Commit message (Collapse) | Author | Age | |
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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. | ||
* | Mesh split, bogeys follow rails. | Dan Goodliffe | 2021-02-19 |
| | | | | | | | | | | | | | | Wow. This commit is too big. It: * splits obj loaded meshes into individual named objects. * moves obj to mesh(es) code into new file obj.impl.cpp, removing the clutter from mesh * removes Physical for providing the wrong level of abstraction * bit of a hack to adjust loaded models to offset rail vehicle bogeys to 0 centre, and then applies their calculated position to the mesh All in all, quite a lot of mess... But the result is the rail vehicle bogeys now follow the rails quite authentically. | ||
* | 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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* | Disconnect camera control from shader | Dan Goodliffe | 2021-02-17 |
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* | Add a camera controller that follows vehicles | Dan Goodliffe | 2021-02-16 |
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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 | ||
* | New .obj parser, packer, mesher | Dan Goodliffe | 2021-02-13 |
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* | Flip texture images to match OpenGL expectations | Dan Goodliffe | 2021-02-12 |
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* | 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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* | Initial commit generating some basic rail network | Dan Goodliffe | 2021-02-05 |
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* | Create mesh direct from vertices and indices | Dan Goodliffe | 2021-02-04 |
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* | Restructure to allow a resource path and testing | Dan Goodliffe | 2021-02-04 |
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* | Split into main app and library the rest for testing | Dan Goodliffe | 2021-02-04 |
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* | Input stack and logical split of camera controller | Dan Goodliffe | 2021-01-28 |
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* | Remove magic number and float flags from texture loader | Dan Goodliffe | 2021-01-26 |
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* | Enable alpha in textures | Dan Goodliffe | 2021-01-26 |
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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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* | Simplify vertex interface | Dan Goodliffe | 2021-01-25 |
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* | Move texture cache to Texture class | Dan Goodliffe | 2021-01-25 |
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* | Split physical objects from renderable ones | Dan Goodliffe | 2021-01-25 |
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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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* | Helpers can be static | Dan Goodliffe | 2021-01-17 |
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* | Split window and display (application) classes | Dan Goodliffe | 2021-01-17 |
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* | Big reshuffle | Dan Goodliffe | 2021-01-17 |
Fixes code quality warnings now picked up. |