Martin Felis
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09db06fbfd
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Working on single header simple math version
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2018-09-28 09:17:22 +02:00 |
Martin Felis
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9588ee0674
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Added DebugDrawing of bones
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2018-09-14 20:41:24 +02:00 |
Martin Felis
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36dad56871
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Refactored drawing of debug stuff
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2018-09-14 19:41:05 +02:00 |
Martin Felis
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48a4725b51
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Added icosphere primitive
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2018-09-14 15:00:37 +02:00 |
Martin Felis
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03a3b856d7
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Forward rendering with simple shadow mapping works now.
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2018-09-14 09:57:32 +02:00 |
Martin Felis
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54d67cdeac
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Trying to copy the deferred result onto the main render target
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2018-07-26 14:48:30 +02:00 |
Martin Felis
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8694cddcdf
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Clean up
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2018-07-26 14:07:06 +02:00 |
Martin Felis
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9f36525b49
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merge
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2018-07-21 17:16:17 +02:00 |
Martin Felis
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0fd0b8409e
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Added 4th shadow split and exposed per-split shadow map bias
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2018-07-21 17:15:21 +02:00 |
Martin Felis
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ce1a6ce9a4
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Tweaked shadow map cascades and adaptively send the program to sleep to reach a specfied refresh rate
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2018-07-08 14:00:30 +02:00 |
Martin Felis
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e9ba7f77cc
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Implemented Cascaded Shadow Maps
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2018-07-07 23:09:34 +02:00 |
Martin Felis
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e76f5f1976
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Rendering of cascaded shadow maps works
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2018-07-06 21:29:49 +02:00 |
Martin Felis
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b0808864b5
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Further debugging cascaded shadow maps
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2018-07-04 15:21:35 +02:00 |
Martin Felis
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aa4925b6c8
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Properly computing splits for the given camera and light
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2018-07-03 21:14:15 +02:00 |
Martin Felis
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1f003e3ed7
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Refactoring split computation (still in progress)
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2018-07-02 22:43:45 +02:00 |
Martin Felis
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af7387175c
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Working on getting shadow map splits properly rendered
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2018-07-01 00:10:13 +02:00 |
Martin Felis
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0fceeca4de
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Fixed split bounding box computation
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2018-06-29 22:10:49 +02:00 |
Martin Felis
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3b327af022
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Some more progress in visualizing splits
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2018-06-29 21:18:38 +02:00 |
Martin Felis
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f5504efea7
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Splits kind of correctly shown
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2018-06-29 20:58:01 +02:00 |
Martin Felis
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45e0dd9a9a
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Intermediate commit: trying to compute bounding box for splitted view frustum
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2018-06-29 17:12:17 +02:00 |
Martin Felis
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cf7a71111d
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Added drawing of camera splits
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2018-06-29 16:19:03 +02:00 |
Martin Felis
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0950a04022
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Some preparations for cascaded shadow maps
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2018-06-25 22:14:30 +02:00 |
Martin Felis
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75677a5b70
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Tweaked shadow map to follow camera movement
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2018-06-25 21:53:43 +02:00 |
Martin Felis
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24516b592e
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Added SSAOPower variable and exposed to GUI
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2018-06-25 20:20:36 +02:00 |
Martin Felis
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894377d440
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Exposed shadow map bias to light gui
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2018-06-25 16:55:01 +02:00 |
Martin Felis
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33a2e1d8cb
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Ported SSAO to deferred lighting
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2018-06-22 17:31:53 +02:00 |
Martin Felis
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3d2cdf368a
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Enabled shadow mapping in deferred lighting
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2018-06-22 16:51:15 +02:00 |
Martin Felis
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40f91d4666
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Cleanup
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2018-04-24 11:41:43 +02:00 |
Martin Felis
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796886b717
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And after a great deal of slow debugging we have deferred blinn-phong. Yayso
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2018-04-10 14:08:28 +02:00 |
Martin Felis
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37ffc2da1e
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using proper normals during the SSAO pass
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2018-04-05 14:36:00 +02:00 |
Martin Felis
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39d2bb68f8
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SSAO getting close (excited)
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2018-04-05 12:39:30 +02:00 |
Martin Felis
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532a0fa9f2
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Initial work to support SSAO: rendering position and normal maps
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2018-04-04 22:59:22 +02:00 |
Martin Felis
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eb189326b1
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Can now draw mesh hierarchies from gltf files (no textures, not yet animated)
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2018-03-28 22:21:21 +02:00 |
Martin Felis
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07fbfb3c8c
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intermediate commit
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2018-03-28 20:05:51 +02:00 |
Martin Felis
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5a0d1a91e9
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intermediate commit
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2018-03-28 14:01:35 +02:00 |
Martin Felis
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711b6ab7fe
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intermediate commit
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2018-03-28 11:46:21 +02:00 |
Martin Felis
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ed18691b1a
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Working on gltf loading and debug gui for gltf assets
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2018-03-22 23:05:45 +01:00 |
Martin Felis
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a51c1936f2
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Can now load gltf models (but not display them yet)
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2018-03-19 23:01:46 +01:00 |
Martin Felis
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8b2dc08ec3
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added tinygltf
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2018-03-19 23:00:51 +01:00 |
Martin Felis
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077db8b04e
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Fixed wrong shadow maps on first start
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2018-03-16 11:40:10 +01:00 |
Martin Felis
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fc58ba5513
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Use a shadow2DSampler for softer shadows
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2018-03-16 11:36:20 +01:00 |
Martin Felis
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3c5e281900
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Cleanup and improvement of shadow map quality
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2018-03-15 23:00:53 +01:00 |
Martin Felis
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f27a354226
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Simple shadow mapping works - Yay
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2018-03-15 11:54:00 +01:00 |
Martin Felis
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cb13324846
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Working on shadow maps
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2018-03-15 11:01:55 +01:00 |
Martin Felis
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ef4479ba71
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Drawing of light framebuffers kind of works
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2018-03-12 21:48:26 +01:00 |
Martin Felis
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0810224356
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Rendering of perspective linearized depth map kind of works now
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2018-03-11 22:05:42 +01:00 |
Martin Felis
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fb3e1e7432
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Cleanup, using blinn-phong
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2018-03-11 17:30:56 +01:00 |
Martin Felis
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8de75c7c47
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Added specular highlights
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2018-03-11 14:16:23 +01:00 |
Martin Felis
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cf024f4f72
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Diffuse and ambient lighting implemented
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2018-03-11 11:58:50 +01:00 |
Martin Felis
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499eba60b7
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Shader reload works
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2018-03-10 21:22:35 +01:00 |