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| * Calculate and expose the extents of the terrain meshDan Goodliffe2023-11-04
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| * Static helper for loading ASCII grid dataDan Goodliffe2023-11-04
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| * Psycho-rebased branch terrain on top of mainDan Goodliffe2023-11-03
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| | * Implement terrain intersect rayDan Goodliffe2023-11-03
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| | * Helper to get cartesian position from baricentric on TriangleDan Goodliffe2023-11-03
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| | * Increase BOOST_CHECK_CLOSE_VEC stream precisionDan Goodliffe2023-11-03
| | | | | | | | | | | | | | | Spent way too long trying to explain a test failure because the precision of the debug didn't show the differences.
| | * Terrain mesh method for getting the height/position at a point on the surfaceDan Goodliffe2023-11-02
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| | * Generic N-dimensional terrain triangleDan Goodliffe2023-11-02
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| | * Add test-terrain dependency on sample height dataDan Goodliffe2023-11-02
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| | * Make PointFace harder to misuseDan Goodliffe2023-10-31
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| | * Update walk/walkUntil to work on PointFace from parameterDan Goodliffe2023-10-31
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| | * Helper type for storing/passing/returning a point and its containing faceDan Goodliffe2023-10-31
| | | | | | | | | | | | | | | point is const as face is mutable as a cache of the face containing point.
| | * Initial commit of walk/walkUtil terrainDan Goodliffe2023-10-31
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| | * Initial commit of findPoint on terrainDan Goodliffe2023-10-29
| | | | | | | | | | | | | | | 2D navigate from a default/given starting point, possible scope for improvement, but it's not exactly slow; <9ms
| | * Initial OpenMesh based terrain data and testsDan Goodliffe2023-10-28
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| | * Move OpenMesh/GLM compatibility structs to common placeDan Goodliffe2023-10-27
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| * Don't request a specific OpenGL version, just check we get something ↵Dan Goodliffe2023-11-03
|/ | | | sufficient from gladLoadGL
* Merge branch 'glad'Dan Goodliffe2023-05-28
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| * Swap GLEW for more modern gladDan Goodliffe2023-05-28
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| * Add glad submodule and build a glad libraryDan Goodliffe2023-05-27
|/ | | | | Slightly messy regarding file paths to get files generated by the glad generator into a place where b2 will happily find them later... but it works.
* Mark main rule as always, so we can always launch itDan Goodliffe2023-05-24
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* Make Mesh into a template to support any vertex typeDan Goodliffe2023-05-10
| | | | Customisation point VertexArrayObject to define the layout for the type
* Support for tessellation shadersDan Goodliffe2023-05-09
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* Merge branch 'containers'Dan Goodliffe2023-05-07
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| * Templated BufferedLocation and single buffer storage for RVC locationsDan Goodliffe2023-05-06
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| * Refactor InstanceVertices in terms of glContainerDan Goodliffe2023-05-01
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| * Don't explictly call destructor of contained elementDan Goodliffe2023-05-01
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| * Add the pack containerDan Goodliffe2023-05-01
| | | | | | | | Keeps its elements densely packed together without any interest in order
| * Add method to get GL buffer name of glContainerDan Goodliffe2023-05-01
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| * Add missing test over iterator comparisonDan Goodliffe2023-05-01
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| * glContainer should at least double in capacity as requiredDan Goodliffe2023-05-01
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| * Extend glContainer with most of the interface expected of an STL containerDan Goodliffe2023-05-01
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| * Initial commit of glContainerDan Goodliffe2023-04-30
|/ | | | A std::vector like container backed by an OpenGL buffer.
* Rename strings.h to something that won't conflict with a system headerDan Goodliffe2023-04-30
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* Reformat with new clang-format 16Dan Goodliffe2023-04-29
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* Drop .hpp for header only thingsDan Goodliffe2023-04-29
| | | | Half of them acquired a .cpp part anyway
* Dunno how, but some DOS new lines got in here!Dan Goodliffe2023-04-29
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* Lookup material details once in the vertex shaderDan Goodliffe2023-04-27
| | | | ... instead of per texel in the fragment shader
* Merge branch 'instancing-pt2'Dan Goodliffe2023-04-27
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| * Revert "Export mesh size and primitive type"Dan Goodliffe2023-04-26
| | | | | | | | This reverts commit f3343e1cc8a56f039888d4d375a6d5a088a68494.
| * Draw rail vehicle classes and foliage with new mesh instance helperDan Goodliffe2023-04-26
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| * Add Mesh helper for drawing instancesDan Goodliffe2023-04-26
| | | | | | | | Assumes the supplied VAO was created and configured for the mesh it's passed back to.
| * Point shaders (shadows) can all share the same implementation now in a ↵Dan Goodliffe2023-04-26
| | | | | | | | | | | | single place They all just get `model` from a different place
| * Point shaders can all share the same implementation now in a single placeDan Goodliffe2023-04-26
| | | | | | | | They all just get `model` from a different place
| * Fudge RV bogey position the same as we do the body in test-renderDan Goodliffe2023-04-26
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| * Pop and complete instanced shadow supportDan Goodliffe2023-04-26
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| * Handle rendering of RailVehicles through RailVehicleClass instancingDan Goodliffe2023-04-23
| | | | | | | | | | | | | | Trains no longer need rendering as their parts are all RVC assets and that just works now. This commit creates some irritating duplication in RVC wrt body/2 bogies all of which are stored separately, but function in exactly the same way. This breaks RV shadows as we have no instancing shadow shaders yet.
| * Add BufferedLocationDan Goodliffe2023-04-23
| | | | | | | | | | Wraps Location, storing a pre-computed mat4 transformation of the position/rotation in a VBO handled by InstanceVertices.
| * Use Location::getTransform in Plant instead of duplicatingDan Goodliffe2023-04-23
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| * Add getTransform to Location; wraps the standard mat4 calculationsDan Goodliffe2023-04-23
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