| Commit message (Collapse) | Author | Age | |
|---|---|---|---|
| * | Use RelativeDistance in Camera near/fear and expose member variables | Dan Goodliffe | 3 days |
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| * | 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. | ||
| * | Don't write test output to /tmp, use ANALYSIS_DIRECTORY instead | Dan Goodliffe | 2026-02-06 |
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| * | Fix all warnings in test/ | Dan Goodliffe | 2025-05-01 |
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| * | 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. | ||
| * | Add a spike of terrain in test-render | Dan Goodliffe | 2025-03-11 |
| | | | | | Very fake, but casts a clear shadow. | ||
| * | 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 | ||
| * | Combine GeoData and Terrain class hierarchies | Dan Goodliffe | 2025-02-09 |
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| * | Randomise for many trees, positions, rotations | Dan Goodliffe | 2024-10-20 |
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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. | ||
