Commit Graph

176 Commits (88898dedfc95533fd75f145c0133874ec09af61b)

Author SHA1 Message Date
Martin Felis 88898dedfc Some progress with new simple math (though still things wrong, e.g. orientation of model) 2018-10-15 21:52:43 +02:00
Martin Felis f820897417 Made it simpler to switch between old and new SimpleMath 2018-10-15 20:42:27 +02:00
Martin Felis 2bd2a99f29 Using newer simplemathv2, compiles fine but crashes :/) 2018-10-13 22:23:21 +02:00
Martin Felis 09db06fbfd Working on single header simple math version 2018-09-28 09:17:22 +02:00
Martin Felis 9588ee0674 Added DebugDrawing of bones 2018-09-14 20:41:24 +02:00
Martin Felis 36dad56871 Refactored drawing of debug stuff 2018-09-14 19:41:05 +02:00
Martin Felis 48a4725b51 Added icosphere primitive 2018-09-14 15:00:37 +02:00
Martin Felis 03a3b856d7 Forward rendering with simple shadow mapping works now. 2018-09-14 09:57:32 +02:00
Martin Felis 54d67cdeac Trying to copy the deferred result onto the main render target 2018-07-26 14:48:30 +02:00
Martin Felis 8694cddcdf Clean up 2018-07-26 14:07:06 +02:00
Martin Felis 9f36525b49 merge 2018-07-21 17:16:17 +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 ce1a6ce9a4 Tweaked shadow map cascades and adaptively send the program to sleep to reach a specfied refresh rate 2018-07-08 14:00:30 +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 aa4925b6c8 Properly computing splits for the given camera and light 2018-07-03 21:14:15 +02:00
Martin Felis 1f003e3ed7 Refactoring split computation (still in progress) 2018-07-02 22:43:45 +02:00
Martin Felis af7387175c Working on getting shadow map splits properly rendered 2018-07-01 00:10:13 +02:00
Martin Felis 0fceeca4de Fixed split bounding box computation 2018-06-29 22:10:49 +02:00
Martin Felis 3b327af022 Some more progress in visualizing splits 2018-06-29 21:18:38 +02:00
Martin Felis f5504efea7 Splits kind of correctly shown 2018-06-29 20:58:01 +02:00
Martin Felis 45e0dd9a9a Intermediate commit: trying to compute bounding box for splitted view frustum 2018-06-29 17:12:17 +02:00
Martin Felis cf7a71111d Added drawing of camera splits 2018-06-29 16:19:03 +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 40f91d4666 Cleanup 2018-04-24 11:41:43 +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 eb189326b1 Can now draw mesh hierarchies from gltf files (no textures, not yet animated) 2018-03-28 22:21:21 +02:00
Martin Felis 07fbfb3c8c intermediate commit 2018-03-28 20:05:51 +02:00
Martin Felis 5a0d1a91e9 intermediate commit 2018-03-28 14:01:35 +02:00
Martin Felis 711b6ab7fe intermediate commit 2018-03-28 11:46:21 +02:00
Martin Felis ed18691b1a Working on gltf loading and debug gui for gltf assets 2018-03-22 23:05:45 +01:00
Martin Felis a51c1936f2 Can now load gltf models (but not display them yet) 2018-03-19 23:01:46 +01:00
Martin Felis 8b2dc08ec3 added tinygltf 2018-03-19 23:00:51 +01:00
Martin Felis 077db8b04e Fixed wrong shadow maps on first start 2018-03-16 11:40:10 +01:00
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