Commit Graph

  • 851a26c445 Minor cleanup opengl3 Martin Felis 2019-04-23 23:30:36 +0200
  • b456d24934 Enabled cascaded shadow maps in forward rendering mode Martin Felis 2019-04-23 23:17:10 +0200
  • 2c132e2abc CMake: disabled googletest for now, use GLVND when searching for OpenGL Martin Felis 2019-04-23 23:14:31 +0200
  • c1b3239249 glfw: disabled CMake warning Martin Felis 2019-04-23 23:13:58 +0200
  • 5c9e6cf07b Added some minor instructions to README.md Martin Felis 2019-04-23 23:13:19 +0200
  • 41fee52cf7 Disabled C based scene module Martin Felis 2019-04-23 23:09:18 +0200
  • 4875e63950 Using Vector4fs for debug draw calls. Martin Felis 2019-04-23 11:43:57 +0200
  • ffe4e3bec0 Deleted old SimpleMath, updated SimpleMathV2 Martin Felis 2019-04-23 11:15:00 +0200
  • 369d6a634b Removed building of fcl and physfs Martin Felis 2019-04-23 11:12:34 +0200
  • c7cbe4ac21 Rendercommand API simple_math_single_header Martin Felis 2019-03-20 08:15:54 +0000
  • 69c56269de Added C based scene module and render commands Martin Felis 2018-12-28 17:28:49 +0100
  • 3e6b89f22c Minor fixes, added physfs Martin Felis 2018-12-26 23:40:59 +0100
  • 0a88592462 Removed old 3rdparty code, added missing files Martin Felis 2018-12-26 23:36:54 +0100
  • f3715f3a87 Using Posix Signals to trigger module reload, exposing more gltf properties to the gui Martin Felis 2018-12-26 23:34:13 +0100
  • c1b39036db Merge 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
  • bb6a5c239d Added libccd and FCL Martin Felis 2018-12-23 11:20:54 +0100
  • 09a1b24b42 Fix issues on my laptop Martin Felis 2018-12-17 22:35:45 +0100
  • 6d7bd06c2c Fix erratic camera movement when right clicking and minor cleanup. Martin Felis 2018-12-15 23:19:14 +0100
  • ea7e3113f4 Fix rendering of debug bone Martin Felis 2018-12-15 23:00:11 +0100
  • 1dc77c2131 Fix specular lighting in forward mode and fix switching between forward and deferred lighting. Martin Felis 2018-12-15 22:52:37 +0100
  • eb67c1deaf Switch to the docking code of dear imgui Martin Felis 2018-12-15 15:58:47 +0100
  • f04a33d54b Revert custom changes to 3rdparty/imgui/examples/imgui_impl_opengl3.cpp Martin Felis 2018-12-15 14:46:05 +0100
  • 293b41d1eb Merge 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
  • 0f15059ab5 intermediate commit Martin Felis 2018-12-15 14:14:22 +0100
  • e1f5b0fa0f Applied changes to submit texture references to dear imgui Martin Felis 2018-12-15 14:12:06 +0100
  • 60acd12d94 Updated dear imgui to 9b09c7597f6 Martin Felis 2018-12-15 09:50:47 +0100
  • 4e1687d80b Using new SimpleMathV2 Martin Felis 2018-11-08 23:02:57 +0100
  • 88898dedfc Some progress with new simple math (though still things wrong, e.g. orientation of model) Martin Felis 2018-10-15 21:52:43 +0200
  • f820897417 Made it simpler to switch between old and new SimpleMath Martin Felis 2018-10-15 20:42:27 +0200
  • 2bd2a99f29 Using newer simplemathv2, compiles fine but crashes :/) Martin Felis 2018-10-13 22:23:21 +0200
  • 09db06fbfd Working on single header simple math version Martin Felis 2018-09-28 09:17:22 +0200
  • 9588ee0674 Added DebugDrawing of bones Martin Felis 2018-09-14 20:41:24 +0200
  • 36dad56871 Refactored drawing of debug stuff Martin Felis 2018-09-14 19:41:05 +0200
