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| * Add timeout to deformation unit testDan Goodliffe2024-03-09
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| * Set linkflags -z defsDan Goodliffe2024-03-08
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| * Rewrite most of setHeightsDan Goodliffe2024-03-08
| | | | | | | | | | Accounts for sensible corners and fixes quite a few bugs and edge cases... introduces a few more, is still a bit glitchy in places
| * Bail out early if the input does not define an areaDan Goodliffe2024-03-08
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| * Rework stream support to work with any collectionDan Goodliffe2024-03-08
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| * Load terrain deform fixture data from JSONDan Goodliffe2024-02-26
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| * Add helper for loading fixtures for data tests from fixture JSONDan Goodliffe2024-02-26
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| * Add read persistence support for tuple and pairDan Goodliffe2024-02-26
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| * Support extra arguments in SelectionV::make_sDan Goodliffe2024-02-26
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| * Make terrain deformation test a data testDan Goodliffe2024-02-26
| | | | | | | | Easily test multiple deformations and view them from different angles
| * Remove the nosplit listDan Goodliffe2024-02-24
| | | | | | | | Not required now we don't randomly wonder into the new edges range
| * Psycho-rebased branch deform-terrain on top of mainDan Goodliffe2024-02-24
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| * First cut of terrain deformationDan Goodliffe2024-02-22
| | | | | | | | | | | | | | | | | | | | This "works" for some definition of works... But it's flawed in many ways, not least the following: * It's glitchy for no obvious reason * It's unreliable; fails if you tweak the parameters * The sides of the modified area are triangulated in the dumbest possible fashion, which results in ill-formed polygons * Probably other things, but... It works, remember...
| * Fix calculation of texture coords of terrainDan Goodliffe2024-02-22
| | | | | | | | While we still use this...
| * Check ray intersects triangle 'in front' of startDan Goodliffe2024-02-14
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| * Fix getting cartesian coords from triangle bariposDan Goodliffe2024-02-14
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| * Include face handle in intersectRay resultDan Goodliffe2024-02-13
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| * Add helpers for testing for triangle overlap/containednessDan Goodliffe2024-02-12
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| * Create flat GeoData as 10m squares instead of one big squareDan Goodliffe2024-02-12
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| * Add materializeRange override for naked iterator pairDan Goodliffe2024-02-12
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| * Cast relative position accordingly in geometric planeDan Goodliffe2024-02-12
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| * Add stripiterDan Goodliffe2024-02-12
| | | | | | | | | | A generic iterator wrapper returning a tuple of 3 references to the original values, as processed in the fashion of an OpenGL triangle strip.
* | Simplify vector addition/subtraction with differnt typesDan Goodliffe2024-02-24
|/ | | | | Automatically applies correct rounding with float to int operations, adjusts test expectations accordingly.
* Merge branch 'glcontainer-fix'Dan Goodliffe2024-02-03
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| * Allow specifying a target other than array bufferDan Goodliffe2024-02-02
| | | | | | | | GL_ARRAY_BUFFER is the default. Also removes accidental use for OpenGL 4.x functions.
| * Map buffers RO if const operations, upgrade to RW as requiredDan Goodliffe2024-02-02
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| * Don't keep a span, create as neededDan Goodliffe2024-02-02
| | | | | | | | | | Removes the error prone issue where data/size get out of sync. Fixes overflow issues leading to memory corruption of GPU data.
| * Fix warnings in test-glContainerDan Goodliffe2024-02-02
|/ | | | Also updates static asserts to requirements
* Merge branch 'geo-shadows'Dan Goodliffe2024-01-30
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| * Adjust light view projection matrix upfrontDan Goodliffe2024-01-30
| | | | | | | | Saves doing it per pixel, per region later
| * Remove the complications from previously storing several shadow maps in the ↵Dan Goodliffe2024-01-30
| | | | | | | | texture
| * Set shadow program uniforms all in one function, merge setting of view ↵Dan Goodliffe2024-01-29
| | | | | | | | projections
| * Merge common parts of shadow programs into a base classDan Goodliffe2024-01-29
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| * Geometry shader for single pass shadow mapsDan Goodliffe2024-01-28
| | | | | | | | | | | | | | 2D array texture, 4 levels, geometry shader outputs to each layer for a specific band, single scene rendering. Pending massive tidy up.
| * Set light view point uniform onceDan Goodliffe2024-01-27
|/ | | | Not once per shadow pass
* 3D relative scaling in asset factoryDan Goodliffe2024-01-27
| | | | Reduces excess vertices in cylinders
* Merge branch 'text2'Dan Goodliffe2024-01-27
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| * Render text in N draw callsDan Goodliffe2024-01-27
| | | | | | | | | | | | Creates a single buffer per required texture and draws the whole buffer in one go. It does introduce the use of deprecated GL_QUADS primitive, but it's the easiest way to go without needing indices, repeated vertices etc
| * Add traits vertex attrib func override for arraysDan Goodliffe2024-01-27
| | | | | | | | Address limitation on size when specifying arrays of glm::vec
| * Support constructing a glContainer from a collection of the same typeDan Goodliffe2024-01-27
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| * Add text to framebuffer rendering testDan Goodliffe2024-01-27
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| * Remove the generic cache completelyDan Goodliffe2024-01-26
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| * Remove the static font cacheDan Goodliffe2024-01-26
| | | | | | | | Each thing can own/share a font rendering itself
| * Always set pixel unpack alignment before generating font texture contentDan Goodliffe2024-01-26
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* Remove the static texture cacheDan Goodliffe2024-01-25
| | | | | Static variables persist too long, destruction is unmanaged and occurs after the gl context is gone.
* Add traits helpers for glTexParameter functionsDan Goodliffe2024-01-25
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* Replace static_asserts with conceptsDan Goodliffe2024-01-25
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* Define GLM_ENABLE_EXPERIMENTALDan Goodliffe2024-01-25
| | | | | GLM v1 requires this for use of experimental features which may change... We accept this for now.
* Single list of all shader programsDan Goodliffe2024-01-24
| | | | Pushes common stuff through a helper function
* Merge remote-tracking branch 'origin/instanced-networks'Dan Goodliffe2024-01-24
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