyway