Commit message (Collapse) | Author | Age | |
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* | Don't make arbitrary changes to mesh for triangle boundaries | Dan Goodliffe | 4 days |
| | | | | | | | | | | Making these arbitrary changes can lead to inverted adjacent faces, instead just: a) use the near node where it is, or b) create the edge split along its length without lateral movement Same principal as previous commit, addresses issues where tracing would fail seemingly at random and throws on error now. | ||
* | 2D triangle area support | Dan Goodliffe | 7 days |
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* | Psycho-rebased branch terrain-for-networks on top of main | Dan Goodliffe | 2024-12-01 |
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| * | Remove extrusion extents that rounded to the same vertex | Dan Goodliffe | 2024-11-03 |
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* | | Move GeoData::Triangle to global lib | Dan Goodliffe | 2024-12-01 |
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* | | Update new/moved vertex normals | Dan Goodliffe | 2024-11-27 |
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* | | Pass setHeights options as a struct with defaults | Dan Goodliffe | 2024-11-23 |
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* | | Add linesIntersectAt function | Dan Goodliffe | 2024-11-12 |
|/ | | | | 2 dimensional line intersection point | ||
* | Improve sun illumination based on angular size and astronomical twilight | Dan Goodliffe | 2024-10-24 |
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* | Randomise for many trees, positions, rotations | Dan Goodliffe | 2024-10-20 |
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* | Move lots of maths helpers to inline, constexpr, templates | Dan Goodliffe | 2024-10-20 |
| | | | | Always for working with different dimensions/types | ||
* | Use LightDirection for calculating/passing all light dir components | Dan Goodliffe | 2024-10-06 |
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* | Add LightDirection class | Dan Goodliffe | 2024-10-05 |
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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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| * | Populate GameState::assets in appropriate tests | Dan Goodliffe | 2024-08-18 |
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* | | Move getSunPos to Environment | Dan Goodliffe | 2024-09-20 |
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* | | Add basic environment object | Dan Goodliffe | 2024-09-20 |
| | | | | | | | | Will hold world time/date, weather, location etc | ||
* | | Update getSunPos to use a standard time_t | Dan Goodliffe | 2024-09-19 |
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* | | Add new mathematical constants to lib | Dan Goodliffe | 2024-09-19 |
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* | | Initial commit of code for calculating sun position | Dan Goodliffe | 2024-09-18 |
|/ | | | | | | | | | 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 scene | Dan Goodliffe | 2024-08-10 |
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* | Fix up perf tests in light of window management changes | Dan Goodliffe | 2024-07-05 |
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* | Re-add testHelpers.h | Dan Goodliffe | 2024-07-02 |
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* | Psycho-rebased branch imgui on top of main | Dan Goodliffe | 2024-07-02 |
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| * | First cut reshuffling app/window/gl/render bits | Dan Goodliffe | 2024-06-15 |
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* | | Add an InstanceVertices partition perf test | Dan Goodliffe | 2024-06-30 |
| | | | | | | | | | | | | | | | | | | 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 perfs | Dan Goodliffe | 2024-06-30 |
| | | | | | | | | Apparently Google benchmark doesn't like -- stuff syntax now | ||
* | | Maintain a reverse index in instance vertices | Dan Goodliffe | 2024-06-30 |
| | | | | | | | | Removes need to search unused and/or index when moving/adding things | ||
* | | Implement partition on InstanceVertices | Dan Goodliffe | 2024-06-29 |
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* | Tidy many stringy messes with std::format | Dan Goodliffe | 2024-06-04 |
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* | Replace messy uasprintf with std::format | Dan Goodliffe | 2024-06-04 |
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* | Fix setting of pedantic warnings | Dan Goodliffe | 2024-06-01 |
| | | | | | 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 dump | Dan Goodliffe | 2024-05-27 |
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* | Set the face surface type when setting height | Dan Goodliffe | 2024-04-26 |
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* | Define some initial surface types | Dan Goodliffe | 2024-04-18 |
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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. | ||
* | Remove wireframe mode from test renders | Dan Goodliffe | 2024-04-04 |
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* | Tests for triangle helpers | Dan Goodliffe | 2024-04-02 |
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* | Handle and test concave surface boundaries | Dan Goodliffe | 2024-03-23 |
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* | Add helper constructors to Arc | Dan Goodliffe | 2024-03-21 |
| | | | | | | * 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 spec | Dan Goodliffe | 2024-03-09 |
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* | Add timeout to deformation unit test | Dan Goodliffe | 2024-03-09 |
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* | Rewrite most of setHeights | Dan Goodliffe | 2024-03-08 |
| | | | | | 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 collection | Dan Goodliffe | 2024-03-08 |
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* | Load terrain deform fixture data from JSON | Dan Goodliffe | 2024-02-26 |
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* | Add helper for loading fixtures for data tests from fixture JSON | Dan Goodliffe | 2024-02-26 |
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* | Make terrain deformation test a data test | Dan Goodliffe | 2024-02-26 |
| | | | | Easily test multiple deformations and view them from different angles | ||
* | Psycho-rebased branch deform-terrain on top of main | Dan Goodliffe | 2024-02-24 |
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| * | First cut of terrain deformation | Dan Goodliffe | 2024-02-22 |
| | | | | | | | | | | | | | | | | | | | | 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... |