summaryrefslogtreecommitdiff
path: root/gfx
Commit message (Collapse)AuthorAge
...
* Encapsulate RayDan Goodliffe2022-01-02
|
* Replace include guard macros with pragma onceDan Goodliffe2022-01-02
|
* Cache allows multiple key partsDan Goodliffe2022-01-01
|
* Don't forward declare CacheDan Goodliffe2022-01-01
|
* Generic solution for glGen/glDel arrays, then tidy-up the usesDan Goodliffe2022-01-01
|
* First iteration with font/text supportDan Goodliffe2022-01-01
|
* Remove unnecessary initialiserDan Goodliffe2021-12-31
|
* Allow glRef to accept lambdasDan Goodliffe2021-12-31
|
* Initial implementation for being able to click in the main window to select ↵Dan Goodliffe2021-12-28
| | | | something
* RAII for glVertex and glBufferDan Goodliffe2021-12-22
|
* Need a way to select the UI shaderDan Goodliffe2021-12-18
|
* Refactor to start splitting out UI componentsDan Goodliffe2021-12-13
|
* Introduce the UI shaderDan Goodliffe2021-12-12
|
* Move program handle to its own filesDan Goodliffe2021-12-12
|
* Split 3D specifics of programs out of a base classDan Goodliffe2021-12-12
|
* Move GL shared source into it's own class/fileDan Goodliffe2021-12-12
|
* Move generic constexpr_strlen to libDan Goodliffe2021-12-12
|
* glm::value_ptr is neaterDan Goodliffe2021-12-12
|
* Refactor wrapped_ptr to include destory function as template param, and ↵Dan Goodliffe2021-12-04
| | | | possibly constructor function
* Fix up all remaining warningsDan Goodliffe2021-11-28
|
* Fix up lots of static analyzer warningsDan Goodliffe2021-11-27
|
* Enable all Jason Turner recommended warningsDan Goodliffe2021-11-26
|
* Compile generated/external code as releaseDan Goodliffe2021-11-26
| | | | Moves stb stuff to .c then all .ll and .c built release mode, neatly disables all the warnings
* Include stb directlyDan Goodliffe2021-11-25
|
* Add slope colouring to terrain shaderDan Goodliffe2021-11-25
|
* Transform obj to ILT was a static mat4Dan Goodliffe2021-11-16
|
* Swap y,z axisDan Goodliffe2021-11-16
| | | | This was a pain... but all the coords make much more sense now and a lot of mystery negation has disappeared.
* Compile stb wrapper in C++ modeDan Goodliffe2021-11-07
|
* Fix warnings produced by new clang-tidyDan Goodliffe2021-05-02
|
* Add missing virtual destructor in RenderableDan Goodliffe2021-03-13
|
* Introduce the Train concept as a literal collection of rail vehiclesDan Goodliffe2021-03-06
|
* Fixing manual camera scrolling, now just a matrix multiplicationDan Goodliffe2021-03-05
|
* Simplify a lot of code with sincosfDan Goodliffe2021-03-03
|
* Create and use a shader program for things with absolute positionDan Goodliffe2021-03-03
| | | | Rails in this case.
* Only calculate and bind the model transform if the shader program uses itDan Goodliffe2021-03-03
|
* Replace Transform with LocationDan Goodliffe2021-03-03
| | | | Simpler, unbinds the transformation matrices for location, now done just in the shader.
* Vastly improved manual camera controllerDan Goodliffe2021-02-28
|
* Zoom the ISO mode follow camera out a bitDan Goodliffe2021-02-22
|
* Named model parts, fix bogie spelling, new brush47 modelDan Goodliffe2021-02-21
|
* Fix test-obj by splitting mesh processingDan Goodliffe2021-02-20
| | | | Don't invoke GL parts from test code
* Fix constness of Mesh constructor paramsDan Goodliffe2021-02-20
|
* Pass lintersDan Goodliffe2021-02-20
|
* dos2unix shader sourcesDan Goodliffe2021-02-20
|
* Remove now redundent Shader::Source classDan Goodliffe2021-02-20
| | | | Moves compile functionality to GLsource.
* m4 based GLSL embeddingDan Goodliffe2021-02-20
| | | | Passes a lint check, less mangling, more automation
* Pass a cppcheckDan Goodliffe2021-02-20
|
* Remove spare bits from shaders and tidy upDan Goodliffe2021-02-20
|
* Custom land and water shadersDan Goodliffe2021-02-20
| | | | | | | 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 Goodliffe2021-02-19
| | | | | | | | | | | | | | 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 colorDan Goodliffe2021-02-18
|