Commit message (Collapse) | Author | Age | |
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* | Add getTransform to Location; wraps the standard mat4 calculations | Dan Goodliffe | 2023-04-23 |
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* | Clear world objects explicitly | Dan Goodliffe | 2023-04-23 |
| | | | | Otherwise the fail to remove themselves from the VBO after the GL context is destroyed. | ||
* | Assert the buffer is actually mapped | Dan Goodliffe | 2023-04-23 |
| | | | | Will fail if the context is deleted. We shouldn't trigger that, but we do right now. | ||
* | Merge branch 'instancing' | Dan Goodliffe | 2023-04-22 |
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| * | Keep the instance unused vector sorted and binary search it | Dan Goodliffe | 2023-04-22 |
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| * | Don't fill the instances unused vector unnecessarily | Dan Goodliffe | 2023-04-22 |
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| * | Test instancing automatic unmap when count is called, add some nodiscard | Dan Goodliffe | 2023-04-22 |
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| * | Streamline the instancing maintenance | Dan Goodliffe | 2023-04-22 |
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| * | Fix the instancing maintenance | Dan Goodliffe | 2023-04-22 |
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| * | Instances buffer data needs to be unmapped before use | Dan Goodliffe | 2023-04-21 |
| | | | | | | | | | | Here we change quite a bit to support mapping and unmapping the buffer as required. The instance/free referencing is still broken though. We add several instances of tree in the render. | ||
| * | Switch to render trees in bulk through foliage asset rendering | Dan Goodliffe | 2023-04-20 |
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| * | Expose bufferName and count from InstanceVertices | Dan Goodliffe | 2023-04-20 |
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| * | Support setting vertex attrib divisor | Dan Goodliffe | 2023-04-19 |
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| * | Enable all vertex array attribs configured by vertexAttribFunc | Dan Goodliffe | 2023-04-19 |
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| * | Persist vertexArrayId across multiple calls | Dan Goodliffe | 2023-04-19 |
| | | | | | | | | Allows chaining together to build VAO from multiple buffers | ||
| * | Add basic instanced shader to those which get the viewProjection configured | Dan Goodliffe | 2023-04-19 |
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| * | Fix type of basic instanced shader | Dan Goodliffe | 2023-04-19 |
| | | | | | | | | | | It's now AbsolutePosProgram, which is kind of right, in that it takes no location data via uniform, it's all in the vertex data. | ||
| * | Export mesh size and primitive type | Dan Goodliffe | 2023-04-19 |
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| * | Fixup vertexAttribFunc for matrices | Dan Goodliffe | 2023-04-19 |
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| * | Drop performance debug to warning and stop disabling error checking for ↵ | Dan Goodliffe | 2023-04-19 |
| | | | | | | | | texture save | ||
| * | Fix location of model matrix in vertex shader | Dan Goodliffe | 2023-04-18 |
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| * | Specialize vertexAttribFunc for matrices because there's an upper limit of ↵ | Dan Goodliffe | 2023-04-18 |
| | | | | | | | | size 4 on attrib pointers | ||
| * | Separate storing of mesh vertex/index data from configuring VAO | Dan Goodliffe | 2023-04-17 |
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| * | Revamp how VertexArrayObject configures attributes and data | Dan Goodliffe | 2023-04-17 |
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| * | Fix up the way spotlight shader works | Dan Goodliffe | 2023-04-17 |
| | | | | | | | | | | Was mostly through lack of understanding and coincidences. Position is now the only vertex data, direction is moved to a uniform. Instancing will address this by making everything instance data. | ||
| * | Assets moved to global game state | Dan Goodliffe | 2023-04-17 |
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| * | Create a large test forest | Dan Goodliffe | 2023-04-17 |
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| * | First cut of instance vertices and proxy | Dan Goodliffe | 2023-04-17 |
| | | | | | | | | | | 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 instancing | Dan Goodliffe | 2023-04-15 |
|/ | | | | Same as dynamicPoint, but the model matrix is a vertex input | ||
* | Rename lots of shader files | Dan Goodliffe | 2023-04-15 |
| | | | | Names and paths still not perfect, but better and the weird name missuse is gone | ||
* | Merge branch 'assimp' | Dan Goodliffe | 2023-04-14 |
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| * | Add an asset template and use it to define all the foliage assets in the ↵ | Dan Goodliffe | 2023-04-14 |
| | | | | | | | | plants pack | ||
| * | Remove the old .obj load, assets and supporting stuff | Dan Goodliffe | 2023-04-14 |
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| * | Load all assets in red dir with asset factory | Dan Goodliffe | 2023-04-14 |
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| * | Use asset factory models in test-render | Dan Goodliffe | 2023-04-14 |
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| * | Handle different mapmodes in basic shader | Dan Goodliffe | 2023-04-14 |
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| * | Write applicable Texture Options into texture atlas texture data | Dan Goodliffe | 2023-04-14 |
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| * | Pass texture fragment mapmode to texture atlas | Dan Goodliffe | 2023-04-14 |
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| * | Adjust test render view to get a closer view of our tree | Dan Goodliffe | 2023-04-14 |
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| * | Configure texture fragment mapmode from material | Dan Goodliffe | 2023-04-14 |
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| * | Define our own enum for texture mapmode | Dan Goodliffe | 2023-04-14 |
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| * | Create texture fragments from materials | Dan Goodliffe | 2023-04-14 |
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| * | Set GL_PACK_ALIGNMENT before saving texture to fit buffer correctly | Dan Goodliffe | 2023-04-14 |
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| * | Merge branch 'worker' into assimp | Dan Goodliffe | 2023-04-14 |
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| | * | Load texture images in Worker | Dan Goodliffe | 2023-04-14 |
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| | * | Current thread partakes in work effort while waiting | Dan Goodliffe | 2023-04-14 |
| | | | | | | | | | | | | 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 uses | Dan Goodliffe | 2023-04-14 |
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| | * | New WorkItem/job/promise/future based interface | Dan Goodliffe | 2023-04-14 |
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| | * | Simplify worker with jthread | Dan Goodliffe | 2023-04-14 |
| | | | | | | | | | | | | | | | Moves thread collection to bottom of class so threads are joined before job storage is destroyed. | ||
| | * | Global worker instance | Dan Goodliffe | 2023-04-14 |
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