summaryrefslogtreecommitdiff
Commit message (Collapse)AuthorAge
* Fix left/right swap of cuboid face namesDan Goodliffe2023-03-20
|
* Fix some name shadowing in FaceControllerDan Goodliffe2023-03-20
|
* Remove (as yet) unused members from CameraDan Goodliffe2023-03-19
|
* Use OpenMesh built-in to calculate face centreDan Goodliffe2023-03-19
|
* Dedupe vertices during asset factory mesh buildDan Goodliffe2023-03-19
| | | | This calls Vertex::== far too many times, but it's not (yet) enough to be a problem
* Add defaulted Vertex equality operatorDan Goodliffe2023-03-19
|
* Make Vertex aggregrate constructor conditional on requirementDan Goodliffe2023-03-19
|
* Add aggregrate constructor to TexturePacker::Area as requiredDan Goodliffe2023-03-19
|
* Make perf tests depend on their functional equivalentDan Goodliffe2023-03-19
|
* Use halfedge for texture coordinatesDan Goodliffe2023-03-18
| | | | More unique than vertex as it is also per face, allowing for a different texture on adjacent faces
* Use indices instead of triangulationDan Goodliffe2023-03-18
|
* Fix texture packer return value so positions match inputsDan Goodliffe2023-03-17
|
* Allow overriding vectorOfN's returned typeDan Goodliffe2023-03-17
|
* Update test/fixture/resource dependenciesDan Goodliffe2023-03-17
|
* Simplify calculation of texture position fractionDan Goodliffe2023-03-16
|
* Allow specifiying the texture type/targetDan Goodliffe2023-03-16
|
* Populate super texture with fragmentsDan Goodliffe2023-03-15
| | | | | This is kinda buggy due to TexturePacker sorting its input array and the client having no idea the order of the results.
* Texture member to save the texture as a TGADan Goodliffe2023-03-15
|
* Add support for setting Texture options on constructionDan Goodliffe2023-03-15
|
* Support creating a super texture from fragmentsDan Goodliffe2023-03-14
| | | | Currently makes wild assumptions about vertices and doesn't actually populate the texture, it's just grey
* Add postLoad support to persistenceDan Goodliffe2023-03-14
|
* Globally enable GLM vector swizzlesDan Goodliffe2023-03-14
|
* Basic fragment ahader should use final colour to determine clear flagDan Goodliffe2023-03-14
|
* Dedupe applying style to a faceDan Goodliffe2023-03-12
|
* Dedupe looking up the style stack for colourDan Goodliffe2023-03-12
|
* Support loading texture references into facesDan Goodliffe2023-03-12
|
* Support loading references to texture fragmentsDan Goodliffe2023-03-12
|
* Initial version of texture packerDan Goodliffe2023-03-11
| | | | | Determines where a collection of smaller textures can be tiled into a single bigger image. Probably non-optimal.
* CLOG includes line numberDan Goodliffe2023-03-11
|
* Swap messy glmvec wrapper for OpenMesh Point/Normal with real glm::vec and a ↵Dan Goodliffe2023-03-10
| | | | | | custom vector_traits implementation Simplify code previously messy as a result of the original hack.
* Inplace operator%= for vec3/mat4 mutationDan Goodliffe2023-03-10
|
* Mutation persists its own membersDan Goodliffe2023-03-10
|
* Merge branch 'model-factory-fixup'Dan Goodliffe2023-03-09
|\
| * Rewrite asset factory cylinder generatorDan Goodliffe2023-03-09
| | | | | | | | | | Fixes duplication of sincos to get circumference and vertex duplication breaking smooth edge shading.
| * Make add_namedFace a thin template wrapperDan Goodliffe2023-03-09
| |
| * Refactor of asset factory to address mutation/face controller logicDan Goodliffe2023-03-09
| | | | | | | | | | | | | | | | | | Fixes issue where face controller extrusions applied to a rotated or scaled mesh would be applied incorrectly. Now we create the mesh at the origin, deform it as required (scale), apply face controllers and finally relocate it as required (position and rotation). A relative level of detail is cascade into the generation for shapes like cylinder, which generate fewer faces for small objects.
| * Hugely more detailed Brush47 model and revision to test case detailsDan Goodliffe2023-03-09
|/ | | | | | Specifically, this includes the buffer block, which is a rotated cuboid with an extrusion. This feature breaks the current mesh creation code... Fix coming up.
* Add a generic persistence perf testDan Goodliffe2023-03-05
|
* Move persistence test objects to test libraryDan Goodliffe2023-03-05
|
* Unify asset factory perf tests as it's now a combined load/create operationDan Goodliffe2023-03-05
|
* Replace SelectionT for glm::vec with one for std::span, reimplement it as a ↵Dan Goodliffe2023-03-05
| | | | | | wrapper All the implementation is now shared, regardless of length and qualifier.
* Merge branch 'model-factory'Dan Goodliffe2023-03-05
|\
| * Remove old hard coded asset factory test, run entirely from XML load and ↵Dan Goodliffe2023-03-04
| | | | | | | | render a RailVehicle instance
| * Default RailVehicle bogie positions according to class wheelBaseDan Goodliffe2023-03-04
| | | | | | | | Useful for render tests so everything looks sane
| * RailVehicleClass now renders bogie shadows as well as bodyDan Goodliffe2023-03-04
| |
| * DynamicPoint shadow render now supports updating the position without ↵Dan Goodliffe2023-03-04
| | | | | | | | calling use again
| * Load length, wheelBase and maxSpeed RailVehicleClass properties from XMLDan Goodliffe2023-03-04
| | | | | | | | Adjusts bogie position to appear correct according to wheelBase
| * RailVehicleClass texture might be nullDan Goodliffe2023-03-04
| |
| * Support and load factory asset directly into a RailVehicleClass instanceDan Goodliffe2023-03-04
| |
| * Add Asset helpers to construct OpenGL ready meshes from Asset Factory meshes ↵Dan Goodliffe2023-03-04
| | | | | | | | during load