| Commit message (Collapse) | Author | Age | |
|---|---|---|---|
| * | Billboard foliage | Dan Goodliffe | 3 days |
| | | | | | | | Partition the instances by within/without the view frustum, then by proximity to the view point and within/without the sunlight shadow frustum. Use billboards for far away/out of view instances. | ||
| * | Add BillboardProgram to SceneShader | Dan Goodliffe | 3 days |
| | | | | | | The implementation is overly simple/incomplete, I'm not even convince what is there is right, but it's a decent start. | ||
| * | Use RelativeDistance in Camera near/fear and expose member variables | Dan Goodliffe | 3 days |
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| * | Allow specifying all three partition functions independently | Dan Goodliffe | 3 days |
| | | | | | | Two predicate version behaviour is unchanged, the second predicate is just the inverse of the third. | ||
| * | Support for the BillboardPainter | Dan Goodliffe | 3 days |
| | | | | | | Based on the ShadowStenciller, creates flattened images of a model for simplified mass use in a scene. | ||
| * | Tidy the preFrame logic into a single function in SceneRenderer | Dan Goodliffe | 8 days |
| | | | | | | Clients now just call that one helper and SceneProvider passes in all the renderables. | ||
| * | Simplified Frustum | Dan Goodliffe | 11 days |
| | | | | | | | | | | | | Don't need to differentiate between shadedBy by contains. The 5 plane/face variant is actually fine in both cases. For a perspective projection, the near plane is essentially at the origin and is handled by the left/right/top/bottom planes meeting. For the directional light case (orthographic projection) the near plane is omitted as objects in front of the clip space still cast shadows into it. Also includes a fix the distance calculation to not add .w, don't know where I got the idea this was right. | ||
| * | Reduce shader includes, doesn't use materialInterface, just Detail | Dan Goodliffe | 11 days |
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| * | Simplified and tidied ShadowMapper | Dan Goodliffe | 11 days |
| | | | | | | No arbitrary 10m extra extents. No runtime vectors. Simpler code. Consts. etc. | ||
| * | Correctly scale frustum plane vectors | Dan Goodliffe | 11 days |
| | | | | | Fixes comparison with real world (sphere) size parameter. | ||
| * | Fix up the preFrame process to use both frustums | Dan Goodliffe | 13 days |
| | | | | | | | (camera and directional light frustums) This has made the whole preFrame process far more fiddly and repetitive than I'd like, but it does work. Maybe we can tidy it up later. | ||
| * | Add Renderable::preFrame for doing non-const frame prep work | Dan Goodliffe | 2026-02-16 |
| | | | | | | In theory, this phase should be parallelisable before being pushed out by the render loop. | ||
| * | Support for testing if a point/sphere is within a Frustum | Dan Goodliffe | 2026-02-15 |
| | | | | | Use case is the sphere approximating a scenery item such as a tree. | ||
| * | Refactor test-instancing so the data is generated in a common fixture | Dan Goodliffe | 2026-02-14 |
| | | | | | Includes exposure of InstanceVertices::reserve because why not. | ||
| * | Add support for partitioning by 2 unary predicates | Dan Goodliffe | 2026-02-14 |
| | | | | | | Second predicate creates a single block of truthy values in the middle, and two falsy blocks at each end. | ||
| * | Return indices instead of iterates from InstanceVertices::partition | Dan Goodliffe | 2026-02-14 |
| | | | | | More useful in the context of passing them to OpenGL. | ||
| * | Ensure ANALYSIS_DIRECTORY root folder is created up front | Dan Goodliffe | 2026-02-14 |
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| * | Fix initialising new entries in glContainer::resize | Dan Goodliffe | 2026-02-14 |
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| * | Don't write test output to /tmp, use ANALYSIS_DIRECTORY instead | Dan Goodliffe | 2026-02-06 |
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| * | Merge branch 'glmax' | Dan Goodliffe | 2026-02-06 |
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| | * | Make similar array tidy-up to networkStraight shaders | Dan Goodliffe | 2026-01-31 |
| | | | | | | | | | And merge common functionality from networkCurve. | ||
| | * | Tidy networkCurve shaders | Dan Goodliffe | 2026-01-31 |
