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Commit message (Collapse)AuthorAge
* Rename ModelFactory to AssetFactoryDan Goodliffe2023-02-21
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* Support for loading objects, uses and model factories from an XML resourceDan Goodliffe2023-02-21
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* Add missing overrideDan Goodliffe2023-02-21
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* Implement XML deserializer with SAXParseDan Goodliffe2023-02-21
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* Add checked_fopen wrapper and FileStar containerDan Goodliffe2023-02-21
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* Add helper Selection to insert into a map based on a member value as keyDan Goodliffe2023-02-21
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* Accept a CSV for glm::vec dataDan Goodliffe2023-02-21
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* Allow override member variable names and selection helper when mapping ↵Dan Goodliffe2023-02-21
| | | | members for persistence
* Make sure an object is created before remembering itDan Goodliffe2023-02-21
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* Add SAXParse base classDan Goodliffe2023-02-21
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* Swap @ prefix for p. prefix for special value namesDan Goodliffe2023-02-20
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* Add support for smooth facesDan Goodliffe2023-02-16
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* Refactor so ModelFactoryMesh can define the smooth property on facesDan Goodliffe2023-02-16
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* First cut of the model factory and the hardcoded Brush 47 modelDan Goodliffe2023-02-15
| | | | Requires temporary change to the fragment shader to hardcode some visible colour to the model
* Add OpenMeshCore libraryDan Goodliffe2023-02-15
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* Add helper operator to perform vec3*mat4 and perspective divideDan Goodliffe2023-02-01
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* Add utilities for mutating, concatenating, creating vectorsDan Goodliffe2023-02-01
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* Add missing bracesDan Goodliffe2023-01-26
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* Fix wrap/clamp settings on icon texturesDan Goodliffe2023-01-12
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* Support creating test render output framebuffers of different sizesDan Goodliffe2023-01-10
| | | | Includes a templated subclass to allow size to be specified in a test fixture
* Fix up all the static analyzer warningsDan Goodliffe2023-01-08
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* Tidy shadow map creationDan Goodliffe2023-01-07
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* Use the whole texture when only some shadow map bandsDan Goodliffe2023-01-07
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* Only generate the first N shadow maps which are usefulDan Goodliffe2023-01-07
| | | | Note: we don't yet optimise the use of the shadow map texture, each still renders into its own corner
* min/mag filter for shadow mapper depth map textureDan Goodliffe2023-01-06
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* Add rendering support for spot lightsDan Goodliffe2023-01-05
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* Include uniform name in required uniform does not exist error messageDan Goodliffe2023-01-05
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* Use VertexArrayObject for SceneShader::PointLightDan Goodliffe2023-01-02
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* Use VertexArrayObject for SceneRendererDan Goodliffe2023-01-02
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* Single helper for rendering the fullscreen quadDan Goodliffe2023-01-02
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* Add gl_traits for all the common typesDan Goodliffe2023-01-02
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* VertexArrayObject helper supports binding an entire object, not just fieldsDan Goodliffe2023-01-02
| | | | Invoked by configuring with no attribute member points.
* Should use value_type, not element_typeDan Goodliffe2023-01-02
| | | | Works with std::array then too.
* Add helper for configuring vertex array objects/buffers of arbitrary thingsDan Goodliffe2023-01-02
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* Add a traits struct to lookup sizes/type enums for passing to OpenGLDan Goodliffe2023-01-02
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* Add a concept for sequential collections suitable for passing to OpenGLDan Goodliffe2023-01-02
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* Allow operator*= on spans, not just arraysDan Goodliffe2022-12-30
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* Make Vertex constexprDan Goodliffe2022-12-30
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* Add directional light to pointlight test, fix setting of GL_DEPTH_TESTDan Goodliffe2022-12-30
| | | | Fixes issue where directional light prevented pointlights from working
* Move test render helpers into a new test libraryDan Goodliffe2022-12-29
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* Add missing explicit on constructorsDan Goodliffe2022-12-29
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* Tidy Camera::extentsAtDistDan Goodliffe2022-12-29
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* Add helper to produce cartesian product of two arraysDan Goodliffe2022-12-29
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* constexpr collections helpersDan Goodliffe2022-12-29
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* Add helper to apply perspective divisionDan Goodliffe2022-12-28
| | | | Returns vec3 by default, but dimensions can be specified
* Reduce size of shadow map textureDan Goodliffe2022-12-28
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* Generate 4 bands of shadow mapsDan Goodliffe2022-12-28
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* Generate a single shadow band and region definitionDan Goodliffe2022-12-28
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* Light camera centre not required, view camera position sufficesDan Goodliffe2022-12-28
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* Change default light directionDan Goodliffe2022-12-28
| | | | Just so it shows up more clearly in tests