Commit message (Collapse) | Author | Age | |
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* | Fix train/vehicle constructors to take const links | Dan Goodliffe | 2024-10-31 |
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* | Fix GenDef for networks, should be globals | Dan Goodliffe | 2024-10-30 |
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* | Support regenerating the terrain mesh from updated geodata | Dan Goodliffe | 2024-10-27 |
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* | Improve sun illumination based on angular size and astronomical twilight | Dan Goodliffe | 2024-10-24 |
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* | Further template maths functions | Dan Goodliffe | 2024-10-21 |
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* | Move lots of maths helpers to inline, constexpr, templates | Dan Goodliffe | 2024-10-20 |
| | | | | Always for working with different dimensions/types | ||
* | Don't dump stencil texture | Dan Goodliffe | 2024-10-10 |
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* | Include foliage yaw rotation in vertex, pass through instead of whole model ↵ | Dan Goodliffe | 2024-10-10 |
| | | | | rotation matrix | ||
* | Use LightDirection for calculating/passing all light dir components | Dan Goodliffe | 2024-10-06 |
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* | Psycho-rebased branch billboard-shadows on top of main | Dan Goodliffe | 2024-09-23 |
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| * | Update stencil texture to 2d array | Dan Goodliffe | 2024-09-02 |
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| * | Use billboard shadows for foliage | Dan Goodliffe | 2024-08-28 |
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| * | Add a foliage vertex array for just the location data | Dan Goodliffe | 2024-08-26 |
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| * | Update asset stencils from shadow mapper | Dan Goodliffe | 2024-08-18 |
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| * | Use texture alpha in shadow stencil | Dan Goodliffe | 2024-08-10 |
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| * | Use mesh extents for shadow stencil extents | Dan Goodliffe | 2024-08-10 |
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| * | Initial commit of basic shadow depth map creation | Dan Goodliffe | 2024-08-10 |
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* | | Adjust light colour as sun rises/sets | Dan Goodliffe | 2024-09-22 |
| | | | | | | | | This is a bit made-up-maths/numbers, but it looks reasonable. | ||
* | | Calculate sunlight direction from worldTime | Dan Goodliffe | 2024-09-22 |
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* | | Move getSunPos to Environment | Dan Goodliffe | 2024-09-20 |
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* | | Add basic environment object | Dan Goodliffe | 2024-09-20 |
|/ | | | | Will hold world time/date, weather, location etc | ||
* | Apply StdTypeDefs for Texture | Dan Goodliffe | 2024-08-10 |
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* | Add shadow shader which takes into account texture transparency | Dan Goodliffe | 2024-07-07 |
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* | Remove abuse of std::adjacent_find from geoData | Dan Goodliffe | 2024-05-25 |
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* | Simplify new face split loop | Dan Goodliffe | 2024-04-26 |
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* | Set the face surface type when setting height | Dan Goodliffe | 2024-04-26 |
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* | Don't return newly created faces from split | Dan Goodliffe | 2024-04-26 |
| | | | | | It's not as simple as it looks as adjacent faces may also be split, making this a bit misleading. | ||
* | Custom vertex, vertex shader and fragment shader for landmass | Dan Goodliffe | 2024-04-16 |
| | | | | Handles global position type, colourBias for surface types | ||
* | Create terrain vertices per surface type | Dan Goodliffe | 2024-04-12 |
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* | Introduce a basic terrain surface type asset | Dan Goodliffe | 2024-04-10 |
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* | Add GeoData face property for surface type | Dan Goodliffe | 2024-04-08 |
| | | | | Arbitrary int type for now. | ||
* | Stripped down water vertex and simplified shaders | Dan Goodliffe | 2024-04-07 |
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* | Create water squares/polygons only where required | Dan Goodliffe | 2024-04-07 |
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* | Fix creating a flat terrain of exactly the requested size | Dan Goodliffe | 2024-04-07 |
| | | | | Which must be a size of multiples of GRID_SIZE, 10m | ||
* | Split water from terrain | Dan Goodliffe | 2024-04-06 |
| | | | | Shares the geo data instance, and still has the same implementation at this stage. | ||
* | Don't garbage collect the terrain mesh | Dan Goodliffe | 2024-04-04 |
| | | | | Use skipping iterators instead, GC would be implicit during save/load | ||
* | Update normals only as required | Dan Goodliffe | 2024-04-04 |
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* | Boundary edge and one time split with repeated 4-way split of large faces | Dan Goodliffe | 2024-04-01 |
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* | Add lots of simple triangle property helpers | Dan Goodliffe | 2024-04-01 |
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* | Replace face 4-way split | Dan Goodliffe | 2024-04-01 |
| | | | | Fixes integer rounding issue and returns the new face handles | ||
* | Factor out some helper lambdas into members | Dan Goodliffe | 2024-03-31 |
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* | Split long boundary edges | Dan Goodliffe | 2024-03-31 |
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* | Split faces with two large boundary sides | Dan Goodliffe | 2024-03-31 |
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* | Don't save original face handles | Dan Goodliffe | 2024-03-31 |
| | | | | Not required, likely to change anyway. | ||
* | Handle almost straight edges with a simple bisect | Dan Goodliffe | 2024-03-30 |
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* | Dedupe addition of extrusions | Dan Goodliffe | 2024-03-23 |
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* | Handle and test concave surface boundaries | Dan Goodliffe | 2024-03-23 |
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* | Create extents purely from corner arcs | Dan Goodliffe | 2024-03-23 |
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* | Remove boundary collection | Dan Goodliffe | 2024-03-23 |
| | | | | We can simply walk the boundary as required | ||
* | Extract vector_normal helper into lib | Dan Goodliffe | 2024-03-23 |
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