| Commit message (Collapse) | Author | Age | |
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| * | Tidy the preFrame logic into a single function in SceneRenderer | Dan Goodliffe | 8 days |
| | | | | | | Clients now just call that one helper and SceneProvider passes in all the renderables. | ||
| * | Fix up the preFrame process to use both frustums | Dan Goodliffe | 13 days |
| | | | | | | | (camera and directional light frustums) This has made the whole preFrame process far more fiddly and repetitive than I'd like, but it does work. Maybe we can tidy it up later. | ||
| * | Add Renderable::preFrame for doing non-const frame prep work | Dan Goodliffe | 2026-02-16 |
| | | | | | | In theory, this phase should be parallelisable before being pushed out by the render loop. | ||
| * | Remove GameMainWindow empty destructor and special members | Dan Goodliffe | 2025-04-08 |
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| * | Create WindowContent with a size object | Dan Goodliffe | 2025-04-08 |
| | | | | | Not individual width/height parameters. | ||
| * | Drop WindowContent::render const | Dan Goodliffe | 2025-04-06 |
| | | | | | | ImGui promotes "doing things immediately" and this const makes that very awkward. | ||
| * | Merge branch 'imgui' | Dan Goodliffe | 2025-04-02 |
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| | * | Use new SVG icons on main toolbar | Dan Goodliffe | 2025-03-31 |
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| | * | Support capturing and reacting to ImGui window closure | Dan Goodliffe | 2025-03-20 |
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| | * | Remove unrequired UIShader | Dan Goodliffe | 2025-03-19 |
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| | * | Remove lots of stuff not required or superseded with ImGui use | Dan Goodliffe | 2025-03-19 |
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| | * | Replace basic query tool with a ImGui version | Dan Goodliffe | 2025-03-19 |
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| | * | Replace basic rail builder UI with a ImGui version | Dan Goodliffe | 2025-03-19 |
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| * | | Use is_base_of_v instead of is_convertible_v to choose OtherObjects | Dan Goodliffe | 2025-03-24 |
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| * | | Invert how shared/unique is specified for Collection | Dan Goodliffe | 2025-03-22 |
| | | | | | | | | | Template param is a pointer now, typedefs added for ease. | ||
| * | | Add ManyPtr which tracks specified subclasses | Dan Goodliffe | 2025-03-22 |
| |/ | | | | | | This removes the need to repeated dynamic_cast the pointer. Provides interface which enforces the fastest option for the required types. | ||
| * | Support resizing the main window | Dan Goodliffe | 2025-03-14 |
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| * | Pass a Frustum to shadow renderers | Dan Goodliffe | 2025-03-11 |
| | | | | | The frustum might not be correct at this stage. | ||
| * | Pass frustum into render functions | Dan Goodliffe | 2025-03-07 |
| | | | | | Support for culling objects outside the view frustum | ||
| * | Add basic environment object | Dan Goodliffe | 2024-09-20 |
| | | | | | Will hold world time/date, weather, location etc | ||
| * | First cut reshuffling app/window/gl/render bits | Dan Goodliffe | 2024-06-15 |
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| * | Add imgui init and shutdown to appbase and gamemainwindow | Dan Goodliffe | 2024-06-05 |
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| * | Stripped down water vertex and simplified shaders | Dan Goodliffe | 2024-04-07 |
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| * | Merge branch 'ints' into terrain | Dan Goodliffe | 2023-11-26 |
| |\ | | | | | | | | | | | 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 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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| * | | Rename TerrainMesh to GeoData to drop inplace | Dan Goodliffe | 2023-11-04 |
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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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