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path: root/test/test-render.cpp
Commit message (Collapse)AuthorAge
* 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.
* Disable GL_DEBUG_OUTPUT before dumping debug screenshotDan Goodliffe2022-12-04
| | | | Avoids potential performance error capture memory mapping a busy miptree BO
* Add GL_DEBUG_OUTPUT with boost test error handling to test-render contextDan Goodliffe2022-12-03
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* Split SceneProvider outDan Goodliffe2022-11-27
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* SceneRenderer is a graphics component, not a UI oneDan Goodliffe2022-11-27
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* Add rendering support for point lightsDan Goodliffe2022-11-23
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* Separate out the illumation of the sceneDan Goodliffe2022-11-23
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* Shared context, persist main window in test, send test for upcoming pointlightDan Goodliffe2022-11-19
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* Move OpenGL context behaviour tests into their own appDan Goodliffe2022-11-17
| | | | For our own sanity :)
* Add some tests over the behaviour of windows and contexts and glStuffDan Goodliffe2022-11-14
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* Add a basic if clunky render testDan Goodliffe2022-11-14