| Commit message (Collapse) | Author | Age | |
|---|---|---|---|
| * | Billboard foliage | Dan Goodliffe | 3 days |
| | | | | | | | Partition the instances by within/without the view frustum, then by proximity to the view point and within/without the sunlight shadow frustum. Use billboards for far away/out of view instances. | ||
| * | Tidy the preFrame logic into a single function in SceneRenderer | Dan Goodliffe | 8 days |
| | | | | | | Clients now just call that one helper and SceneProvider passes in all the renderables. | ||
| * | Fix up the preFrame process to use both frustums | Dan Goodliffe | 13 days |
| | | | | | | | (camera and directional light frustums) This has made the whole preFrame process far more fiddly and repetitive than I'd like, but it does work. Maybe we can tidy it up later. | ||
| * | Fix all warnings in test/ | Dan Goodliffe | 2025-05-01 |
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| * | Make Collections::objects protected, extend interface | Dan Goodliffe | 2025-03-22 |
| | | | | | | Keeps all required features accessible, but through a controlled interface. | ||
| * | Invert how shared/unique is specified for Collection | Dan Goodliffe | 2025-03-22 |
| | | | | | Template param is a pointer now, typedefs added for ease. | ||
| * | Add ManyPtr which tracks specified subclasses | Dan Goodliffe | 2025-03-22 |
| | | | | | | | This removes the need to repeated dynamic_cast the pointer. Provides interface which enforces the fastest option for the required types. | ||
| * | Pass a Frustum to shadow renderers | Dan Goodliffe | 2025-03-11 |
| | | | | | The frustum might not be correct at this stage. | ||
| * | Pass frustum into render functions | Dan Goodliffe | 2025-03-07 |
| | | | | | Support for culling objects outside the view frustum | ||
| * | Use LightDirection for calculating/passing all light dir components | Dan Goodliffe | 2024-10-06 |
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| * | Populate GameState::assets in appropriate tests | Dan Goodliffe | 2024-08-18 |
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| * | First cut reshuffling app/window/gl/render bits | Dan Goodliffe | 2024-06-15 |
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| * | Surface asset test doesn't need render dump | Dan Goodliffe | 2024-05-27 |
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| * | Define some initial surface types | Dan Goodliffe | 2024-04-18 |
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| * | Add old street lamp model | Dan Goodliffe | 2024-01-13 |
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| * | Add model support for point lights | Dan Goodliffe | 2024-01-12 |
| | | | | | Still invokes non-instanced point light shader | ||
| * | Initial commit with working light instancing | Dan Goodliffe | 2024-01-10 |
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| * | Add spot light definition, loader, and rendering | Dan Goodliffe | 2024-01-10 |
| | | | | | Rendering is untested, data is passed to whatever GL program is currently active. | ||
| * | Add lights resource set and test scene | Dan Goodliffe | 2024-01-09 |
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| * | Switch to millimeters for spatial units | Dan Goodliffe | 2023-11-15 |
| | | | | | | | Mostly a case of changing far too many magic numbers, something else to fix I guess. I probably missed something. Also there's some hackery when loading 3D models, which are still assumed to be in metres. | ||
| * | WIP typedefing all the things - sources | Dan Goodliffe | 2023-11-09 |
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| * | WIP typedefing all the things - headers | Dan Goodliffe | 2023-11-07 |
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| * | Reformat with new clang-format | Dan Goodliffe | 2023-11-07 |
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| * | Drop .hpp for header only things | Dan Goodliffe | 2023-04-29 |
| | | | | | Half of them acquired a .cpp part anyway | ||
| * | Handle rendering of RailVehicles through RailVehicleClass instancing | Dan Goodliffe | 2023-04-23 |
| | | | | | | | | Trains no longer need rendering as their parts are all RVC assets and that just works now. This commit creates some irritating duplication in RVC wrt body/2 bogies all of which are stored separately, but function in exactly the same way. This breaks RV shadows as we have no instancing shadow shaders yet. | ||
| * | Instances buffer data needs to be unmapped before use | Dan Goodliffe | 2023-04-21 |
| | | | | | | Here we change quite a bit to support mapping and unmapping the buffer as required. The instance/free referencing is still broken though. We add several instances of tree in the render. | ||
| * | Switch to render trees in bulk through foliage asset rendering | Dan Goodliffe | 2023-04-20 |
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| * | Drop performance debug to warning and stop disabling error checking for ↵ | Dan Goodliffe | 2023-04-19 |
| | | | | | texture save | ||
| * | Load all assets in red dir with asset factory | Dan Goodliffe | 2023-04-14 |
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| * | Adjust test render view to get a closer view of our tree | Dan Goodliffe | 2023-04-14 |
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| * | No need to pass size around, we can get it back from the texture | Dan Goodliffe | 2023-04-14 |
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| * | Extend timeout... this can be a bit slow now | Dan Goodliffe | 2023-04-14 |
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| * | First cut loading assets using assimp | Dan Goodliffe | 2023-04-10 |
| | | | | | This is far from perfect, specifically the created texture atlas is not compatibile with wrapping texture UVs | ||
| * | Add timeouts to asset factory tests | Dan Goodliffe | 2023-04-07 |
| | | | | | Yes, I made some infinite loops a few times | ||
| * | Fix texture packer return value so positions match inputs | Dan Goodliffe | 2023-03-17 |
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| * | Initial version of texture packer | Dan Goodliffe | 2023-03-11 |
| | | | | | | Determines where a collection of smaller textures can be tiled into a single bigger image. Probably non-optimal. | ||
| * | Hugely more detailed Brush47 model and revision to test case details | Dan Goodliffe | 2023-03-09 |
| | | | | | | | Specifically, this includes the buffer block, which is a rotated cuboid with an extrusion. This feature breaks the current mesh creation code... Fix coming up. | ||
| * | Remove old hard coded asset factory test, run entirely from XML load and ↵ | Dan Goodliffe | 2023-03-04 |
| | | | | | render a RailVehicle instance | ||
| * | Support and load factory asset directly into a RailVehicleClass instance | Dan Goodliffe | 2023-03-04 |
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| * | Parse colour values as they're read | Dan Goodliffe | 2023-03-02 |
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| * | Load the X11 RGB colour definitions into a map | Dan Goodliffe | 2023-02-27 |
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| * | Implement loading asset, mesh and face definitions | Dan Goodliffe | 2023-02-22 |
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| * | Rename ModelFactory to AssetFactory | Dan Goodliffe | 2023-02-21 |