  • 48a4725b51 Added icosphere primitive Martin Felis 2018-09-14 15:00:37 +0200
  • 03a3b856d7 Forward rendering with simple shadow mapping works now. Martin Felis 2018-09-14 09:57:32 +0200
  • 54d67cdeac Trying to copy the deferred result onto the main render target Martin Felis 2018-07-26 14:48:30 +0200
  • 8694cddcdf Clean up Martin Felis 2018-07-26 14:07:06 +0200
  • 9f36525b49 merge Martin Felis 2018-07-21 17:16:17 +0200
  • 0fd0b8409e Added 4th shadow split and exposed per-split shadow map bias Martin Felis 2018-07-21 17:15:21 +0200
  • ce1a6ce9a4 Tweaked 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
  • e9ba7f77cc Implemented Cascaded Shadow Maps Martin Felis 2018-07-07 23:09:34 +0200
  • e76f5f1976 Rendering of cascaded shadow maps works Martin Felis 2018-07-06 21:29:49 +0200
  • b0808864b5 Further debugging cascaded shadow maps Martin Felis 2018-07-04 15:21:35 +0200
  • aa4925b6c8 Properly computing splits for the given camera and light Martin Felis 2018-07-03 21:14:15 +0200
  • 1f003e3ed7 Refactoring split computation (still in progress) Martin Felis 2018-07-02 22:43:45 +0200
  • af7387175c Working on getting shadow map splits properly rendered Martin Felis 2018-07-01 00:10:13 +0200
  • 0fceeca4de Fixed split bounding box computation Martin Felis 2018-06-29 22:10:49 +0200
  • 3b327af022 Some more progress in visualizing splits Martin Felis 2018-06-29 21:18:38 +0200
  • f5504efea7 Splits kind of correctly shown Martin Felis 2018-06-29 20:58:01 +0200
  • 45e0dd9a9a Intermediate commit: trying to compute bounding box for splitted view frustum Martin Felis 2018-06-29 17:12:17 +0200
  • cf7a71111d Added drawing of camera splits Martin Felis 2018-06-29 16:19:03 +0200
  • 0950a04022 Some preparations for cascaded shadow maps Martin Felis 2018-06-25 22:14:30 +0200
  • 75677a5b70 Tweaked shadow map to follow camera movement Martin Felis 2018-06-25 21:53:43 +0200
  • 24516b592e Added SSAOPower variable and exposed to GUI Martin Felis 2018-06-25 20:20:36 +0200
  • 894377d440 Exposed shadow map bias to light gui Martin Felis 2018-06-25 16:55:01 +0200
  • 33a2e1d8cb Ported SSAO to deferred lighting Martin Felis 2018-06-22 17:31:53 +0200
  • 3d2cdf368a Enabled shadow mapping in deferred lighting Martin Felis 2018-06-22 16:51:15 +0200
  • 40f91d4666 Cleanup Martin Felis 2018-04-24 11:41:43 +0200
  • 796886b717 And after a great deal of slow debugging we have deferred blinn-phong. Yayso Martin Felis 2018-04-10 14:08:28 +0200
  • 37ffc2da1e using proper normals during the SSAO pass Martin Felis 2018-04-05 14:36:00 +0200
  • 39d2bb68f8 SSAO getting close (excited) Martin Felis 2018-04-05 12:39:30 +0200
  • 532a0fa9f2 Initial work to support SSAO: rendering position and normal maps Martin Felis 2018-04-04 22:59:22 +0200
  • eb189326b1 Can now draw mesh hierarchies from gltf files (no textures, not yet animated) Martin Felis 2018-03-28 22:21:21 +0200
  • 07fbfb3c8c intermediate commit Martin Felis 2018-03-28 20:05:51 +0200
  • 5a0d1a91e9 intermediate commit Martin Felis 2018-03-28 14:01:35 +0200
  • 711b6ab7fe intermediate commit Martin Felis 2018-03-28 11:46:21 +0200
