Commit message (Collapse) | Author | Age | |
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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... | ||
| * | Include face handle in intersectRay result | Dan Goodliffe | 2024-02-13 |
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| * | Add stripiter | Dan Goodliffe | 2024-02-12 |
| | | | | | | | | | | A generic iterator wrapper returning a tuple of 3 references to the original values, as processed in the fashion of an OpenGL triangle strip. |