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* Psycho-rebased branch deform-terrain on top of mainDan Goodliffe2024-02-24
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| * Include face handle in intersectRay resultDan Goodliffe2024-02-13
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* | Simplify vector addition/subtraction with differnt typesDan Goodliffe2024-02-24
|/ | | | | Automatically applies correct rounding with float to int operations, adjusts test expectations accordingly.
* Render text in N draw callsDan Goodliffe2024-01-27
| | | | | | Creates a single buffer per required texture and draws the whole buffer in one go. It does introduce the use of deprecated GL_QUADS primitive, but it's the easiest way to go without needing indices, repeated vertices etc
* Remove the generic cache completelyDan Goodliffe2024-01-26
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* Remove the static font cacheDan Goodliffe2024-01-26
| | | | Each thing can own/share a font rendering itself
* Always set pixel unpack alignment before generating font texture contentDan Goodliffe2024-01-26
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* Add traits helpers for glTexParameter functionsDan Goodliffe2024-01-25
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* Remove PositionxD from Network editorsDan Goodliffe2024-01-07
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* Template Ray on position typeDan Goodliffe2024-01-07
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* Remove more use of legacy types and unnecessary pointers from selectable ↵Dan Goodliffe2024-01-01
| | | | interface
* Remove more use of legacy types from camera controllerDan Goodliffe2024-01-01
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* Remove misleading power operator^ on vec2/3Dan Goodliffe2023-12-29
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* Remove weird operator! on vec2/3Dan Goodliffe2023-12-29
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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 just about everything elseDan Goodliffe2023-11-09
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| * WIP typedefing all the things - sourcesDan Goodliffe2023-11-09
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| * 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
* | Rename TerrainMesh to GeoData to drop inplaceDan Goodliffe2023-11-04
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* | Don't request a specific OpenGL version, just check we get something ↵Dan Goodliffe2023-11-03
|/ | | | 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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