Commit message (Collapse) | Author | Age | ||
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* | RAII for glVertex and glBuffer | Dan Goodliffe | 2021-12-22 | |
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* | Need a way to select the UI shader | Dan Goodliffe | 2021-12-18 | |
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* | Refactor to start splitting out UI components | Dan Goodliffe | 2021-12-13 | |
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* | Introduce the UI shader | Dan Goodliffe | 2021-12-12 | |
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* | Move program handle to its own files | Dan Goodliffe | 2021-12-12 | |
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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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* | Refactor wrapped_ptr to include destory function as template param, and ↵ | Dan Goodliffe | 2021-12-04 | |
| | | | | possibly constructor function | |||
* | 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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* | Compile generated/external code as release | Dan Goodliffe | 2021-11-26 | |
| | | | | Moves stb stuff to .c then all .ll and .c built release mode, neatly disables all the warnings | |||
* | Include stb directly | Dan Goodliffe | 2021-11-25 | |
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* | Add slope colouring to terrain shader | Dan Goodliffe | 2021-11-25 | |
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* | Transform obj to ILT was a static mat4 | Dan Goodliffe | 2021-11-16 | |
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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. | |||
* | Compile stb wrapper in C++ mode | Dan Goodliffe | 2021-11-07 | |
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* | Fix warnings produced by new clang-tidy | Dan Goodliffe | 2021-05-02 | |
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* | Add missing virtual destructor in Renderable | Dan Goodliffe | 2021-03-13 | |
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* | Introduce the Train concept as a literal collection of rail vehicles | Dan Goodliffe | 2021-03-06 | |
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* | Fixing manual camera scrolling, now just a matrix multiplication | Dan Goodliffe | 2021-03-05 | |
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* | Simplify a lot of code with sincosf | Dan Goodliffe | 2021-03-03 | |
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* | 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. | |||
* | Vastly improved manual camera controller | Dan Goodliffe | 2021-02-28 | |
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* | Zoom the ISO mode follow camera out a bit | Dan Goodliffe | 2021-02-22 | |
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* | Named model parts, fix bogie spelling, new brush47 model | Dan Goodliffe | 2021-02-21 | |
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* | Fix test-obj by splitting mesh processing | Dan Goodliffe | 2021-02-20 | |
| | | | | Don't invoke GL parts from test code | |||
* | Fix constness of Mesh constructor params | Dan Goodliffe | 2021-02-20 | |
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* | 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. | |||
* | 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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