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Commit message (Collapse)AuthorAge
* WIP typedefing all the things - headersDan Goodliffe2023-11-07
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* Reformat with new clang-formatDan Goodliffe2023-11-07
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* Don't request a specific OpenGL version, just check we get something ↵Dan Goodliffe2023-11-07
| | | | sufficient from gladLoadGL
* Swap GLEW for more modern gladDan Goodliffe2023-05-28
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* Support for tessellation shadersDan Goodliffe2023-05-09
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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
* Dunno how, but some DOS new lines got in here!Dan Goodliffe2023-04-29
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* Switch to render trees in bulk through foliage asset renderingDan Goodliffe2023-04-20
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* Fix wrap/clamp settings on icon texturesDan Goodliffe2023-01-12
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* Fix up all the static analyzer warningsDan Goodliffe2023-01-08
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* Manual Camera Controller should not refer to current propertiesDan Goodliffe2022-12-16
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* Make Camera members private with accessors and helpful settersDan Goodliffe2022-12-12
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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.
* Check error state during setup, set OpenGL version to 3.3 coreDan Goodliffe2022-12-03
| | | | Updates all shaders to 330 core too.
* Split SceneProvider outDan Goodliffe2022-11-27
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* SceneRenderer is a graphics component, not a UI oneDan 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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* Support setting a viewPort uniform for those shaders which need itDan Goodliffe2022-11-23
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* Rename setView to setViewProjection to avoid ambiguityDan Goodliffe2022-11-23
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* Don't render zero directional lightDan Goodliffe2022-11-23
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* Separate out the illumation of the sceneDan Goodliffe2022-11-23
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* Shared context, persist main window in test, send test for upcoming pointlightDan Goodliffe2022-11-19
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* Save size of output in SceneRender and set viewport accordinglyDan Goodliffe2022-11-18
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* Rename rdiv to ratio and add a vec2 overrideDan Goodliffe2022-11-18
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* Add some tests over the behaviour of windows and contexts and glStuffDan Goodliffe2022-11-14
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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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* Refactor for per window context and more setup to the right placesDan Goodliffe2022-11-14
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* Extract SDL_Application helper into libiltDan 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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* Tidied Scene RendererDan Goodliffe2022-11-01
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* Switch to a deferred lighting based render pipelineDan Goodliffe2022-11-01
| | | | Tidy-up required.
* Save window size as a member variableDan Goodliffe2022-10-31
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* Setting texture unit when binding UI componentsDan Goodliffe2022-10-30
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* Setting texture unit on bindDan Goodliffe2022-10-30
| | | | Always sets the target unit before binding, allows specifying the unit
* EditNetworkOf constructor may have single param, should be explicitDan Goodliffe2022-10-28
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* Add explicit constructor to Mode to initialise targetDan Goodliffe2022-10-22
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* Add free extend builder with placeholder network supportDan Goodliffe2022-10-15
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* Remove unnecessary destructorDan Goodliffe2022-10-15
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* Sequence straights chained together makes no senseDan Goodliffe2022-10-15
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* Builders manage a collection of candidate links rendered by the base builderDan Goodliffe2022-10-14
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* Scoped Builder::PtrDan Goodliffe2022-10-13
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* Standard typedefs for NodeDan Goodliffe2022-10-13
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* GameMainSelector provides world overlay and renders its targetDan Goodliffe2022-10-10
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* Add a rather dumb builder for joining nodesDan Goodliffe2022-10-08
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* Initial commit of a basic working network editorDan Goodliffe2022-10-08
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