| | | | | | | | | | | | | | | | | | | | Arrays for start/end position/angle, smaller centre position, dynamic segment count based on max error, calculate distance in tessellation evaluation, use start/end position directly to avoid rounding errors at joins. See https://schneide.blog/2025/05/21/calculating-the-number-of-segments-for-accurate-circle-rendering/ | ||
| | * | Rename shader source in keeping with glsl expectations | Dan Goodliffe | 2026-01-31 |
| | | | | | | | | | | | Swaps name/type of generated files to match class names and source files. | ||
| | * | Initial commit using tesselation shader to create curves | Dan Goodliffe | 2026-01-31 |
| | | | | | | | | | Disables glslangValidator because of file extension mess up. | ||
| | * | Update OpenGL context and shaders to v4.6 | Dan Goodliffe | 2026-01-29 |
| | | | | | | | | | | | Note: doesn't remove/replace older functions where newer ones might be better. | ||
| | * | Fix search/replace of GL_* macros in glsl | Dan Goodliffe | 2026-01-29 |
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| | * | Explicit cast to vec3 to disambiguate length/distance calc | Dan Goodliffe | 2026-01-26 |
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| | * | Fix warnings and minor tidy for GL lookups | Dan Goodliffe | 2026-01-26 |
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| | * | Include GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS in networkCurve output calc | Dan Goodliffe | 2026-01-23 |
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| * | Add glDebugScope | Dan Goodliffe | 2026-01-16 |
| | | | | | | Wrapper for glPushDebugGroup/glPopDebugGroup which allows neatly grouping OpenGL calls in diagnostic tools. | ||
| * | Tidy thirdparty jam, use -isystem for thirdparty includes | Dan Goodliffe | 2026-01-16 |
| | | | | | Removes the need to disable warnings for imgui includes. | ||
| * | Pass shaders through glslangValidator | Dan Goodliffe | 2026-01-16 |
| | | | | | Fixes the issues it picked up. | ||
| * | Add constexpr lround for glm::vec | Dan Goodliffe | 2026-01-15 |
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| * | Bump glad to v2.0.8 | Dan Goodliffe | 2026-01-08 |
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| * | Fix base class order of DummyMainApplication | Dan Goodliffe | 2026-01-08 |
| | | | | | | Fixes order of destruction so assets are fully destructed before the GL context is destroyed. | ||
| * | Always GL_DYNAMIC_DRAW in glMappedBufferWriter | Dan Goodliffe | 2026-01-07 |
| | | | | | Addresses performance warning from using GL_STATIC_DRAW. | ||
| * | Don't define new diagnostic variants locally | Dan Goodliffe | 2026-01-07 |
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| * | Fix all warnings in test/ | Dan Goodliffe | 2025-05-01 |
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| * | Fix all warnings in performance tests | Dan Goodliffe | 2025-04-28 |
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| * | Fix all warnings in enumeration details code/tests | Dan Goodliffe | 2025-04-28 |
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| * | Fix space between operator"" and its name | Dan Goodliffe | 2025-04-27 |
| | | | | | Deprecated format in C++23, picked up by gcc-15 | ||
| * | Avoid out parameters with Ray::intersectSphere | Dan Goodliffe | 2025-04-24 |
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| * | Avoid out parameters with Ray::intersectTriangle | Dan Goodliffe | 2025-04-24 |
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| * | Fix all warnings game/network/* | Dan Goodliffe | 2025-04-23 |
| | | | | | Mostly naming of variables. | ||
| * | Merge branch 'resviewer' | Dan Goodliffe | 2025-04-18 |
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| | * | Remember selected asset id and reload/reselect resource file on change | Dan Goodliffe | 2025-04-15 |
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| | * | Fix operator precedence warning | Dan Goodliffe | 2025-04-09 |
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| | * | Add boost_program_options for command line parsing | Dan Goodliffe | 2025-04-09 |
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| | * | Reasonably function asset viewing functionality | Dan Goodliffe | 2025-04-09 |
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| | * | Remove GameMainWindow empty destructor and special members | Dan Goodliffe | 2025-04-08 |
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