Commit message (Collapse) | Author | Age | ||
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* | Split 3D specifics of programs out of a base class | Dan Goodliffe | 2021-12-12 | |
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* | Move GL shared source into it's own class/file | Dan Goodliffe | 2021-12-12 | |
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* | Move generic constexpr_strlen to lib | Dan Goodliffe | 2021-12-12 | |
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* | glm::value_ptr is neater | Dan Goodliffe | 2021-12-12 | |
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* | Fix up all remaining warnings | Dan Goodliffe | 2021-11-28 | |
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* | Fix up lots of static analyzer warnings | Dan Goodliffe | 2021-11-27 | |
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* | Enable all Jason Turner recommended warnings | Dan Goodliffe | 2021-11-26 | |
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* | Add slope colouring to terrain shader | Dan Goodliffe | 2021-11-25 | |
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* | Swap y,z axis | Dan Goodliffe | 2021-11-16 | |
| | | | | This was a pain... but all the coords make much more sense now and a lot of mystery negation has disappeared. | |||
* | Create and use a shader program for things with absolute position | Dan Goodliffe | 2021-03-03 | |
| | | | | Rails in this case. | |||
* | Only calculate and bind the model transform if the shader program uses it | Dan Goodliffe | 2021-03-03 | |
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* | Replace Transform with Location | Dan Goodliffe | 2021-03-03 | |
| | | | | Simpler, unbinds the transformation matrices for location, now done just in the shader. | |||
* | Pass linters | Dan Goodliffe | 2021-02-20 | |
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* | dos2unix shader sources | Dan Goodliffe | 2021-02-20 | |
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* | Remove now redundent Shader::Source class | Dan Goodliffe | 2021-02-20 | |
| | | | | Moves compile functionality to GLsource. | |||
* | m4 based GLSL embedding | Dan Goodliffe | 2021-02-20 | |
| | | | | Passes a lint check, less mangling, more automation | |||
* | Pass a cppcheck | Dan Goodliffe | 2021-02-20 | |
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* | Remove spare bits from shaders and tidy up | 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. | |||
* | Add support for directional light color and an ambient color | Dan Goodliffe | 2021-02-18 | |
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* | Allow setting any uniform in shaders | Dan Goodliffe | 2021-02-18 | |
| | | | | Move less commonly used (lightDirection) to a named one | |||
* | Support multiple shader programs, set by model | Dan Goodliffe | 2021-02-17 | |
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* | Use consts for Transform | Dan Goodliffe | 2021-02-14 | |
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* | Remove unused scale component from Transform | Dan Goodliffe | 2021-02-14 | |
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* | Swap application of rotX and rotY | Dan Goodliffe | 2021-02-14 | |
| | | | | Makes more sense to ease pitch of vehicles on slopes in the direction of travel | |||
* | Update glsl version and interface | Dan Goodliffe | 2021-02-12 | |
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* | Fix issue with normal affecting transparency | Dan Goodliffe | 2021-02-12 | |
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* | Input stack and logical split of camera controller | Dan Goodliffe | 2021-01-28 | |
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* | Basic mouse navigation | Dan Goodliffe | 2021-01-26 | |
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* | Define light direction as a vector | Dan Goodliffe | 2021-01-26 | |
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* | Remove the weird view/model/camera connectedness | Dan Goodliffe | 2021-01-24 | |
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* | Big tidy up of shader wrapper | Dan Goodliffe | 2021-01-24 | |
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* | Factor to support worlds, objects, windows etc | Dan Goodliffe | 2021-01-18 | |
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* | Big reshuffle | Dan Goodliffe | 2021-01-17 | |
Fixes code quality warnings now picked up. |