Commit message (Collapse) | Author | Age | |
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* | Switch to millimeters for spatial units | Dan Goodliffe | 2023-11-15 |
| | | | | | | 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. | ||
* | WIP typedefing all the things - sources | Dan Goodliffe | 2023-11-09 |
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* | Reformat with new clang-format | Dan Goodliffe | 2023-11-07 |
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* | Swap GLEW for more modern glad | Dan Goodliffe | 2023-05-28 |
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* | Reformat with new clang-format 16 | Dan Goodliffe | 2023-04-29 |
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* | Drop .hpp for header only things | Dan Goodliffe | 2023-04-29 |
| | | | | Half of them acquired a .cpp part anyway | ||
* | Switch to render trees in bulk through foliage asset rendering | Dan Goodliffe | 2023-04-20 |
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* | Initial commit of the shadow map generator and shadows render interface | Dan Goodliffe | 2022-12-03 |
| | | | | | Lots of hard coding, buggy in places, far from great, but the basics work. | ||
* | Split SceneProvider out | Dan Goodliffe | 2022-11-27 |
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* | Add light stage to renderable objects | Dan Goodliffe | 2022-11-23 |
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* | Add rendering support for point lights | Dan Goodliffe | 2022-11-23 |
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* | Separate out the illumation of the scene | Dan Goodliffe | 2022-11-23 |
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* | Save size of output in SceneRender and set viewport accordingly | Dan Goodliffe | 2022-11-18 |
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* | Refactor shading output components | Dan Goodliffe | 2022-11-14 |
| | | | | SceneShader and Camera are part of SceneRenderer | ||
* | Pass the output framebuffer id to scene renderer | Dan Goodliffe | 2022-11-14 |
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* | Pass flags to Window constructor | Dan Goodliffe | 2022-11-14 |
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* | Restructure how shaders are worked with | Dan Goodliffe | 2022-11-03 |
| | | | | Needs a tidy-up | ||
* | Rename Shader to SceneShader | Dan Goodliffe | 2022-11-03 |
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* | Switch to a deferred lighting based render pipeline | Dan Goodliffe | 2022-11-01 |
| | | | | Tidy-up required. | ||
* | Initial commit of a basic working network editor | Dan Goodliffe | 2022-10-08 |
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* | Use mode helper in main window toolbar | Dan Goodliffe | 2022-10-08 |
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* | Make Window shader available to clients | Dan Goodliffe | 2022-10-02 |
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* | Beginnings of network editor | Dan Goodliffe | 2022-01-18 |
| | | | | Pushes gameMainSelector clicks/moves into a different target | ||
* | We know the last param is distance now | Dan Goodliffe | 2022-01-16 |
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* | Process UI layers in reverse, so it's stack like | Dan Goodliffe | 2022-01-16 |
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* | Fix up includes | Dan Goodliffe | 2022-01-13 |
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* | Ray Trace cursor clicks to terrain surface | Dan Goodliffe | 2022-01-10 |
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* | Display on what/where we clicked in the main window | Dan Goodliffe | 2022-01-03 |
| | | | | Just debug for now... never likely to last | ||
* | Encapsulate Ray | Dan Goodliffe | 2022-01-02 |
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* | No need to pass GameState around, it has a global pointer | Dan Goodliffe | 2022-01-02 |
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* | Initial implementation for being able to click in the main window to select ↵ | Dan Goodliffe | 2021-12-28 |
| | | | | something | ||
* | Initial commit with some basic UI | Dan Goodliffe | 2021-12-22 |
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* | Window handles UIComponent rendering | Dan Goodliffe | 2021-12-18 |
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* | Push uiShader into the window class | Dan Goodliffe | 2021-12-18 |
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* | Single glContext shared between windows | Dan Goodliffe | 2021-12-14 |
| | | | | Created by the first window, includes simplified refresh/render for single control point | ||
* | Refactor to start splitting out UI components | Dan Goodliffe | 2021-12-13 |