summaryrefslogtreecommitdiff
path: root/ui
Commit message (Collapse)AuthorAge
* 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
* Dunno how, but some DOS new lines got in here!Dan Goodliffe2023-04-29
|
* Switch to render trees in bulk through foliage asset renderingDan Goodliffe2023-04-20
|
* Fix wrap/clamp settings on icon texturesDan Goodliffe2023-01-12
|
* Fix up all the static analyzer warningsDan Goodliffe2023-01-08
|
* Manual Camera Controller should not refer to current propertiesDan Goodliffe2022-12-16
|
* Make Camera members private with accessors and helpful settersDan Goodliffe2022-12-12
|
* 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
|
* SceneRenderer is a graphics component, not a UI oneDan Goodliffe2022-11-27
|
* Add light stage to renderable objectsDan Goodliffe2022-11-23
|
* Add rendering support for point lightsDan Goodliffe2022-11-23
|
* Support setting a viewPort uniform for those shaders which need itDan Goodliffe2022-11-23
|
* Rename setView to setViewProjection to avoid ambiguityDan Goodliffe2022-11-23
|
* Don't render zero directional lightDan Goodliffe2022-11-23
|
* Separate out the illumation of the sceneDan Goodliffe2022-11-23
|
* Shared context, persist main window in test, send test for upcoming pointlightDan Goodliffe2022-11-19
|
* Save size of output in SceneRender and set viewport accordinglyDan Goodliffe2022-11-18
|
* Rename rdiv to ratio and add a vec2 overrideDan Goodliffe2022-11-18
|
* Add some tests over the behaviour of windows and contexts and glStuffDan Goodliffe2022-11-14
|
* 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
|
* Refactor for per window context and more setup to the right placesDan Goodliffe2022-11-14
|
* Extract SDL_Application helper into libiltDan Goodliffe2022-11-14
|
* Restructure how shaders are worked withDan Goodliffe2022-11-03
| | | | Needs a tidy-up
* Rename Shader to SceneShaderDan Goodliffe2022-11-03
|
* Tidied Scene RendererDan Goodliffe2022-11-01
|
* Switch to a deferred lighting based render pipelineDan Goodliffe2022-11-01
| | | | Tidy-up required.
* Save window size as a member variableDan Goodliffe2022-10-31
|
* Setting texture unit when binding UI componentsDan Goodliffe2022-10-30
|
* 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
|
* Add explicit constructor to Mode to initialise targetDan Goodliffe2022-10-22
|
* Add free extend builder with placeholder network supportDan Goodliffe2022-10-15
|
* Remove unnecessary destructorDan Goodliffe2022-10-15
|
* Sequence straights chained together makes no senseDan Goodliffe2022-10-15
|
* Builders manage a collection of candidate links rendered by the base builderDan Goodliffe2022-10-14
|
* Scoped Builder::PtrDan Goodliffe2022-10-13
|
* Standard typedefs for NodeDan Goodliffe2022-10-13
|
* GameMainSelector provides world overlay and renders its targetDan Goodliffe2022-10-10
|
* Add a rather dumb builder for joining nodesDan Goodliffe2022-10-08
|
* Initial commit of a basic working network editorDan Goodliffe2022-10-08
|
* Use mode helper in main window toolbarDan Goodliffe2022-10-08
|
* Add toolber mode switching helperDan Goodliffe2022-10-08
|
* Translate mouse motion y axisDan Goodliffe2022-10-03
|
* Add WorldOverlay conceptDan Goodliffe2022-10-02
| | | | Allows rendering in the world view objects which are not (yet?) part of that world
* Make Window shader available to clientsDan Goodliffe2022-10-02
|