Commit Graph

1940 Commits

Author SHA1 Message Date
justin 100fdc102d DSA glClear 2023-03-16 22:43:48 +00:00
justin 9e89dcebe7 Cleanup 2023-03-16 21:56:34 +00:00
justin bbbddb844d Add cylinder shapes 2023-03-16 21:05:09 +00:00
justin 46d6d91138 Refactor, move towards adding cylinders 2023-03-16 17:01:58 +00:00
justin 24c1264f96 Implement shading for more types of shapes (cylinders, boxes) 2023-03-16 15:34:32 +00:00
justin 249262b2b6 Refactor shapes, prepare for different normals at single vertex pos 2023-03-15 21:43:00 +00:00
justin 989140d46e Add shading for shapes and the floor 2023-03-15 18:24:09 +00:00
justin 21f87b96d8 Try to centralize the number of components per vertex in shapes 2023-03-14 23:28:21 +00:00
justin cfddd1515f Commit before adding normals to shapes 2023-03-14 22:34:29 +00:00
justin db0d24d044 Cleanup shader code 2023-03-14 22:05:17 +00:00
justin b7d7bc2346 Add files 2023-03-14 20:24:33 +00:00
justin ed0da4bf1d Refactor shaders, vbos and vaos 2023-03-14 20:24:08 +00:00
justin 378af69ca5 Continue render refactor 2023-03-14 14:11:14 +00:00
justin 35f401d8c8 Start to separate VAO and VBO data types 2023-03-14 12:38:43 +00:00
justin bfd079ed2a Re-add face culling as required for instanced shadow caps 2023-03-14 11:26:32 +00:00
justin 6af041bb8c Continue work on shadow rendering 2023-03-14 11:20:38 +00:00
justin 9947979b52 Try to improve instancing shadows 2023-03-12 14:06:11 +00:00
justin b88a8d5776 Add alternate shadow volume rendering pathway (layered geo) 2023-03-12 09:29:36 +00:00
justin 184df01ff8 (Broken) commit mid shadow rework 2023-03-11 22:59:57 +00:00
justin 7ee3f6581d Work on geometry shader based shadows 2023-03-11 22:59:19 +00:00
justin 5724a0543e Remove individual uniforms from instancing light maps 2023-03-10 14:11:25 +00:00
justin c8b256c939 Move towards geometry instancing for shadows 2023-03-10 13:55:41 +00:00
justin cda7116930 Cleanup 2023-03-10 09:45:40 +00:00
justin dc3faeed63 Cleanup 2023-03-10 09:39:40 +00:00
justin b1750ad028 Map an "isometric" matrix to a static buffer 2023-03-09 23:29:58 +00:00
justin d72033c562 Remove dependency on OpenGL 2023-03-09 22:20:24 +00:00
justin aa2746e800 To openglraw 2023-03-09 22:07:39 +00:00
justin 52d0286433 To openglraw 2023-03-09 22:00:19 +00:00
justin 9989c65d75 To openglraw 2023-03-09 21:28:22 +00:00
justin 653de7226e To openglraw 2023-03-09 21:24:03 +00:00
justin cc049db29f To openglraw 2023-03-09 21:22:05 +00:00
justin 5932e99edf To openglraw 2023-03-09 21:14:18 +00:00
justin 46158bca15 To openglraw 2023-03-09 21:08:37 +00:00
justin 2388715d52 Continue migration to openglraw 2023-03-09 21:00:16 +00:00
justin 487a904584 Cleanup 2023-03-09 18:48:31 +00:00
justin e279e51b82 Cleanup 2023-03-09 18:31:24 +00:00
justin 9d5dcc6b67 Cleanup 2023-03-09 17:55:19 +00:00
justin 1d6fdd7eb1 Move texture objects to openglraw 2023-03-09 17:54:11 +00:00
justin 44b56ed163 Move FBOs to opengl raw 2023-03-09 15:42:17 +00:00
justin 76a8b05433 Use DSA for renderbuffers 2023-03-09 14:58:38 +00:00
justin 0b698e5f5d Make the matrix UBO use raw opengl 2023-03-09 14:28:23 +00:00
justin 6a68873653 Cleanup 2023-03-09 14:13:05 +00:00
justin eab27776cf Set up vertex attributes using DSA 2023-03-09 14:12:07 +00:00
justin 3e2b51b5e9 Attach EBOs to VAOs using DSA 2023-03-09 13:55:52 +00:00
justin f14d9bef60 Start to move vbo objects to use DSA 2023-03-09 13:17:43 +00:00
justin 9f37ed9944 Cleanup 2023-03-09 13:06:55 +00:00
justin 01268e4c8a Refactor EBO to use DSA 2023-03-09 12:49:34 +00:00
justin 2fc08a4d96 Cleanup 2023-03-09 10:20:18 +00:00
justin 7b797dfdb4 Translate VAOs to DSA 2023-03-09 10:10:57 +00:00
justin 18fa216dff Cleanup 2023-03-09 09:55:57 +00:00