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path: root/ui/gameMainWindow.cpp
Commit message (Collapse)AuthorAge
* Stripped down water vertex and simplified shadersDan Goodliffe2024-04-07
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* Merge branch 'ints' into terrainDan Goodliffe2023-11-26
|\ | | | | | | | | | | Conflicts fix, compiles, some test failures remain. Trees not added, possibility of OM invalid handle assertion failures, normals broken due to integer overflow in Newell's method.
| * Switch to millimeters for spatial unitsDan Goodliffe2023-11-15
| | | | | | | | | | | | 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 - sourcesDan Goodliffe2023-11-09
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| * Reformat with new clang-formatDan Goodliffe2023-11-07
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* | Rename TerrainMesh to GeoData to drop inplaceDan Goodliffe2023-11-04
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* Swap GLEW for more modern gladDan Goodliffe2023-05-28
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* Reformat with new clang-format 16Dan Goodliffe2023-04-29
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* Drop .hpp for header only thingsDan Goodliffe2023-04-29
| | | | Half of them acquired a .cpp part anyway
* Switch to render trees in bulk through foliage asset renderingDan Goodliffe2023-04-20
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* Initial commit of the shadow map generator and shadows render interfaceDan Goodliffe2022-12-03
| | | | | Lots of hard coding, buggy in places, far from great, but the basics work.
* Split SceneProvider outDan Goodliffe2022-11-27
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* Add light stage to renderable objectsDan Goodliffe2022-11-23
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* Add rendering support for point lightsDan Goodliffe2022-11-23
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* Separate out the illumation of the sceneDan Goodliffe2022-11-23
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* Save size of output in SceneRender and set viewport accordinglyDan Goodliffe2022-11-18
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* Refactor shading output componentsDan Goodliffe2022-11-14
| | | | SceneShader and Camera are part of SceneRenderer
* Pass the output framebuffer id to scene rendererDan Goodliffe2022-11-14
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* Pass flags to Window constructorDan Goodliffe2022-11-14
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* Restructure how shaders are worked withDan Goodliffe2022-11-03
| | | | Needs a tidy-up
* Rename Shader to SceneShaderDan Goodliffe2022-11-03
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* Switch to a deferred lighting based render pipelineDan Goodliffe2022-11-01
| | | | Tidy-up required.
* Initial commit of a basic working network editorDan Goodliffe2022-10-08
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* Use mode helper in main window toolbarDan Goodliffe2022-10-08
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* Make Window shader available to clientsDan Goodliffe2022-10-02
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* Beginnings of network editorDan Goodliffe2022-01-18
| | | | Pushes gameMainSelector clicks/moves into a different target
* We know the last param is distance nowDan Goodliffe2022-01-16
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* Process UI layers in reverse, so it's stack likeDan Goodliffe2022-01-16
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* Fix up includesDan Goodliffe2022-01-13
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* Ray Trace cursor clicks to terrain surfaceDan Goodliffe2022-01-10
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* Display on what/where we clicked in the main windowDan Goodliffe2022-01-03
| | | | Just debug for now... never likely to last
* Encapsulate RayDan Goodliffe2022-01-02
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* No need to pass GameState around, it has a global pointerDan Goodliffe2022-01-02
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* Initial implementation for being able to click in the main window to select ↵Dan Goodliffe2021-12-28
| | | | something
* Initial commit with some basic UIDan Goodliffe2021-12-22
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* Window handles UIComponent renderingDan Goodliffe2021-12-18
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* Push uiShader into the window classDan Goodliffe2021-12-18
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* Single glContext shared between windowsDan Goodliffe2021-12-14
| | | | Created by the first window, includes simplified refresh/render for single control point
* Refactor to start splitting out UI componentsDan Goodliffe2021-12-13