summaryrefslogtreecommitdiff
Commit message (Collapse)AuthorAge
...
* Add a basic DoxyfileDan Goodliffe2021-03-06
| | | | I wanted a class hierarchy diagram
* Push lots of stuff into rail vehicle classDan Goodliffe2021-03-06
| | | | Derives lots more info directly from the model
* Introduce the rail vehicle class for the definition of the vehicleDan Goodliffe2021-03-06
| | | | Not an instance of the vehicle.
* Fixing manual camera scrolling, now just a matrix multiplicationDan Goodliffe2021-03-05
|
* Template rotations and add one for 2D rotation matrixDan Goodliffe2021-03-05
|
* Test rotation funcs with a huge range of random valuesDan Goodliffe2021-03-04
|
* Simplify a lot of code with sincosfDan Goodliffe2021-03-03
|
* Create and use a shader program for things with absolute positionDan Goodliffe2021-03-03
| | | | Rails in this case.
* Only calculate and bind the model transform if the shader program uses itDan Goodliffe2021-03-03
|
* Replace Transform with LocationDan Goodliffe2021-03-03
| | | | Simpler, unbinds the transformation matrices for location, now done just in the shader.
* Our own matrix rotationsDan Goodliffe2021-03-03
| | | | Simpler and faster than glm's as we don't need arbitrary axes.
* Add coverage variantDan Goodliffe2021-03-02
|
* Vastly improved manual camera controllerDan Goodliffe2021-02-28
|
* Global definition of quarter_piDan Goodliffe2021-02-28
|
* Move utility to libDan Goodliffe2021-02-28
|
* Just use addLinksBetweenDan Goodliffe2021-02-28
|
* Implement joining two existing links/nodesDan Goodliffe2021-02-27
| | | | 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 pairsDan Goodliffe2021-02-27
| | | | Returns a pair of the left and right variants.
* Calculate the radius to join to point+direction vector pairsDan Goodliffe2021-02-27
| | | | | 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 vectorsDan Goodliffe2021-02-27
|
* Operator! to convert vec3 to vec2Dan Goodliffe2021-02-27
|
* Handy log macroDan Goodliffe2021-02-27
|
* Bump GCC versionDan Goodliffe2021-02-27
|
* As suspected, find_arc_centre could be simplfiedDan Goodliffe2021-02-23
|
* Add meandering supportDan Goodliffe2021-02-22
| | | | Add rail links between existing nodes and arbitrary points
* Arc stream operator is inline, say soDan Goodliffe2021-02-22
|
* Zoom the ISO mode follow camera out a bitDan Goodliffe2021-02-22
|
* Enable pedantic warningsDan Goodliffe2021-02-21
|
* Named model parts, fix bogie spelling, new brush47 modelDan Goodliffe2021-02-21
|
* fix.arcDan Goodliffe2021-02-21
|
* Choose a random direction at junctionsDan Goodliffe2021-02-21
|
* Fix drawing order of rail vehicle partsDan Goodliffe2021-02-21
|
* Fix rail vehicle height according to rail heightDan Goodliffe2021-02-21
|
* Fix inverted rail arc generationDan Goodliffe2021-02-21
|
* Tweak rail mesh to work in junctions betterDan Goodliffe2021-02-21
|
* Add more test railsDan Goodliffe2021-02-21
|
* Fix test-obj by splitting mesh processingDan Goodliffe2021-02-20
| | | | Don't invoke GL parts from test code
* Fix constness of Mesh constructor paramsDan Goodliffe2021-02-20
|
* Add a non-threaded workerDan Goodliffe2021-02-20
| | | | Runs work immediately for when compiler doesn't support C++20 semaphore
* Remove unused worker from mainDan Goodliffe2021-02-20
|
* Pass lintersDan Goodliffe2021-02-20
|
* dos2unix shader sourcesDan Goodliffe2021-02-20
|
* Remove now redundent Shader::Source classDan Goodliffe2021-02-20
| | | | Moves compile functionality to GLsource.
* m4 based GLSL embeddingDan Goodliffe2021-02-20
| | | | Passes a lint check, less mangling, more automation
* Pass a cppcheckDan Goodliffe2021-02-20
|
* Remove spare bits from shaders and tidy upDan Goodliffe2021-02-20
|
* Custom land and water shadersDan Goodliffe2021-02-20
| | | | | | | 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 terrainDan Goodliffe2021-02-20
|
* Mesh split, bogeys follow rails.Dan Goodliffe2021-02-19
| | | | | | | | | | | | | | 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 colorDan Goodliffe2021-02-18
|