summaryrefslogtreecommitdiff
path: root/ui/gameMainWindow.cpp
Commit message (Collapse)AuthorAge
* Tidy the preFrame logic into a single function in SceneRendererDan Goodliffe8 days
| | | | | Clients now just call that one helper and SceneProvider passes in all the renderables.
* Fix up the preFrame process to use both frustumsDan Goodliffe13 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 workDan Goodliffe2026-02-16
| | | | | In theory, this phase should be parallelisable before being pushed out by the render loop.
* Remove GameMainWindow empty destructor and special membersDan Goodliffe2025-04-08
|
* Create WindowContent with a size objectDan Goodliffe2025-04-08
| | | | Not individual width/height parameters.
* Drop WindowContent::render constDan Goodliffe2025-04-06
| | | | | ImGui promotes "doing things immediately" and this const makes that very awkward.
* Merge branch 'imgui'Dan Goodliffe2025-04-02
|\
| * Use new SVG icons on main toolbarDan Goodliffe2025-03-31
| |
| * Support capturing and reacting to ImGui window closureDan Goodliffe2025-03-20
| |
| * Remove unrequired UIShaderDan Goodliffe2025-03-19
| |
| * Remove lots of stuff not required or superseded with ImGui useDan Goodliffe2025-03-19
| |
| * Replace basic query tool with a ImGui versionDan Goodliffe2025-03-19
| |
| * Replace basic rail builder UI with a ImGui versionDan Goodliffe2025-03-19
| |
* | Use is_base_of_v instead of is_convertible_v to choose OtherObjectsDan Goodliffe2025-03-24
| |
* | Invert how shared/unique is specified for CollectionDan Goodliffe2025-03-22
| | | | | | | | Template param is a pointer now, typedefs added for ease.
* | Add ManyPtr which tracks specified subclassesDan Goodliffe2025-03-22
|/ | | | | | 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 windowDan Goodliffe2025-03-14
|
* Pass a Frustum to shadow renderersDan Goodliffe2025-03-11
| | | | The frustum might not be correct at this stage.
* Pass frustum into render functionsDan Goodliffe2025-03-07
| | | | Support for culling objects outside the view frustum
* Add basic environment objectDan Goodliffe2024-09-20
| | | | Will hold world time/date, weather, location etc
* First cut reshuffling app/window/gl/render bitsDan Goodliffe2024-06-15
|
* Add imgui init and shutdown to appbase and gamemainwindowDan Goodliffe2024-06-05
|
* Stripped down water vertex and simplified shadersDan Goodliffe2024-04-07
|
* 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
| |
| * Reformat with new clang-formatDan Goodliffe2023-11-07
| |
* | Rename TerrainMesh to GeoData to drop inplaceDan Goodliffe2023-11-04
|/
* Swap GLEW for more modern gladDan Goodliffe2023-05-28
|
* Reformat with new clang-format 16Dan Goodliffe2023-04-29
|
* 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
|
* 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
|
* Add light stage to renderable objectsDan Goodliffe2022-11-23
|
* Add rendering support for point lightsDan Goodliffe2022-11-23
|
* Separate out the illumation of the sceneDan Goodliffe2022-11-23
|
* Save size of output in SceneRender and set viewport accordinglyDan Goodliffe2022-11-18
|
* 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
|
* Pass flags to Window constructorDan Goodliffe2022-11-14
|
* Restructure how shaders are worked withDan Goodliffe2022-11-03
| | | | Needs a tidy-up
* Rename Shader to SceneShaderDan Goodliffe2022-11-03
|
* 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
|
* Use mode helper in main window toolbarDan Goodliffe2022-10-08
|
* Make Window shader available to clientsDan Goodliffe2022-10-02
|
* 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
|
* Process UI layers in reverse, so it's stack likeDan Goodliffe2022-01-16
|