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* Further template maths functionsDan Goodliffe2024-10-21
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* Move lots of maths helpers to inline, constexpr, templatesDan Goodliffe2024-10-20
| | | | Always for working with different dimensions/types
* Don't dump stencil textureDan Goodliffe2024-10-10
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* Include foliage yaw rotation in vertex, pass through instead of whole model ↵Dan Goodliffe2024-10-10
| | | | rotation matrix
* Use LightDirection for calculating/passing all light dir componentsDan Goodliffe2024-10-06
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* Psycho-rebased branch billboard-shadows on top of mainDan Goodliffe2024-09-23
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| * Update stencil texture to 2d arrayDan Goodliffe2024-09-02
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| * Use billboard shadows for foliageDan Goodliffe2024-08-28
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| * Add a foliage vertex array for just the location dataDan Goodliffe2024-08-26
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| * Update asset stencils from shadow mapperDan Goodliffe2024-08-18
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| * Use texture alpha in shadow stencilDan Goodliffe2024-08-10
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| * Use mesh extents for shadow stencil extentsDan Goodliffe2024-08-10
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| * Initial commit of basic shadow depth map creationDan Goodliffe2024-08-10
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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
* Apply StdTypeDefs for TextureDan Goodliffe2024-08-10
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* Add shadow shader which takes into account texture transparencyDan Goodliffe2024-07-07
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* Remove abuse of std::adjacent_find from geoDataDan Goodliffe2024-05-25
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* Simplify new face split loopDan Goodliffe2024-04-26
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* Set the face surface type when setting heightDan Goodliffe2024-04-26
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* Don't return newly created faces from splitDan Goodliffe2024-04-26
| | | | | 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 landmassDan Goodliffe2024-04-16
| | | | Handles global position type, colourBias for surface types
* Create terrain vertices per surface typeDan Goodliffe2024-04-12
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* Introduce a basic terrain surface type assetDan Goodliffe2024-04-10
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* Add GeoData face property for surface typeDan Goodliffe2024-04-08
| | | | Arbitrary int type for now.
* Stripped down water vertex and simplified shadersDan Goodliffe2024-04-07
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* Create water squares/polygons only where requiredDan Goodliffe2024-04-07
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* Fix creating a flat terrain of exactly the requested sizeDan Goodliffe2024-04-07
| | | | Which must be a size of multiples of GRID_SIZE, 10m
* Split water from terrainDan Goodliffe2024-04-06
| | | | Shares the geo data instance, and still has the same implementation at this stage.
* Don't garbage collect the terrain meshDan Goodliffe2024-04-04
| | | | Use skipping iterators instead, GC would be implicit during save/load
* Update normals only as requiredDan Goodliffe2024-04-04
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* Boundary edge and one time split with repeated 4-way split of large facesDan Goodliffe2024-04-01
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* Add lots of simple triangle property helpersDan Goodliffe2024-04-01
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* Replace face 4-way splitDan Goodliffe2024-04-01
| | | | Fixes integer rounding issue and returns the new face handles
* Factor out some helper lambdas into membersDan Goodliffe2024-03-31
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* Split long boundary edgesDan Goodliffe2024-03-31
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* Split faces with two large boundary sidesDan Goodliffe2024-03-31
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* Don't save original face handlesDan Goodliffe2024-03-31
| | | | Not required, likely to change anyway.
* Handle almost straight edges with a simple bisectDan Goodliffe2024-03-30
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* Dedupe addition of extrusionsDan Goodliffe2024-03-23
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* Handle and test concave surface boundariesDan Goodliffe2024-03-23
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* Create extents purely from corner arcsDan Goodliffe2024-03-23
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* Remove boundary collectionDan Goodliffe2024-03-23
| | | | We can simply walk the boundary as required
* Extract vector_normal helper into libDan Goodliffe2024-03-23
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* Add helper constructors to ArcDan Goodliffe2024-03-21
| | | | | | * Two angles, wraps logic ensuring b after a * Two vector directions * Centre and two endpoints, in at least 2 dimensions, uses .xy()
* Make arc_length a member functionDan Goodliffe2024-03-21
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* Simplify creation of planesDan Goodliffe2024-03-18
| | | | Uses limit directions instead of fake triangles
* maybe_unused return from cut point searchDan Goodliffe2024-03-18
| | | | Only asserted