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path: root/test/test-assetFactory.cpp
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* Fix up the preFrame process to use both frustumsDan Goodliffe13 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 Goodliffe2025-05-01
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* Make Collections::objects protected, extend interfaceDan Goodliffe2025-03-22
| | | | | Keeps all required features accessible, but through a controlled interface.
* Invert how shared/unique is specified for CollectionDan Goodliffe2025-03-22
| | | | Template param is a pointer now, typedefs added for ease.
* Add ManyPtr which tracks specified subclassesDan Goodliffe2025-03-22
| | | | | | 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 renderersDan Goodliffe2025-03-11
| | | | The frustum might not be correct at this stage.
* Pass frustum into render functionsDan Goodliffe2025-03-07
| | | | Support for culling objects outside the view frustum
* Use LightDirection for calculating/passing all light dir componentsDan Goodliffe2024-10-06
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* Populate GameState::assets in appropriate testsDan Goodliffe2024-08-18
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* First cut reshuffling app/window/gl/render bitsDan Goodliffe2024-06-15
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* Surface asset test doesn't need render dumpDan Goodliffe2024-05-27
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* Define some initial surface typesDan Goodliffe2024-04-18
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* Add old street lamp modelDan Goodliffe2024-01-13
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* Add model support for point lightsDan Goodliffe2024-01-12
| | | | Still invokes non-instanced point light shader
* Initial commit with working light instancingDan Goodliffe2024-01-10
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* Add spot light definition, loader, and renderingDan Goodliffe2024-01-10
| | | | Rendering is untested, data is passed to whatever GL program is currently active.
* Add lights resource set and test sceneDan Goodliffe2024-01-09
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* Switch to millimeters for spatial unitsDan Goodliffe2023-11-15
| | | | | | 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 - sourcesDan Goodliffe2023-11-09
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* WIP typedefing all the things - headersDan Goodliffe2023-11-07
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* Reformat with new clang-formatDan Goodliffe2023-11-07
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* Drop .hpp for header only thingsDan Goodliffe2023-04-29
| | | | Half of them acquired a .cpp part anyway
* Handle rendering of RailVehicles through RailVehicleClass instancingDan Goodliffe2023-04-23
| | | | | | | 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 useDan Goodliffe2023-04-21
| | | | | 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 renderingDan Goodliffe2023-04-20
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* Drop performance debug to warning and stop disabling error checking for ↵Dan Goodliffe2023-04-19
| | | | texture save
* Load all assets in red dir with asset factoryDan Goodliffe2023-04-14
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* Adjust test render view to get a closer view of our treeDan Goodliffe2023-04-14
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* No need to pass size around, we can get it back from the textureDan Goodliffe2023-04-14
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* Extend timeout... this can be a bit slow nowDan Goodliffe2023-04-14
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* First cut loading assets using assimpDan Goodliffe2023-04-10
| | | | This is far from perfect, specifically the created texture atlas is not compatibile with wrapping texture UVs
* Add timeouts to asset factory testsDan Goodliffe2023-04-07
| | | | Yes, I made some infinite loops a few times
* Fix texture packer return value so positions match inputsDan Goodliffe2023-03-17
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* Initial version of texture packerDan Goodliffe2023-03-11
| | | | | 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 detailsDan Goodliffe2023-03-09
| | | | | | 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 Goodliffe2023-03-04
| | | | render a RailVehicle instance
* Support and load factory asset directly into a RailVehicleClass instanceDan Goodliffe2023-03-04
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* Parse colour values as they're readDan Goodliffe2023-03-02
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* Load the X11 RGB colour definitions into a mapDan Goodliffe2023-02-27
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* Implement loading asset, mesh and face definitionsDan Goodliffe2023-02-22
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* Rename ModelFactory to AssetFactoryDan Goodliffe2023-02-21