Commit message (Collapse) | Author | Age | |
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* | Extend glContainer with most of the interface expected of an STL container | Dan Goodliffe | 2023-05-01 |
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* | Initial commit of glContainer | Dan Goodliffe | 2023-04-30 |
| | | | | A std::vector like container backed by an OpenGL buffer. | ||
* | 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. | ||
* | Don't fill the instances unused vector unnecessarily | Dan Goodliffe | 2023-04-22 |
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* | Test instancing automatic unmap when count is called, add some nodiscard | Dan Goodliffe | 2023-04-22 |
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* | Fix the instancing maintenance | Dan Goodliffe | 2023-04-22 |
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* | Instances buffer data needs to be unmapped before use | Dan Goodliffe | 2023-04-21 |
| | | | | | Here we change quite a bit to support mapping and unmapping the buffer as required. The instance/free referencing is still broken though. We add several instances of tree in the render. | ||
* | Switch to render trees in bulk through foliage asset rendering | Dan Goodliffe | 2023-04-20 |
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* | Drop performance debug to warning and stop disabling error checking for ↵ | Dan Goodliffe | 2023-04-19 |
| | | | | texture save | ||
* | First cut of instance vertices and proxy | Dan Goodliffe | 2023-04-17 |
| | | | | | Untested outside unit test, allows the use of a glBuffer as a storage container. To be combined with a vertex array and/or mesh etc for massing drawing with glDrawElementsInstanced | ||
* | Remove the old .obj load, assets and supporting stuff | Dan Goodliffe | 2023-04-14 |
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* | Load all assets in red dir with asset factory | Dan Goodliffe | 2023-04-14 |
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* | Use asset factory models in test-render | Dan Goodliffe | 2023-04-14 |
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* | Adjust test render view to get a closer view of our tree | Dan Goodliffe | 2023-04-14 |
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* | Current thread partakes in work effort while waiting | Dan Goodliffe | 2023-04-14 |
| | | | | This will prevent deadlock if the work pool is otherwise busy by ensuring work is always being done | ||
* | Simplify doWork, add tests for various interface uses | Dan Goodliffe | 2023-04-14 |
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* | New WorkItem/job/promise/future based interface | Dan Goodliffe | 2023-04-14 |
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* | Global worker instance | 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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* | Extend timeout... this can be a bit slow now | Dan Goodliffe | 2023-04-14 |
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* | First cut loading assets using assimp | Dan Goodliffe | 2023-04-10 |
| | | | | This is far from perfect, specifically the created texture atlas is not compatibile with wrapping texture UVs | ||
* | test-assetFactory depends on all resource files | Dan Goodliffe | 2023-04-10 |
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* | Add timeouts to asset factory tests | Dan Goodliffe | 2023-04-07 |
| | | | | Yes, I made some infinite loops a few times | ||
* | Make perf tests depend on their functional equivalent | Dan Goodliffe | 2023-03-19 |
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* | Fix texture packer return value so positions match inputs | Dan Goodliffe | 2023-03-17 |
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* | Update test/fixture/resource dependencies | Dan Goodliffe | 2023-03-17 |
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* | Add postLoad support to persistence | Dan Goodliffe | 2023-03-14 |
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* | Initial version of texture packer | Dan Goodliffe | 2023-03-11 |
| | | | | | Determines where a collection of smaller textures can be tiled into a single bigger image. Probably non-optimal. | ||
* | Hugely more detailed Brush47 model and revision to test case details | Dan Goodliffe | 2023-03-09 |
| | | | | | | Specifically, this includes the buffer block, which is a rotated cuboid with an extrusion. This feature breaks the current mesh creation code... Fix coming up. | ||
* | Add a generic persistence perf test | Dan Goodliffe | 2023-03-05 |
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* | Move persistence test objects to test library | Dan Goodliffe | 2023-03-05 |
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* | Unify asset factory perf tests as it's now a combined load/create operation | Dan Goodliffe | 2023-03-05 |
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* | Remove old hard coded asset factory test, run entirely from XML load and ↵ | Dan Goodliffe | 2023-03-04 |
| | | | | render a RailVehicle instance | ||
* | RailVehicleClass now renders bogie shadows as well as body | Dan Goodliffe | 2023-03-04 |
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* | Support and load factory asset directly into a RailVehicleClass instance | Dan Goodliffe | 2023-03-04 |
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* | Add ParseBase | Dan Goodliffe | 2023-03-02 |
| | | | | Acts as a base class for persistence parser, encompasses the parse stack and manages shared objects | ||
* | Parse colour values as they're read | Dan Goodliffe | 2023-03-02 |
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* | Load the X11 RGB colour definitions into a map | Dan Goodliffe | 2023-02-27 |
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* | Add a perf test over the asset factory | Dan Goodliffe | 2023-02-27 |
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* | Support parsing string values in persistence read | Dan Goodliffe | 2023-02-23 |
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* | Implement loading asset, mesh and face definitions | Dan Goodliffe | 2023-02-22 |
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* | Rename ModelFactory to AssetFactory | Dan Goodliffe | 2023-02-21 |
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* | Support for loading objects, uses and model factories from an XML resource | Dan Goodliffe | 2023-02-21 |
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* | Swap @ prefix for p. prefix for special value names | Dan Goodliffe | 2023-02-20 |
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* | First cut of the model factory and the hardcoded Brush 47 model | Dan Goodliffe | 2023-02-15 |
| | | | | Requires temporary change to the fragment shader to hardcode some visible colour to the model | ||
* | Support creating test render output framebuffers of different sizes | Dan Goodliffe | 2023-01-10 |
| | | | | Includes a templated subclass to allow size to be specified in a test fixture | ||
* | 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 |