69c56269deAdded C based scene module and render commands
Martin Felis
2018-12-28 17:28:49 +0100
3e6b89f22cMinor fixes, added physfs
Martin Felis
2018-12-26 23:40:59 +0100
0a88592462Removed old 3rdparty code, added missing files
Martin Felis
2018-12-26 23:36:54 +0100
f3715f3a87Using Posix Signals to trigger module reload, exposing more gltf properties to the gui
Martin Felis
2018-12-26 23:34:13 +0100
c1b39036dbMerge branch 'simple_math_single_header' of ssh://i13s.de/martin/protot into simple_math_single_header
Martin Felis
2018-12-23 11:21:00 +0100
bb6a5c239dAdded libccd and FCL
Martin Felis
2018-12-23 11:20:54 +0100
09a1b24b42Fix issues on my laptop
Martin Felis
2018-12-17 22:35:45 +0100
6d7bd06c2cFix erratic camera movement when right clicking and minor cleanup.
Martin Felis
2018-12-15 23:19:14 +0100
ea7e3113f4Fix rendering of debug bone
Martin Felis
2018-12-15 23:00:11 +0100
1dc77c2131Fix specular lighting in forward mode and fix switching between forward and deferred lighting.
Martin Felis
2018-12-15 22:52:37 +0100
eb67c1deafSwitch to the docking code of dear imgui
Martin Felis
2018-12-15 15:58:47 +0100
f04a33d54bRevert custom changes to 3rdparty/imgui/examples/imgui_impl_opengl3.cpp
Martin Felis
2018-12-15 14:46:05 +0100
293b41d1ebMerge branch 'simple_math_single_header' of ssh://i13s.de/martin/protot into simple_math_single_header
Martin Felis
2018-12-15 14:15:01 +0100
0f15059ab5intermediate commit
Martin Felis
2018-12-15 14:14:22 +0100
e1f5b0fa0fApplied changes to submit texture references to dear imgui
Martin Felis
2018-12-15 14:12:06 +0100
60acd12d94Updated dear imgui to 9b09c7597f6
Martin Felis
2018-12-15 09:50:47 +0100
4e1687d80bUsing new SimpleMathV2
Martin Felis
2018-11-08 23:02:57 +0100
88898dedfcSome progress with new simple math (though still things wrong, e.g. orientation of model)
Martin Felis
2018-10-15 21:52:43 +0200
f820897417Made it simpler to switch between old and new SimpleMath
Martin Felis
2018-10-15 20:42:27 +0200
2bd2a99f29Using newer simplemathv2, compiles fine but crashes :/)
Martin Felis
2018-10-13 22:23:21 +0200
09db06fbfdWorking on single header simple math version
Martin Felis
2018-09-28 09:17:22 +0200
9588ee0674Added DebugDrawing of bones
Martin Felis
2018-09-14 20:41:24 +0200
36dad56871Refactored drawing of debug stuff
Martin Felis
2018-09-14 19:41:05 +0200
48a4725b51Added icosphere primitive
Martin Felis
2018-09-14 15:00:37 +0200
03a3b856d7Forward rendering with simple shadow mapping works now.
Martin Felis
2018-09-14 09:57:32 +0200
54d67cdeacTrying to copy the deferred result onto the main render target
Martin Felis
2018-07-26 14:48:30 +0200
8694cddcdfClean up
Martin Felis
2018-07-26 14:07:06 +0200
9f36525b49merge
Martin Felis
2018-07-21 17:16:17 +0200
0fd0b8409eAdded 4th shadow split and exposed per-split shadow map bias
Martin Felis
2018-07-21 17:15:21 +0200
ce1a6ce9a4Tweaked shadow map cascades and adaptively send the program to sleep to reach a specfied refresh rate
Martin Felis
2018-07-08 14:00:30 +0200
e9ba7f77ccImplemented Cascaded Shadow Maps
Martin Felis
2018-07-07 23:09:34 +0200
e76f5f1976Rendering of cascaded shadow maps works
Martin Felis
2018-07-06 21:29:49 +0200
b0808864b5Further debugging cascaded shadow maps
Martin Felis
2018-07-04 15:21:35 +0200
aa4925b6c8Properly computing splits for the given camera and light
Martin Felis
2018-07-03 21:14:15 +0200
1f003e3ed7Refactoring split computation (still in progress)
Martin Felis
2018-07-02 22:43:45 +0200
af7387175cWorking on getting shadow map splits properly rendered
Martin Felis
2018-07-01 00:10:13 +0200
0fceeca4deFixed split bounding box computation
Martin Felis
2018-06-29 22:10:49 +0200
3b327af022Some more progress in visualizing splits
Martin Felis
2018-06-29 21:18:38 +0200
f5504efea7Splits kind of correctly shown
Martin Felis
2018-06-29 20:58:01 +0200
45e0dd9a9aIntermediate commit: trying to compute bounding box for splitted view frustum
Martin Felis
2018-06-29 17:12:17 +0200
cf7a71111dAdded drawing of camera splits
Martin Felis
2018-06-29 16:19:03 +0200
0950a04022Some preparations for cascaded shadow maps
Martin Felis
2018-06-25 22:14:30 +0200
75677a5b70Tweaked shadow map to follow camera movement
Martin Felis
2018-06-25 21:53:43 +0200
24516b592eAdded SSAOPower variable and exposed to GUI
Martin Felis
2018-06-25 20:20:36 +0200
