Commit message (Collapse) | Author | Age | ||
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* | Fixing manual camera scrolling, now just a matrix multiplication | Dan Goodliffe | 2021-03-05 | |
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* | Template rotations and add one for 2D rotation matrix | Dan Goodliffe | 2021-03-05 | |
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* | Test rotation funcs with a huge range of random values | Dan Goodliffe | 2021-03-04 | |
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* | Simplify a lot of code with sincosf | Dan Goodliffe | 2021-03-03 | |
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* | Create and use a shader program for things with absolute position | Dan Goodliffe | 2021-03-03 | |
| | | | | Rails in this case. | |||
* | Only calculate and bind the model transform if the shader program uses it | Dan Goodliffe | 2021-03-03 | |
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* | Replace Transform with Location | Dan Goodliffe | 2021-03-03 | |
| | | | | Simpler, unbinds the transformation matrices for location, now done just in the shader. | |||
* | Our own matrix rotations | Dan Goodliffe | 2021-03-03 | |
| | | | | Simpler and faster than glm's as we don't need arbitrary axes. | |||
* | Add coverage variant | Dan Goodliffe | 2021-03-02 | |
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* | Vastly improved manual camera controller | Dan Goodliffe | 2021-02-28 | |
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* | Global definition of quarter_pi | Dan Goodliffe | 2021-02-28 | |
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* | Move utility to lib | Dan Goodliffe | 2021-02-28 | |
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* | Just use addLinksBetween | Dan Goodliffe | 2021-02-28 | |
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* | Implement joining two existing links/nodes | Dan Goodliffe | 2021-02-27 | |
| | | | | This will likely make stupid connections in some circumstances, but they will be mechanically sound | |||
* | Calculate the candidate radii to join to point+direction angle pairs | Dan Goodliffe | 2021-02-27 | |
| | | | | Returns a pair of the left and right variants. | |||
* | Calculate the radius to join to point+direction vector pairs | Dan Goodliffe | 2021-02-27 | |
| | | | | | This uses a mental formula that was derived using symbolabs.com, it works but there just has to be simpler form of it! | |||
* | find_arc_centre given vectors | Dan Goodliffe | 2021-02-27 | |
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* | Operator! to convert vec3 to vec2 | Dan Goodliffe | 2021-02-27 | |
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* | Handy log macro | Dan Goodliffe | 2021-02-27 | |
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* | Bump GCC version | Dan Goodliffe | 2021-02-27 | |
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* | As suspected, find_arc_centre could be simplfied | Dan Goodliffe | 2021-02-23 | |
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* | Add meandering support | Dan Goodliffe | 2021-02-22 | |
| | | | | Add rail links between existing nodes and arbitrary points | |||
* | Arc stream operator is inline, say so | Dan Goodliffe | 2021-02-22 | |
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* | Zoom the ISO mode follow camera out a bit | Dan Goodliffe | 2021-02-22 | |
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* | Enable pedantic warnings | Dan Goodliffe | 2021-02-21 | |
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* | Named model parts, fix bogie spelling, new brush47 model | Dan Goodliffe | 2021-02-21 | |
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* | fix.arc | Dan Goodliffe | 2021-02-21 | |
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* | Choose a random direction at junctions | Dan Goodliffe | 2021-02-21 | |
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* | Fix drawing order of rail vehicle parts | Dan Goodliffe | 2021-02-21 | |
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* | Fix rail vehicle height according to rail height | Dan Goodliffe | 2021-02-21 | |
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* | Fix inverted rail arc generation | Dan Goodliffe | 2021-02-21 | |
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* | Tweak rail mesh to work in junctions better | Dan Goodliffe | 2021-02-21 | |
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* | Add more test rails | Dan Goodliffe | 2021-02-21 | |
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* | Fix test-obj by splitting mesh processing | Dan Goodliffe | 2021-02-20 | |
| | | | | Don't invoke GL parts from test code | |||
* | Fix constness of Mesh constructor params | Dan Goodliffe | 2021-02-20 | |
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* | Add a non-threaded worker | Dan Goodliffe | 2021-02-20 | |
| | | | | Runs work immediately for when compiler doesn't support C++20 semaphore | |||
* | Remove unused worker from main | Dan Goodliffe | 2021-02-20 | |
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* | Pass linters | Dan Goodliffe | 2021-02-20 | |
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* | dos2unix shader sources | Dan Goodliffe | 2021-02-20 | |
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* | Remove now redundent Shader::Source class | Dan Goodliffe | 2021-02-20 | |
| | | | | Moves compile functionality to GLsource. | |||
* | m4 based GLSL embedding | Dan Goodliffe | 2021-02-20 | |
| | | | | Passes a lint check, less mangling, more automation | |||
* | Pass a cppcheck | Dan Goodliffe | 2021-02-20 | |
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* | Remove spare bits from shaders and tidy up | Dan Goodliffe | 2021-02-20 | |
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* | Custom land and water shaders | Dan Goodliffe | 2021-02-20 | |
| | | | | | | | Create sandy beaches, snow topped mountains and grassy hills with a single texture, coloured according to land height by a custom shader. Also use the land mass mesh with a new water texture and a custom shader to create rather nice looking water effect with depth, waves and motion. | |||
* | Create smoother terrain | Dan Goodliffe | 2021-02-20 | |
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* | Mesh split, bogeys follow rails. | Dan Goodliffe | 2021-02-19 | |
| | | | | | | | | | | | | | | Wow. This commit is too big. It: * splits obj loaded meshes into individual named objects. * moves obj to mesh(es) code into new file obj.impl.cpp, removing the clutter from mesh * removes Physical for providing the wrong level of abstraction * bit of a hack to adjust loaded models to offset rail vehicle bogeys to 0 centre, and then applies their calculated position to the mesh All in all, quite a lot of mess... But the result is the rail vehicle bogeys now follow the rails quite authentically. | |||
* | Add support for directional light color and an ambient color | Dan Goodliffe | 2021-02-18 | |
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* | Allow setting any uniform in shaders | Dan Goodliffe | 2021-02-18 | |
| | | | | Move less commonly used (lightDirection) to a named one | |||
* | Split landmass and water textures | Dan Goodliffe | 2021-02-17 | |
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* | Split landmass and water meshes | Dan Goodliffe | 2021-02-17 | |
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