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path: root/test/test-render.cpp
Commit message (Collapse)AuthorAge
* Use RelativeDistance in Camera near/fear and expose member variablesDan Goodliffe3 days
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* Tidy the preFrame logic into a single function in SceneRendererDan Goodliffe8 days
| | | | | Clients now just call that one helper and SceneProvider passes in all the renderables.
* 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.
* Don't write test output to /tmp, use ANALYSIS_DIRECTORY insteadDan Goodliffe2026-02-06
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* Fix all warnings in test/Dan Goodliffe2025-05-01
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* 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.
* Add a spike of terrain in test-renderDan Goodliffe2025-03-11
| | | | Very fake, but casts a clear shadow.
* 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
* Combine GeoData and Terrain class hierarchiesDan Goodliffe2025-02-09
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* Randomise for many trees, positions, rotationsDan Goodliffe2024-10-20
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* Use LightDirection for calculating/passing all light dir componentsDan Goodliffe2024-10-06
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* Psycho-rebased branch billboard-shadows on top of mainDan Goodliffe2024-09-23
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| * test-render loads all assets into gameStateDan Goodliffe2024-08-26
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* | Add basic environment objectDan Goodliffe2024-09-20
|/ | | | Will hold world time/date, weather, location etc
* Add a tree to the test render sceneDan Goodliffe2024-08-10
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* First cut reshuffling app/window/gl/render bitsDan Goodliffe2024-06-15
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* Split water from terrainDan Goodliffe2024-04-06
| | | | Shares the geo data instance, and still has the same implementation at this stage.
* Fix network population of position in gBufferDan Goodliffe2024-01-23
| | | | Adds some rails to the basic test highlighting broken shadows
* Add mail rail network to render test, include curvesDan Goodliffe2024-01-20
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* Add rail network render testDan Goodliffe2024-01-19
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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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* Use 32bit integer texture for position render dataDan Goodliffe2023-12-17
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* Basic support for saving intermediate render buffersDan Goodliffe2023-12-13
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* Fix clamping to seafloor and add specific testDan Goodliffe2023-12-11
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* Integer cameraDan Goodliffe2023-12-11
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* Render test using loaded terrainDan Goodliffe2023-12-03
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* Merge branch 'ints' into terrainDan Goodliffe2023-11-26
|\ | | | | | | | | | | 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 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.
| * Reformat with new clang-formatDan Goodliffe2023-11-07
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* | Rename TerrainMesh to GeoData to drop inplaceDan Goodliffe2023-11-04
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* | Reformat test sourceDan Goodliffe2023-11-04
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* Templated BufferedLocation and single buffer storage for RVC locationsDan Goodliffe2023-05-06
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* Drop .hpp for header only thingsDan Goodliffe2023-04-29
| | | | Half of them acquired a .cpp part anyway
* Fudge RV bogey position the same as we do the body in test-renderDan Goodliffe2023-04-26
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* 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.
* Drop performance debug to warning and stop disabling error checking for ↵Dan Goodliffe2023-04-19
| | | | texture save
* Use asset factory models in test-renderDan 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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* RailVehicleClass now renders bogie shadows as well as bodyDan Goodliffe2023-03-04
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* Fix up all the static analyzer warningsDan Goodliffe2023-01-08
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* Only generate the first N shadow maps which are usefulDan Goodliffe2023-01-07
| | | | 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 lightsDan Goodliffe2023-01-05
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* Add directional light to pointlight test, fix setting of GL_DEPTH_TESTDan Goodliffe2022-12-30
| | | | Fixes issue where directional light prevented pointlights from working
* Move test render helpers into a new test libraryDan Goodliffe2022-12-29
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* Render some train bodies to test shadowingDan Goodliffe2022-12-28
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* Add Camera method to get the extents of the view frustrum at some distanceDan Goodliffe2022-12-13
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* Make Camera members private with accessors and helpful settersDan Goodliffe2022-12-12
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* Generate and use a shadow mapDan Goodliffe2022-12-04
| | | | | Generated when the directional light is specified in the environment call, passed to the directional light shader pass to conditionally illuminate each pixel.