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* Assets moved to global game stateDan Goodliffe2023-04-17
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* Create a large test forestDan Goodliffe2023-04-17
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* First cut of instance vertices and proxyDan Goodliffe2023-04-17
| | | | | Untested outside unit test, allows the use of a glBuffer as a storage container. To be combined with a vertex array and/or mesh etc for massing drawing with glDrawElementsInstanced
* Add the dynamicPoint shader for instancingDan Goodliffe2023-04-15
| | | | Same as dynamicPoint, but the model matrix is a vertex input
* Rename lots of shader filesDan Goodliffe2023-04-15
| | | | Names and paths still not perfect, but better and the weird name missuse is gone
* Merge branch 'assimp'Dan Goodliffe2023-04-14
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| * Add an asset template and use it to define all the foliage assets in the ↵Dan Goodliffe2023-04-14
| | | | | | | | plants pack
| * Remove the old .obj load, assets and supporting stuffDan Goodliffe2023-04-14
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| * Load all assets in red dir with asset factoryDan Goodliffe2023-04-14
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| * Use asset factory models in test-renderDan Goodliffe2023-04-14
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| * Handle different mapmodes in basic shaderDan Goodliffe2023-04-14
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| * Write applicable Texture Options into texture atlas texture dataDan Goodliffe2023-04-14
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| * Pass texture fragment mapmode to texture atlasDan Goodliffe2023-04-14
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| * Adjust test render view to get a closer view of our treeDan Goodliffe2023-04-14
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| * Configure texture fragment mapmode from materialDan Goodliffe2023-04-14
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| * Define our own enum for texture mapmodeDan Goodliffe2023-04-14
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| * Create texture fragments from materialsDan Goodliffe2023-04-14
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| * Set GL_PACK_ALIGNMENT before saving texture to fit buffer correctlyDan Goodliffe2023-04-14
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| * Merge branch 'worker' into assimpDan Goodliffe2023-04-14
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| | * Load texture images in WorkerDan Goodliffe2023-04-14
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| | * Current thread partakes in work effort while waitingDan Goodliffe2023-04-14
| | | | | | | | | | | | This will prevent deadlock if the work pool is otherwise busy by ensuring work is always being done
| | * Simplify doWork, add tests for various interface usesDan Goodliffe2023-04-14
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| | * New WorkItem/job/promise/future based interfaceDan Goodliffe2023-04-14
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| | * Simplify worker with jthreadDan Goodliffe2023-04-14
| | | | | | | | | | | | | | | Moves thread collection to bottom of class so threads are joined before job storage is destroyed.
| | * Global worker instanceDan Goodliffe2023-04-14
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| * Externalise a neater definition of TGAHeadDan Goodliffe2023-04-14
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| * No need to pass size around, we can get it back from the textureDan Goodliffe2023-04-14
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| * Extend timeout... this can be a bit slow nowDan Goodliffe2023-04-14
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| * Have texture packer search harder for a solution, stopping at the reported ↵Dan Goodliffe2023-04-14
| | | | | | | | texture size limit
| * Reduce texture size determined by packer if non-pot sizes are supportedDan Goodliffe2023-04-14
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| * Merge branch 'materials' into assimpDan Goodliffe2023-04-13
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| | * Fix typo in name SceneCPtrDan Goodliffe2023-04-13
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| | * Rename clear to opaque as its 1 for solidDan Goodliffe2023-04-13
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| | * Adjust gl_FragDepth according to texel opacityDan Goodliffe2023-04-13
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| | * Use texture atlas for asset factoryDan Goodliffe2023-04-13
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| | * Add missing forward declarationDan Goodliffe2023-04-13
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| | * Update shaders to use material to conditionally lookup sub-texture in the atlasDan Goodliffe2023-04-13
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| | * Add material field to vertex and configure it in meshDan Goodliffe2023-04-13
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| | * Add TextureAtlas class as an extension of TextureDan Goodliffe2023-04-13
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| | * Fix submitting of integer values via vertex arraysDan Goodliffe2023-04-13
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| | * Move the vertex/fragment shader interface for materials into an includeDan Goodliffe2023-04-11
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| | * Move lots of common glsl interface to include filesDan Goodliffe2023-04-11
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| | * Support m4 includes as a Jam scannerDan Goodliffe2023-04-11
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| | * Split out the glsl embedding jam rulesDan Goodliffe2023-04-11
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| * Load assimp textures in parallelDan Goodliffe2023-04-10
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| * First cut loading assets using assimpDan Goodliffe2023-04-10
| | | | | | | | This is far from perfect, specifically the created texture atlas is not compatibile with wrapping texture UVs
| * Support loading textures from an in memory bufferDan Goodliffe2023-04-10
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| * Plants are world objectsDan Goodliffe2023-04-10
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| * Load texture fragment images as we go, make the image a memberDan Goodliffe2023-04-10
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| * test-assetFactory depends on all resource filesDan Goodliffe2023-04-10
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