Commit message (Collapse) | Author | Age | |
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* | Use LightDirection for calculating/passing all light dir components | Dan Goodliffe | 2024-10-06 |
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* | Psycho-rebased branch billboard-shadows on top of main | Dan Goodliffe | 2024-09-23 |
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| * | test-render loads all assets into gameState | Dan Goodliffe | 2024-08-26 |
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* | | Add basic environment object | Dan Goodliffe | 2024-09-20 |
|/ | | | | Will hold world time/date, weather, location etc | ||
* | Add a tree to the test render scene | Dan Goodliffe | 2024-08-10 |
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* | First cut reshuffling app/window/gl/render bits | Dan Goodliffe | 2024-06-15 |
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* | Split water from terrain | Dan Goodliffe | 2024-04-06 |
| | | | | Shares the geo data instance, and still has the same implementation at this stage. | ||
* | Fix network population of position in gBuffer | Dan Goodliffe | 2024-01-23 |
| | | | | Adds some rails to the basic test highlighting broken shadows | ||
* | Add mail rail network to render test, include curves | Dan Goodliffe | 2024-01-20 |
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* | Add rail network render test | Dan Goodliffe | 2024-01-19 |
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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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* | Use 32bit integer texture for position render data | Dan Goodliffe | 2023-12-17 |
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* | Basic support for saving intermediate render buffers | Dan Goodliffe | 2023-12-13 |
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* | Fix clamping to seafloor and add specific test | Dan Goodliffe | 2023-12-11 |
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* | Integer camera | Dan Goodliffe | 2023-12-11 |
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* | Render test using loaded terrain | Dan Goodliffe | 2023-12-03 |
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* | Merge branch 'ints' into terrain | Dan Goodliffe | 2023-11-26 |
|\ | | | | | | | | | | | Conflicts fix, compiles, some test failures remain. Trees not added, possibility of OM invalid handle assertion failures, normals broken due to integer overflow in Newell's method. | ||
| * | 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. | ||
| * | Reformat with new clang-format | Dan Goodliffe | 2023-11-07 |
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* | | Rename TerrainMesh to GeoData to drop inplace | Dan Goodliffe | 2023-11-04 |
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* | | Reformat test source | Dan Goodliffe | 2023-11-04 |
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* | Templated BufferedLocation and single buffer storage for RVC locations | Dan Goodliffe | 2023-05-06 |
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* | Drop .hpp for header only things | Dan Goodliffe | 2023-04-29 |
| | | | | Half of them acquired a .cpp part anyway | ||
* | Fudge RV bogey position the same as we do the body in test-render | Dan Goodliffe | 2023-04-26 |
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* | 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. | ||
* | Drop performance debug to warning and stop disabling error checking for ↵ | Dan Goodliffe | 2023-04-19 |
| | | | | texture save | ||
* | Use asset factory models in test-render | 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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* | RailVehicleClass now renders bogie shadows as well as body | Dan Goodliffe | 2023-03-04 |
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* | Fix up all the static analyzer warnings | Dan Goodliffe | 2023-01-08 |
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* | Only generate the first N shadow maps which are useful | Dan Goodliffe | 2023-01-07 |
| | | | | Note: we don't yet optimise the use of the shadow map texture, each still renders into its own corner | ||
* | Add rendering support for spot lights | Dan Goodliffe | 2023-01-05 |
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* | Add directional light to pointlight test, fix setting of GL_DEPTH_TEST | Dan Goodliffe | 2022-12-30 |
| | | | | Fixes issue where directional light prevented pointlights from working | ||
* | Move test render helpers into a new test library | Dan Goodliffe | 2022-12-29 |
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* | Render some train bodies to test shadowing | Dan Goodliffe | 2022-12-28 |
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* | Add Camera method to get the extents of the view frustrum at some distance | Dan Goodliffe | 2022-12-13 |
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* | Make Camera members private with accessors and helpful setters | Dan Goodliffe | 2022-12-12 |
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* | Generate and use a shadow map | Dan Goodliffe | 2022-12-04 |
| | | | | | Generated when the directional light is specified in the environment call, passed to the directional light shader pass to conditionally illuminate each pixel. | ||
* | Disable GL_DEBUG_OUTPUT before dumping debug screenshot | Dan Goodliffe | 2022-12-04 |
| | | | | Avoids potential performance error capture memory mapping a busy miptree BO | ||
* | Add GL_DEBUG_OUTPUT with boost test error handling to test-render context | Dan Goodliffe | 2022-12-03 |
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* | Split SceneProvider out | Dan Goodliffe | 2022-11-27 |
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* | SceneRenderer is a graphics component, not a UI one | Dan Goodliffe | 2022-11-27 |
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* | Add rendering support for point lights | Dan Goodliffe | 2022-11-23 |
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* | Separate out the illumation of the scene | Dan Goodliffe | 2022-11-23 |
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* | Shared context, persist main window in test, send test for upcoming pointlight | Dan Goodliffe | 2022-11-19 |
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* | Move OpenGL context behaviour tests into their own app | Dan Goodliffe | 2022-11-17 |
| | | | | For our own sanity :) | ||
* | Add some tests over the behaviour of windows and contexts and glStuff | Dan Goodliffe | 2022-11-14 |
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* | Add a basic if clunky render test | Dan Goodliffe | 2022-11-14 |