Commit Graph

39 Commits (48a4725b517bd78ea06b9561956115a5bd3b10ee)

Author SHA1 Message Date
Martin Felis 03a3b856d7 Forward rendering with simple shadow mapping works now. 2018-09-14 09:57:32 +02:00
Martin Felis 8694cddcdf Clean up 2018-07-26 14:07:06 +02:00
Martin Felis 0fd0b8409e Added 4th shadow split and exposed per-split shadow map bias 2018-07-21 17:15:21 +02:00
Martin Felis e9ba7f77cc Implemented Cascaded Shadow Maps 2018-07-07 23:09:34 +02:00
Martin Felis e76f5f1976 Rendering of cascaded shadow maps works 2018-07-06 21:29:49 +02:00
Martin Felis b0808864b5 Further debugging cascaded shadow maps 2018-07-04 15:21:35 +02:00
Martin Felis af7387175c Working on getting shadow map splits properly rendered 2018-07-01 00:10:13 +02:00
Martin Felis 0950a04022 Some preparations for cascaded shadow maps 2018-06-25 22:14:30 +02:00
Martin Felis 75677a5b70 Tweaked shadow map to follow camera movement 2018-06-25 21:53:43 +02:00
Martin Felis 24516b592e Added SSAOPower variable and exposed to GUI 2018-06-25 20:20:36 +02:00
Martin Felis 894377d440 Exposed shadow map bias to light gui 2018-06-25 16:55:01 +02:00
Martin Felis 33a2e1d8cb Ported SSAO to deferred lighting 2018-06-22 17:31:53 +02:00
Martin Felis 3d2cdf368a Enabled shadow mapping in deferred lighting 2018-06-22 16:51:15 +02:00
Martin Felis 796886b717 And after a great deal of slow debugging we have deferred blinn-phong. Yayso 2018-04-10 14:08:28 +02:00
Martin Felis 37ffc2da1e using proper normals during the SSAO pass 2018-04-05 14:36:00 +02:00
Martin Felis 39d2bb68f8 SSAO getting close (excited) 2018-04-05 12:39:30 +02:00
Martin Felis 532a0fa9f2 Initial work to support SSAO: rendering position and normal maps 2018-04-04 22:59:22 +02:00
Martin Felis fc58ba5513 Use a shadow2DSampler for softer shadows 2018-03-16 11:36:20 +01:00
Martin Felis 3c5e281900 Cleanup and improvement of shadow map quality 2018-03-15 23:00:53 +01:00
Martin Felis f27a354226 Simple shadow mapping works - Yay 2018-03-15 11:54:00 +01:00
Martin Felis cb13324846 Working on shadow maps 2018-03-15 11:01:55 +01:00
Martin Felis ef4479ba71 Drawing of light framebuffers kind of works 2018-03-12 21:48:26 +01:00
Martin Felis 0810224356 Rendering of perspective linearized depth map kind of works now 2018-03-11 22:05:42 +01:00
Martin Felis fb3e1e7432 Cleanup, using blinn-phong 2018-03-11 17:30:56 +01:00
Martin Felis 8de75c7c47 Added specular highlights 2018-03-11 14:16:23 +01:00
Martin Felis cf024f4f72 Diffuse and ambient lighting implemented 2018-03-11 11:58:50 +01:00
Martin Felis 499eba60b7 Shader reload works 2018-03-10 21:22:35 +01:00
Martin Felis 76985c878f Can draw colored stuff using VertexArrayMeshes 2018-02-28 12:39:12 +01:00
Martin Felis 454ea72a85 Added OpenGL error logging, trying to draw colored lines... 2018-02-27 23:31:13 +01:00
Martin Felis 207094b0c8 Trying to draw a colored coordinate system ... 2018-02-27 23:15:07 +01:00
Martin Felis 9c56d3f061 Rendering linearized depth buffer by rendering it to another RGB texture 2018-02-17 23:49:56 +01:00
Martin Felis 7bf244be37 Simplified querying of uniforms 2018-02-16 21:22:34 +01:00
Martin Felis 48c8cde66b Added projection matrices code, tweaked stuff 2018-02-16 11:35:09 +01:00
Martin Felis 7ac6e36c1f rendering depth buffer 2018-02-15 09:59:38 +01:00
Martin Felis b5f3370570 Can render color and depth buffer 2018-02-14 13:14:10 +01:00
Martin Felis ad4d671344 Rendering frame buffer texture 2018-02-13 14:27:16 +01:00
Martin Felis b15e2f8421 rendering to a frame buffer (but not yet drawing it again) 2018-02-13 12:44:34 +01:00
Martin Felis 469fbffb8e red triangle ... yay 2018-02-13 12:05:07 +01:00
Martin Felis dc1ee2e33c Docking kind of works but overall unstable
* crashes when reloading render module
* spurious crashes on the first frame
2018-02-12 13:05:19 +01:00