Commit Graph

82 Commits (51074df84cc788718b489155158638aa6202fc2f)

Author SHA1 Message Date
_ 51074df84c Add the lookaround feature 2020-03-11 03:49:10 +00:00
_ 754fd681c0 I guess it makes more sense with all-quadratic drag 2020-03-11 03:41:58 +00:00
_ ae19b8bb93 Trying to get the flight physics to feel right 2020-03-11 02:26:46 +00:00
_ a6c4ebff39 ♻️ refactor 2020-03-10 12:47:21 +00:00
_ 7f15b34591 At this point I need to hook up a gamepad 2020-03-09 02:59:17 +00:00
_ 8c32e3674d Flying the plane around without proper physics 2020-03-09 02:00:43 +00:00
_ 372761c1b2 Switch free flight mode to quaternion 2020-03-09 01:53:08 +00:00
_ 3d9f8e1a13 The two modes are working okay 2020-03-09 01:33:27 +00:00
_ d39276d93f Prepare to add a flight mode 2020-03-09 01:10:15 +00:00
_ 61a5aae607 Swap in airplane model and do other fun stuff 2020-03-09 00:53:08 +00:00
_ 0abfb67251 Start to sketch out the idea I had 2020-03-09 00:28:00 +00:00
_ 8a6d5518f1 Start to rig stuff for the aerodynamics test I wanted to make in the first place 2020-03-09 00:18:23 +00:00
_ afb0238c1b 🚧 still improving the pass system 2020-03-08 19:32:02 +00:00
_ 9e74609eb1 Use the passes system 2020-03-08 18:33:57 +00:00
_ 7b140301c3 🚧 checkpoint 2020-03-08 18:21:32 +00:00
_ 838226b2de 🚧 Work on pass manager idea 2020-03-08 18:08:22 +00:00
_ 1a42b60f71 ♻️ Extract GameGraphics struct 2020-03-08 17:20:49 +00:00
_ 1560b2d3cd ♻️ Extract shader_closure.rs 2020-03-08 17:07:13 +00:00
_ 56bc305f00 🚧 checkpoint 2020-03-08 16:56:20 +00:00
_ 4faa272877 Fix the debug arrow lighting too 2020-03-08 06:02:02 +00:00
_ 5b1b59db5e Beautiful badly-lit debug arrows 2020-03-08 05:52:26 +00:00
_ 00a51efb19 ♻️ 2020-03-08 05:26:11 +00:00
_ 6c964c2dd2 ♻️ 2020-03-08 05:23:15 +00:00
_ fcac505286 ♻️ 2020-03-08 05:13:50 +00:00
_ e751288dee ♻️ 2020-03-08 05:06:19 +00:00
_ 0db0df9e0e Switch attributes to use iota in a complicated way 2020-03-08 04:55:04 +00:00
_ cd4a66d764 🚧 checkpoint 2020-03-08 04:40:15 +00:00
_ 07d925dc1e ♻️ 2020-03-08 04:17:57 +00:00
_ 61988a61ce ♻️ Make it harder to access the wrong shader vars by accident 2020-03-08 02:53:02 +00:00
_ b8e0429095 Remove unwraps from library code 2020-03-08 02:32:17 +00:00
_ e980599347 ♻️ Allow models to render all their meshes in a batch 2020-03-08 01:59:44 +00:00
_ 04328b3564 ♻️ refactor mesh loading 2020-03-08 01:45:35 +00:00
_ e4f8d3e1b3 Got the _good_ stencil shadows going 2020-03-07 15:05:59 +00:00
_ 376b06abc3 Make it look better 2020-03-07 14:16:51 +00:00
_ 18da547bc5 Made some awful shadows 2020-03-07 03:36:05 +00:00
_ e5b6d7839a Add func to retrieve mesh names 2020-03-07 02:23:23 +00:00
_ cd46a8dfcb Fix clippy lint 2020-03-07 02:23:09 +00:00
_ 24418bfa55 ♻️ Extract gpu_buffers.rs and renderable_model.rs 2020-02-17 03:06:52 +00:00
_ a1c21b92c9 Replace string lookups for uniforms with const int lookups 2020-02-17 02:57:30 +00:00
_ 3c37cd030b Use iota crate 2020-02-17 02:31:52 +00:00
_ c4d6243d15 🚨 Fix clippy warnings 2020-02-17 02:09:13 +00:00
_ a41eb8b969 Switch to glDrawRangeElements 2020-02-17 02:03:53 +00:00
_ 1cc363f8d5 Removing test which no longer passes 2020-02-17 02:01:40 +00:00
_ e2b14f3dfb ♻️ Pull out shader source code to text files 2020-02-17 02:00:41 +00:00
_ af4ef579c1 RenderableModel is now using VBOs.
And I made the sky model use RenderableModel, so there are no unsafe blocks
in the main file now.
2020-02-17 01:53:50 +00:00
_ 0e0e3f833a 🚧 RenderableModel uses an index buffer now 2020-02-17 01:27:57 +00:00
_ 5def012e85 Didn't end up adding GPU buffers, but I made the RenderableModel class.
This class clones all the data from iqm::Model that's needed to draw
a mesh / model safely, so I can draw it without unsafe. It can be
upgraded mostly in-place to use GPU buffers later on.
2020-02-17 01:22:05 +00:00
_ c415e9ed80 🚧 checkpoint before adding GPU buffers 2020-02-17 00:32:52 +00:00
_ d45b95961e ♻️ Safened all GL calls except those that actually do access arbitrary memory. 2020-02-16 23:49:38 +00:00
_ c6f71abbca ♻️ More safening 2020-02-16 23:48:26 +00:00