summaryrefslogtreecommitdiff
path: root/test
Commit message (Collapse)AuthorAge
* Add linesIntersectAt functionDan Goodliffe2024-11-12
| | | | 2 dimensional line intersection point
* Improve sun illumination based on angular size and astronomical twilightDan Goodliffe2024-10-24
|
* Randomise for many trees, positions, rotationsDan Goodliffe2024-10-20
|
* Move lots of maths helpers to inline, constexpr, templatesDan Goodliffe2024-10-20
| | | | Always for working with different dimensions/types
* Use LightDirection for calculating/passing all light dir componentsDan Goodliffe2024-10-06
|
* Add LightDirection classDan Goodliffe2024-10-05
|
* Psycho-rebased branch billboard-shadows on top of mainDan Goodliffe2024-09-23
|\
| * test-render loads all assets into gameStateDan Goodliffe2024-08-26
| |
| * Populate GameState::assets in appropriate testsDan Goodliffe2024-08-18
| |
* | Move getSunPos to EnvironmentDan Goodliffe2024-09-20
| |
* | Add basic environment objectDan Goodliffe2024-09-20
| | | | | | | | Will hold world time/date, weather, location etc
* | Update getSunPos to use a standard time_tDan Goodliffe2024-09-19
| |
* | Add new mathematical constants to libDan Goodliffe2024-09-19
| |
* | Initial commit of code for calculating sun positionDan Goodliffe2024-09-18
|/ | | | | | | | | Given the longitude and latitude, and a time into 2024, calculate the relative sun position suitable for providing lighting angles. Based on code from https://www.psa.es/ Loosely checked against https://www.pveducation.org/ and its close, working on faith really, but the numbers look plausible. Could do with a tidy up!
* Add a tree to the test render sceneDan Goodliffe2024-08-10
|
* Fix up perf tests in light of window management changesDan Goodliffe2024-07-05
|
* Re-add testHelpers.hDan Goodliffe2024-07-02
|
* Psycho-rebased branch imgui on top of mainDan Goodliffe2024-07-02
|\
| * First cut reshuffling app/window/gl/render bitsDan Goodliffe2024-06-15
| |
* | Add an InstanceVertices partition perf testDan Goodliffe2024-06-30
| | | | | | | | | | | | | | | | | | Summary: * Given a trivially simple condition, like a bounding box, over 1 million items can be partitioned in under 3ms. * Parallel algorithms reduce that a little but are only effective with volumes in excess ~200k, this might be better with a more complex condition/predicate.
* | Fix run rules for perfsDan Goodliffe2024-06-30
| | | | | | | | Apparently Google benchmark doesn't like -- stuff syntax now
* | Maintain a reverse index in instance verticesDan Goodliffe2024-06-30
| | | | | | | | Removes need to search unused and/or index when moving/adding things
* | Implement partition on InstanceVerticesDan Goodliffe2024-06-29
|/
* Tidy many stringy messes with std::formatDan Goodliffe2024-06-04
|
* Replace messy uasprintf with std::formatDan Goodliffe2024-06-04
|
* Fix setting of pedantic warningsDan Goodliffe2024-06-01
| | | | | Disable for Clang, because annoyingly to treats preprocessor line numbers as a GNU extension and thus falls over when used with DistCC.
* Surface asset test doesn't need render dumpDan Goodliffe2024-05-27
|
* Set the face surface type when setting heightDan Goodliffe2024-04-26
|
* Define some initial surface typesDan Goodliffe2024-04-18
|
* Split water from terrainDan Goodliffe2024-04-06
| | | | Shares the geo data instance, and still has the same implementation at this stage.
* Remove wireframe mode from test rendersDan Goodliffe2024-04-04
|
* Tests for triangle helpersDan Goodliffe2024-04-02
|
* Handle and test concave surface boundariesDan Goodliffe2024-03-23
|
* Add helper constructors to ArcDan Goodliffe2024-03-21
| | | | | | * Two angles, wraps logic ensuring b after a * Two vector directions * Centre and two endpoints, in at least 2 dimensions, uses .xy()
* Add deformation test case with lower specDan Goodliffe2024-03-09
|
* Add timeout to deformation unit testDan Goodliffe2024-03-09
|
* Rewrite most of setHeightsDan Goodliffe2024-03-08
| | | | | Accounts for sensible corners and fixes quite a few bugs and edge cases... introduces a few more, is still a bit glitchy in places
* Rework stream support to work with any collectionDan Goodliffe2024-03-08
|
* Load terrain deform fixture data from JSONDan Goodliffe2024-02-26
|
* Add helper for loading fixtures for data tests from fixture JSONDan Goodliffe2024-02-26
|
* Make terrain deformation test a data testDan Goodliffe2024-02-26
| | | | Easily test multiple deformations and view them from different angles
* Psycho-rebased branch deform-terrain on top of mainDan Goodliffe2024-02-24
|\
| * First cut of terrain deformationDan Goodliffe2024-02-22
| | | | | | | | | | | | | | | | | | | | This "works" for some definition of works... But it's flawed in many ways, not least the following: * It's glitchy for no obvious reason * It's unreliable; fails if you tweak the parameters * The sides of the modified area are triangulated in the dumbest possible fashion, which results in ill-formed polygons * Probably other things, but... It works, remember...
| * Include face handle in intersectRay resultDan Goodliffe2024-02-13
| |
| * Add stripiterDan Goodliffe2024-02-12
| | | | | | | | | | A generic iterator wrapper returning a tuple of 3 references to the original values, as processed in the fashion of an OpenGL triangle strip.
* | Simplify vector addition/subtraction with differnt typesDan Goodliffe2024-02-24
|/ | | | | Automatically applies correct rounding with float to int operations, adjusts test expectations accordingly.
* Map buffers RO if const operations, upgrade to RW as requiredDan Goodliffe2024-02-02
|
* Don't keep a span, create as neededDan Goodliffe2024-02-02
| | | | | Removes the error prone issue where data/size get out of sync. Fixes overflow issues leading to memory corruption of GPU data.
* Fix warnings in test-glContainerDan Goodliffe2024-02-02
| | | | Also updates static asserts to requirements
* Render text in N draw callsDan Goodliffe2024-01-27
| | | | | | Creates a single buffer per required texture and draws the whole buffer in one go. It does introduce the use of deprecated GL_QUADS primitive, but it's the easiest way to go without needing indices, repeated vertices etc