894377d440Exposed shadow map bias to light gui
Martin Felis
2018-06-25 16:55:01 +0200
33a2e1d8cbPorted SSAO to deferred lighting
Martin Felis
2018-06-22 17:31:53 +0200
3d2cdf368aEnabled shadow mapping in deferred lighting
Martin Felis
2018-06-22 16:51:15 +0200
40f91d4666Cleanup
Martin Felis
2018-04-24 11:41:43 +0200
796886b717And after a great deal of slow debugging we have deferred blinn-phong. Yayso
Martin Felis
2018-04-10 14:08:28 +0200
37ffc2da1eusing proper normals during the SSAO pass
Martin Felis
2018-04-05 14:36:00 +0200
39d2bb68f8SSAO getting close (excited)
Martin Felis
2018-04-05 12:39:30 +0200
532a0fa9f2Initial work to support SSAO: rendering position and normal maps
Martin Felis
2018-04-04 22:59:22 +0200
eb189326b1Can now draw mesh hierarchies from gltf files (no textures, not yet animated)
Martin Felis
2018-03-28 22:21:21 +0200
07fbfb3c8cintermediate commit
Martin Felis
2018-03-28 20:05:51 +0200
5a0d1a91e9intermediate commit
Martin Felis
2018-03-28 14:01:35 +0200
711b6ab7feintermediate commit
Martin Felis
2018-03-28 11:46:21 +0200
ed18691b1aWorking on gltf loading and debug gui for gltf assets
Martin Felis
2018-03-22 23:05:45 +0100
a51c1936f2Can now load gltf models (but not display them yet)
Martin Felis
2018-03-19 23:01:46 +0100
8b2dc08ec3added tinygltf
Martin Felis
2018-03-19 23:00:51 +0100
077db8b04eFixed wrong shadow maps on first start
Martin Felis
2018-03-16 11:40:10 +0100
fc58ba5513Use a shadow2DSampler for softer shadows
Martin Felis
2018-03-16 11:36:20 +0100
3c5e281900Cleanup and improvement of shadow map quality
Martin Felis
2018-03-15 23:00:53 +0100
f27a354226Simple shadow mapping works - Yay
Martin Felis
2018-03-15 11:54:00 +0100
cb13324846Working on shadow maps
Martin Felis
2018-03-15 11:01:55 +0100
ef4479ba71Drawing of light framebuffers kind of works
Martin Felis
2018-03-12 21:48:26 +0100
0810224356Rendering of perspective linearized depth map kind of works now
Martin Felis
2018-03-11 22:05:42 +0100
fb3e1e7432Cleanup, using blinn-phong
Martin Felis
2018-03-11 17:30:56 +0100
8de75c7c47Added specular highlights
Martin Felis
2018-03-11 14:16:23 +0100
cf024f4f72Diffuse and ambient lighting implemented
Martin Felis
2018-03-11 11:58:50 +0100
499eba60b7Shader reload works
Martin Felis
2018-03-10 21:22:35 +0100
c1a82427c0Prepared reloading of shaders
Martin Felis
2018-03-10 08:48:41 +0100
e9c7a66d42Re-enabled camera movement
Martin Felis
2018-03-09 16:44:40 +0100
69471bba84Using TextureRef for submitting the scene render to ImGui::Image()
Martin Felis
2018-03-09 16:16:39 +0100
d6ac057ce9(De-)serialization of dock state works
Martin Felis
2018-03-04 21:10:57 +0100
5cacee03c1New docks are now automatically added as tabs
Martin Felis
2018-03-04 12:31:05 +0100
85c0b2cf42Merge branch 'opengl3' of ssh://i13s.de/martin/protot into opengl3
Martin Felis
2018-03-04 11:41:04 +0100
14dd2ac35eImported Lumix imgui_dock files from commit 2f36422e145f535f5
Martin Felis
2018-03-02 19:08:13 +0100
2348929800Removed old bgfx files
Martin Felis
2018-03-01 13:16:42 +0100
2550bb5407Can now set index buffers and use them ... and draw a 2-size-unit cube
Martin Felis
2018-02-28 21:36:44 +0100
e2671e8de4Fixed perspective camera gedöns
Martin Felis
2018-02-28 21:11:51 +0100
c86f535571Properly drawing VertexArrayMesh plane... yay
Martin Felis
2018-02-28 13:37:33 +0100
76985c878fCan draw colored stuff using VertexArrayMeshes
Martin Felis
2018-02-28 12:39:12 +0100
076f051d48Colored coordinate system works
Martin Felis
2018-02-28 10:01:39 +0100
454ea72a85Added OpenGL error logging, trying to draw colored lines...
Martin Felis
2018-02-27 23:31:13 +0100
207094b0c8Trying to draw a colored coordinate system ...
Martin Felis
2018-02-27 23:15:07 +0100
d5fe4d366fInitial work for perspective camera
Martin Felis
2018-02-27 21:32:29 +0100
39fe10ffc7Serializing camera parameters, added Textures and default texture
Martin Felis
2018-02-19 14:33:29 +0100
9c56d3f061Rendering linearized depth buffer by rendering it to another RGB texture
Martin Felis
2018-02-17 23:49:56 +0100
ea2b5d1e13Drawing of the Color texture already works... yay ... depth will be trickier
Martin Felis
2018-02-16 22:43:40 +0100
540e0d6db8Implemente LookAt and using values from camera for near and far values for depth rendering
Martin Felis
2018-02-16 22:06:09 +0100