  • ed18691b1a Working on gltf loading and debug gui for gltf assets Martin Felis 2018-03-22 23:05:45 +0100
  • a51c1936f2 Can now load gltf models (but not display them yet) Martin Felis 2018-03-19 23:01:46 +0100
  • 8b2dc08ec3 added tinygltf Martin Felis 2018-03-19 23:00:51 +0100
  • 077db8b04e Fixed wrong shadow maps on first start Martin Felis 2018-03-16 11:40:10 +0100
  • fc58ba5513 Use a shadow2DSampler for softer shadows Martin Felis 2018-03-16 11:36:20 +0100
  • 3c5e281900 Cleanup and improvement of shadow map quality Martin Felis 2018-03-15 23:00:53 +0100
  • f27a354226 Simple shadow mapping works - Yay Martin Felis 2018-03-15 11:54:00 +0100
  • cb13324846 Working on shadow maps Martin Felis 2018-03-15 11:01:55 +0100
  • ef4479ba71 Drawing of light framebuffers kind of works Martin Felis 2018-03-12 21:48:26 +0100
  • 0810224356 Rendering of perspective linearized depth map kind of works now Martin Felis 2018-03-11 22:05:42 +0100
  • fb3e1e7432 Cleanup, using blinn-phong Martin Felis 2018-03-11 17:30:56 +0100
  • 8de75c7c47 Added specular highlights Martin Felis 2018-03-11 14:16:23 +0100
  • cf024f4f72 Diffuse and ambient lighting implemented Martin Felis 2018-03-11 11:58:50 +0100
  • 499eba60b7 Shader reload works Martin Felis 2018-03-10 21:22:35 +0100
  • c1a82427c0 Prepared reloading of shaders Martin Felis 2018-03-10 08:48:41 +0100
  • e9c7a66d42 Re-enabled camera movement Martin Felis 2018-03-09 16:44:40 +0100
  • 69471bba84 Using 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
  • 5cacee03c1 New docks are now automatically added as tabs Martin Felis 2018-03-04 12:31:05 +0100
  • 85c0b2cf42 Merge branch 'opengl3' of ssh://i13s.de/martin/protot into opengl3 Martin Felis 2018-03-04 11:41:04 +0100
  • 14dd2ac35e Imported Lumix imgui_dock files from commit 2f36422e145f535f5 Martin Felis 2018-03-02 19:08:13 +0100
  • 2348929800 Removed old bgfx files Martin Felis 2018-03-01 13:16:42 +0100
  • 2550bb5407 Can now set index buffers and use them ... and draw a 2-size-unit cube Martin Felis 2018-02-28 21:36:44 +0100
  • e2671e8de4 Fixed perspective camera gedöns Martin Felis 2018-02-28 21:11:51 +0100
  • c86f535571 Properly drawing VertexArrayMesh plane... yay Martin Felis 2018-02-28 13:37:33 +0100
  • 76985c878f Can draw colored stuff using VertexArrayMeshes Martin Felis 2018-02-28 12:39:12 +0100
  • 076f051d48 Colored coordinate system works Martin Felis 2018-02-28 10:01:39 +0100
  • 454ea72a85 Added OpenGL error logging, trying to draw colored lines... Martin Felis 2018-02-27 23:31:13 +0100
  • 207094b0c8 Trying to draw a colored coordinate system ... Martin Felis 2018-02-27 23:15:07 +0100
  • d5fe4d366f Initial work for perspective camera Martin Felis 2018-02-27 21:32:29 +0100
  • 39fe10ffc7 Serializing camera parameters, added Textures and default texture Martin Felis 2018-02-19 14:33:29 +0100
  • 9c56d3f061 Rendering linearized depth buffer by rendering it to another RGB texture Martin Felis 2018-02-17 23:49:56 +0100
  • ea2b5d1e13 Drawing of the Color texture already works... yay ... depth will be trickier Martin Felis 2018-02-16 22:43:40 +0100
  • 540e0d6db8 Implemente LookAt and using values from camera for near and far values for depth rendering Martin Felis 2018-02-16 22:06:09 +0100