justin
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46d6d91138
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Refactor, move towards adding cylinders
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2023-03-16 17:01:58 +00:00 |
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justin
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24c1264f96
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Implement shading for more types of shapes (cylinders, boxes)
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2023-03-16 15:34:32 +00:00 |
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justin
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249262b2b6
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Refactor shapes, prepare for different normals at single vertex pos
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2023-03-15 21:43:00 +00:00 |
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justin
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989140d46e
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Add shading for shapes and the floor
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2023-03-15 18:24:09 +00:00 |
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justin
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21f87b96d8
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Try to centralize the number of components per vertex in shapes
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2023-03-14 23:28:21 +00:00 |
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justin
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cfddd1515f
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Commit before adding normals to shapes
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2023-03-14 22:34:29 +00:00 |
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justin
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db0d24d044
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Cleanup shader code
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2023-03-14 22:05:17 +00:00 |
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justin
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b7d7bc2346
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Add files
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2023-03-14 20:24:33 +00:00 |
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justin
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ed0da4bf1d
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Refactor shaders, vbos and vaos
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2023-03-14 20:24:08 +00:00 |
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justin
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378af69ca5
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Continue render refactor
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2023-03-14 14:11:14 +00:00 |
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justin
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35f401d8c8
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Start to separate VAO and VBO data types
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2023-03-14 12:38:43 +00:00 |
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justin
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bfd079ed2a
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Re-add face culling as required for instanced shadow caps
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2023-03-14 11:26:32 +00:00 |
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justin
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6af041bb8c
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Continue work on shadow rendering
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2023-03-14 11:20:38 +00:00 |
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justin
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9947979b52
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Try to improve instancing shadows
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2023-03-12 14:06:11 +00:00 |
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justin
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b88a8d5776
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Add alternate shadow volume rendering pathway (layered geo)
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2023-03-12 09:29:36 +00:00 |
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justin
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184df01ff8
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(Broken) commit mid shadow rework
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2023-03-11 22:59:57 +00:00 |
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justin
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7ee3f6581d
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Work on geometry shader based shadows
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2023-03-11 22:59:19 +00:00 |
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justin
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5724a0543e
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Remove individual uniforms from instancing light maps
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2023-03-10 14:11:25 +00:00 |
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justin
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c8b256c939
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Move towards geometry instancing for shadows
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2023-03-10 13:55:41 +00:00 |
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justin
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cda7116930
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Cleanup
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2023-03-10 09:45:40 +00:00 |
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justin
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dc3faeed63
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Cleanup
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2023-03-10 09:39:40 +00:00 |
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justin
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b1750ad028
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Map an "isometric" matrix to a static buffer
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2023-03-09 23:29:58 +00:00 |
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justin
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d72033c562
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Remove dependency on OpenGL
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2023-03-09 22:20:24 +00:00 |
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justin
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aa2746e800
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To openglraw
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2023-03-09 22:07:39 +00:00 |
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justin
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52d0286433
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To openglraw
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2023-03-09 22:00:19 +00:00 |
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justin
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9989c65d75
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To openglraw
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2023-03-09 21:28:22 +00:00 |
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justin
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653de7226e
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To openglraw
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2023-03-09 21:24:03 +00:00 |
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justin
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cc049db29f
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To openglraw
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2023-03-09 21:22:05 +00:00 |
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justin
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5932e99edf
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To openglraw
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2023-03-09 21:14:18 +00:00 |
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justin
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46158bca15
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To openglraw
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2023-03-09 21:08:37 +00:00 |
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justin
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2388715d52
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Continue migration to openglraw
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2023-03-09 21:00:16 +00:00 |
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justin
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487a904584
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Cleanup
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2023-03-09 18:48:31 +00:00 |
|
justin
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e279e51b82
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Cleanup
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2023-03-09 18:31:24 +00:00 |
|
justin
|
9d5dcc6b67
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Cleanup
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2023-03-09 17:55:19 +00:00 |
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justin
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1d6fdd7eb1
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Move texture objects to openglraw
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2023-03-09 17:54:11 +00:00 |
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justin
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44b56ed163
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Move FBOs to opengl raw
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2023-03-09 15:42:17 +00:00 |
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justin
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76a8b05433
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Use DSA for renderbuffers
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2023-03-09 14:58:38 +00:00 |
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justin
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0b698e5f5d
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Make the matrix UBO use raw opengl
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2023-03-09 14:28:23 +00:00 |
|
justin
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6a68873653
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Cleanup
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2023-03-09 14:13:05 +00:00 |
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justin
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eab27776cf
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Set up vertex attributes using DSA
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2023-03-09 14:12:07 +00:00 |
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justin
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3e2b51b5e9
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Attach EBOs to VAOs using DSA
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2023-03-09 13:55:52 +00:00 |
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justin
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f14d9bef60
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Start to move vbo objects to use DSA
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2023-03-09 13:17:43 +00:00 |
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justin
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9f37ed9944
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Cleanup
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2023-03-09 13:06:55 +00:00 |
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justin
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01268e4c8a
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Refactor EBO to use DSA
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2023-03-09 12:49:34 +00:00 |
|
justin
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2fc08a4d96
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Cleanup
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2023-03-09 10:20:18 +00:00 |
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justin
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7b797dfdb4
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Translate VAOs to DSA
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2023-03-09 10:10:57 +00:00 |
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justin
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18fa216dff
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Cleanup
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2023-03-09 09:55:57 +00:00 |
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justin
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2b118777b5
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Add file
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2023-03-09 09:53:23 +00:00 |
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justin
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b8fbc6055d
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Continue move to raw open gl
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2023-03-09 09:52:55 +00:00 |
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justin
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48966dde1a
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Cleanup
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2023-03-08 18:31:32 +00:00 |
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