Commit message (Collapse) | Author | Age | |
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* | Split Terrain::generateMeshes into smaller functionsculling | Dan Goodliffe | 17 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 renderers | Dan Goodliffe | 43 hours |
| | | | | The frustum might not be correct at this stage. | ||
* | Template AxisAlignedBoundingBox on unit type | Dan Goodliffe | 43 hours |
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* | Current tile in frustum as we loop | Dan Goodliffe | 43 hours |
| | | | | Chunk by surface only, render if visible in frustum | ||
* | Construct terrain tile AxisAlignedBoundingBox during mesh generation | Dan Goodliffe | 43 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 frustum | Dan Goodliffe | 43 hours |
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* | Pass frustum into render functions | Dan Goodliffe | 6 days |
| | | | | Support for culling objects outside the view frustum | ||
* | Split meshes by surface and tile | Dan Goodliffe | 2025-02-26 |
| | | | | | Tile is derived per face based on the first vertices point rounded to roughly 1km. | ||
* | Improve Terrain::generateMeshes performance | Dan Goodliffe | 2025-02-25 |
| | | | | | 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 event | Dan Goodliffe | 2025-02-10 |
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* | Combine GeoData and Terrain class hierarchies | Dan Goodliffe | 2025-02-09 |
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* | Update terrain meshes as required | Dan Goodliffe | 2024-12-22 |
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* | Support regenerating the terrain mesh from updated geodata | Dan Goodliffe | 2024-10-27 |
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* | Apply StdTypeDefs for Texture | Dan Goodliffe | 2024-08-10 |
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* | Custom vertex, vertex shader and fragment shader for landmass | Dan Goodliffe | 2024-04-16 |
| | | | | Handles global position type, colourBias for surface types | ||
* | Split water from terrain | Dan Goodliffe | 2024-04-06 |
| | | | | Shares the geo data instance, and still has the same implementation at this stage. | ||
* | Drop .hpp for header only things | Dan Goodliffe | 2023-04-29 |
| | | | | Half of them acquired a .cpp part anyway | ||
* | Initial commit of the shadow map generator and shadows render interface | Dan Goodliffe | 2022-12-03 |
| | | | | | Lots of hard coding, buggy in places, far from great, but the basics work. | ||
* | Rename Shader to SceneShader | Dan Goodliffe | 2022-11-03 |
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* | Replace include guard macros with pragma once | Dan Goodliffe | 2022-01-02 |
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* | Separate geographic data (GeoData) from its visual representation(s) (Terrain) | Dan Goodliffe | 2022-01-02 |
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* | Move TickDuration to its own files | Dan Goodliffe | 2021-12-13 |
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* | Pass linters | Dan Goodliffe | 2021-02-20 |
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* | Custom land and water shaders | Dan Goodliffe | 2021-02-20 |
| | | | | | | | 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 textures | Dan Goodliffe | 2021-02-17 |
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* | Split landmass and water meshes | Dan Goodliffe | 2021-02-17 |
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* | Don't keep the terrain vertex and index vectors | Dan Goodliffe | 2021-02-17 |
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* | Create terrain as collection of meshes | Dan Goodliffe | 2021-02-04 |
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* | Basic support for loading a heightmap from an image | Dan Goodliffe | 2021-01-28 |
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* | Split common terrain code out | Dan Goodliffe | 2021-01-28 |
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* | Generate some random terrain with a water layer | Dan Goodliffe | 2021-01-26 |
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* | Generate some basic flat terrain | Dan Goodliffe | 2021-01-25 |