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* Fix type of filehandle mode parameterDan Goodliffe2024-10-21
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* Don't configure a default gcc toolsetDan Goodliffe2024-10-21
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* Merge branch 'sunpos'Dan Goodliffe2024-09-23
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| * Adjust light colour as sun rises/setsDan Goodliffe2024-09-22
| | | | | | | | This is a bit made-up-maths/numbers, but it looks reasonable.
| * Calculate sunlight direction from worldTimeDan Goodliffe2024-09-22
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| * Move getSunPos to EnvironmentDan Goodliffe2024-09-20
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| * Add basic environment objectDan Goodliffe2024-09-20
| | | | | | | | Will hold world time/date, weather, location etc
| * Update getSunPos to use a standard time_tDan Goodliffe2024-09-19
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| * Add helper to quickly parse an ISO date/timeDan Goodliffe2024-09-19
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| * Add new mathematical constants to libDan Goodliffe2024-09-19
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| * Initial commit of code for calculating sun positionDan Goodliffe2024-09-18
|/ | | | | | | | | Given the longitude and latitude, and a time into 2024, calculate the relative sun position suitable for providing lighting angles. Based on code from https://www.psa.es/ Loosely checked against https://www.pveducation.org/ and its close, working on faith really, but the numbers look plausible. Could do with a tidy up!
* Don't create lots of unnecessary tmpsDan Goodliffe2024-08-18
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* Don't set face material on each vertex index passDan Goodliffe2024-08-18
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* Offset shaded position to reduce chance of self-shadowingDan Goodliffe2024-08-18
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* Replace low poly plants with the double sided versionDan Goodliffe2024-08-18
| | | | Avoids culling half the trees
* Fix texture usage via materials in shadowsDan Goodliffe2024-08-10
| | | | | This is a mess of a commit much like the shader folder, need a better way of dealing with them.
* Pull material detail function into a common fileDan Goodliffe2024-08-10
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* Pull material lookup functions into a common fileDan Goodliffe2024-08-10
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* Add a tree to the test render sceneDan Goodliffe2024-08-10
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* Create standalone composed shader file and format it and the C++ codeDan Goodliffe2024-08-10
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* Reduce the amount of unnecessary rebuilds on shader source changesDan Goodliffe2024-08-10
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* Simplify in/out in materialInterfaceDan Goodliffe2024-08-10
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* Apply StdTypeDefs for TextureDan Goodliffe2024-08-10
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* Add missing truthy/falsy operators to AnyPtrDan Goodliffe2024-08-10
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* Specific exception for shader compile errorDan Goodliffe2024-08-04
| | | | Outputs more details, including shader source
* Help exception class for lazy/cached message contentDan Goodliffe2024-08-04
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* Split CheckShaderError into shader/program versionsDan Goodliffe2024-08-03
| | | | They're similar, but need splitting for better diagnostics
* Creating a program with no shaders is not validDan Goodliffe2024-07-20
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* Build cpp parts of ImGuiDan Goodliffe2024-07-07
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* Update Doxyfile, remove comments, exclude thirdparty dirDan Goodliffe2024-07-07
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* Simplify setup of uniform locations and containing programsDan Goodliffe2024-07-07
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* Add shadow shader which takes into account texture transparencyDan Goodliffe2024-07-07
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* Merge branch 'imgui'Dan Goodliffe2024-07-07
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| * Replace deprecated GL_QUADS usage in text renderingDan Goodliffe2024-07-06
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| * Fix up perf tests in light of window management changesDan Goodliffe2024-07-05
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| * Re-add testHelpers.hDan Goodliffe2024-07-02
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| * Psycho-rebased branch imgui on top of mainDan Goodliffe2024-07-02
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| | * Build ImGui as a static libraryDan Goodliffe2024-06-24
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| | * Use shared installed libraries explicitlyDan Goodliffe2024-06-24
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| | * Don't process input events which ImGui handledDan Goodliffe2024-06-24
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| | * Integrate ImGUI main callsDan Goodliffe2024-06-16
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| | * Disable saving settings automagicallyDan Goodliffe2024-06-16
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| | * Remove initialisation order debugDan Goodliffe2024-06-16
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| | * Move main application loop into the libraryDan Goodliffe2024-06-15
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| | * First cut reshuffling app/window/gl/render bitsDan Goodliffe2024-06-15
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| | * Add imgui init and shutdown to appbase and gamemainwindowDan Goodliffe2024-06-05
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| | * Build and link imgui with sdl2 and opengl2 backendsDan Goodliffe2024-06-05
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| | * Add imgui submodule, latest version, docking branchDan Goodliffe2024-06-05
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* | | Replace deprecated GL_QUADS usage in text renderingDan Goodliffe2024-07-06
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* | Add an InstanceVertices partition perf testDan Goodliffe2024-06-30
| | | | | | | | | | | | | | | | | | Summary: * Given a trivially simple condition, like a bounding box, over 1 million items can be partitioned in under 3ms. * Parallel algorithms reduce that a little but are only effective with volumes in excess ~200k, this might be better with a more complex condition/predicate.