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path: root/game/terrain.h
Commit message (Collapse)AuthorAge
* Split Terrain::generateMeshes into smaller functionscullingDan Goodliffe17 hours
| | | | | | Also removes incorrect optimisation that a tile's AABB could be assumed from tile base position; in fact some faces cross the boundaries and the AABB needs to account for this.
* Pass a Frustum to shadow renderersDan Goodliffe43 hours
| | | | The frustum might not be correct at this stage.
* Template AxisAlignedBoundingBox on unit typeDan Goodliffe43 hours
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* Current tile in frustum as we loopDan Goodliffe43 hours
| | | | Chunk by surface only, render if visible in frustum
* Construct terrain tile AxisAlignedBoundingBox during mesh generationDan Goodliffe43 hours
| | | | | No surface is simply the tile bounds, but with a surface, it's constrained to just the bounds of the surface itself.
* Only render terrain tiles which are visible in the frustumDan Goodliffe43 hours
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* Pass frustum into render functionsDan Goodliffe6 days
| | | | Support for culling objects outside the view frustum
* Split meshes by surface and tileDan Goodliffe2025-02-26
| | | | | Tile is derived per face based on the first vertices point rounded to roughly 1km.
* Improve Terrain::generateMeshes performanceDan Goodliffe2025-02-25
| | | | | Creates mesh per surface based on a single buffer of all vertices and a collection of per surfuce indices. Makes ColourBias a uniform instead of a vertex attribute.
* Replace mesh generation counter with afterChange eventDan Goodliffe2025-02-10
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* Combine GeoData and Terrain class hierarchiesDan Goodliffe2025-02-09
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* Update terrain meshes as requiredDan Goodliffe2024-12-22
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* Support regenerating the terrain mesh from updated geodataDan Goodliffe2024-10-27
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* Apply StdTypeDefs for TextureDan Goodliffe2024-08-10
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* Custom vertex, vertex shader and fragment shader for landmassDan Goodliffe2024-04-16
| | | | Handles global position type, colourBias for surface types
* Split water from terrainDan Goodliffe2024-04-06
| | | | Shares the geo data instance, and still has the same implementation at this stage.
* Drop .hpp for header only thingsDan Goodliffe2023-04-29
| | | | Half of them acquired a .cpp part anyway
* Initial commit of the shadow map generator and shadows render interfaceDan Goodliffe2022-12-03
| | | | | Lots of hard coding, buggy in places, far from great, but the basics work.
* Rename Shader to SceneShaderDan Goodliffe2022-11-03
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* Replace include guard macros with pragma onceDan Goodliffe2022-01-02
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* Separate geographic data (GeoData) from its visual representation(s) (Terrain)Dan Goodliffe2022-01-02
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* Move TickDuration to its own filesDan Goodliffe2021-12-13
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* Pass lintersDan Goodliffe2021-02-20
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* 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.
* Split landmass and water texturesDan Goodliffe2021-02-17
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* Split landmass and water meshesDan Goodliffe2021-02-17
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* Don't keep the terrain vertex and index vectorsDan Goodliffe2021-02-17
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* Create terrain as collection of meshesDan Goodliffe2021-02-04
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* Basic support for loading a heightmap from an imageDan Goodliffe2021-01-28
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* Split common terrain code outDan Goodliffe2021-01-28
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* Generate some random terrain with a water layerDan Goodliffe2021-01-26
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* Generate some basic flat terrainDan Goodliffe2021-01-25