59 Commits

Author SHA1 Message Date
2373a47340 Shader compilation to spir-v 2024-09-22 23:31:22 +04:00
52cdbef876 Hardcore Vulkan migration began 2024-09-21 21:09:17 +04:00
743e3293bd Use variance shadow maps, tweak CSM splits 2024-09-08 22:16:12 +04:00
9226b61988 Add shader preprocessor with #include support and refactor shaders to remove a bunch of duplicates 2024-09-01 11:40:25 +04:00
8031b77c8a Bring back translucent rendering, try to optimize shaders, try figuring out which materials are masked 2024-08-24 17:25:07 +04:00
637ad85979 Async asset watch 2024-08-24 17:23:55 +04:00
bf4f6a5fc2 Fix PBR equations, add fake IBL 2024-08-03 17:41:53 +04:00
37f603dc8a Use radix sort for sorting draw commands, add ambient light, tweak lighting 2024-08-03 09:44:09 +04:00
b4c3bcba94 Add tracy profiler, use multi draw indirect for shadows, use Bistro scene 2024-07-28 16:39:46 +04:00
b0163b1f6b Try to optimize for many draw calls 2024-07-26 17:03:35 +04:00
c27e1cecc3 Proper multi draw indirect for all meshes!
Also refactoring for SSBO to more easily create them
2024-07-21 19:48:54 +04:00
a41e4b64d3 Fix direct shadow shimmering when view is changed
- Use bounding sphere of frustum instead of bbox
- Snap directional light projection offset to texels
2024-03-15 04:44:23 +04:00
b4a2b1d728 Alpha blending! 2024-03-14 19:20:26 +04:00
a865ea4ab7 Use bounding sphere instead of AABB to calculate projection matrix for CSM split
This reduces flickering somewhat because shadow map resolution doesn't change so much
2024-03-12 17:05:11 +04:00
5748f3b27e Slightly broken CSM, need to figure out how to choose correct split in shader 2024-03-12 02:32:29 +04:00
bb8b29263f Use view frustum to calculate directional light projection, add a bunch of debug stuff for frustums 2024-03-11 19:57:25 +04:00
6b4fe69505 Refactor lights 2024-03-09 21:22:42 +04:00
f1123a1e15 BLOOM! 2024-03-05 19:29:27 +04:00
2e8ae535a8 Switch to using [0, 1] depth in NDC like DirectX and Vulkan 2024-03-04 22:39:57 +04:00
0bd5985d07 Fix rotation, improve shadow bias 2024-03-03 00:21:11 +04:00
95d30aacda Point light shadow maps with filtering, improve bias with normal offset 2024-03-02 23:23:46 +04:00
daf85fc614 Proper (but unoptimized) PCF 2024-03-02 17:32:36 +04:00
73501f7991 Basic directional shadow map 2024-03-02 15:41:49 +04:00
aec4a4a882 Ignore case when checking texture naming convention 2024-02-28 17:26:14 +04:00
8fa5c63039 Load external textures for scenes 2024-02-28 17:16:44 +04:00
7b15f55173 Support odd sized textures, fix segfault in AssetManager 2024-02-28 16:43:44 +04:00
35ff95e694 Make it easier to define materials in code 2024-02-28 00:34:40 +04:00
d33d6b2454 Load gltf with embedded albedo, metallic and roughness maps 2024-02-27 00:01:58 +04:00
e0e951c46b Loading of complex scene graphs is now working well!
Managed to load a huge glb file, not included in commit cause I don't want to use
lots of storage in git lfs
2024-02-25 03:32:53 +04:00
892c2c643a Add GL debug logging (didn't help though), turns out my fences were in the wrong place, whoops 2024-02-25 00:32:04 +04:00
5f426c61de First scene loaded, discovered an issue with ubo's, weird stuff in fullscreen 2024-02-24 23:57:31 +04:00
59ccd86a5d Basic scene graph with inherited transforms 2024-02-23 22:04:46 +04:00
e32387ca72 PBR!!! 2024-02-21 05:25:33 +04:00
73733776d8 Do lighting calculations in view space 2024-02-21 02:58:53 +04:00
1c5b0357a8 Fix mipmap gen for normal maps 2024-02-19 08:18:12 +04:00
8f40efc6a2 Working normal maps! 2024-02-19 08:05:00 +04:00
4b4ff4e176 Cleanup, start replacing basisu with ispc texture compressor
ISPC texcomp is so, so much faster and supports bc6 (hdr) as well as bc5 and others down to bc1.
2024-02-16 03:30:02 +04:00
c20834dbce Refactor renderer into separate file 2024-02-15 21:44:58 +04:00
9c441c067a Fancy bunny texture, use color if texture is not bound 2024-02-15 16:56:50 +04:00
d3f0664da6 Almost working compressed textures 2024-02-15 04:23:18 +04:00
ad3210a08f Add basisu texture compressor to assetc, improve build process for asset manifest, should cache faster now 2024-02-13 03:19:10 +04:00
2f3998ddfd Add toggle fullscreen and toggle vsync hotkeys, improve DPI awareness on windows 2024-02-12 22:38:15 +04:00
d21d128633 Got uvs 2024-02-12 19:39:14 +04:00
6e46c54e6e Gamma correction and add missing light intensity 2024-02-12 16:40:31 +04:00
70ff9c17b5 QOL improvements, add ground plane, add adjustable cam speed 2024-02-12 16:24:07 +04:00
117977b873 Multiple bunnies with multiple colored lights 2024-02-12 15:54:55 +04:00
b749d43415 Multiple meshes + 1 point light
almost went crazy debuggging issue with multiple UBOs block bindings :)))))

Turns out if you specify layout(binding=X) in shader and later call glUniformBlockBinding (cause you don't know what you're doing)
it will mess up all your bindings, and your camera UBO will be fed to a lights array ubo and good luck debugging that.
2024-02-12 03:56:36 +04:00
a4d78d36f6 Replace zlm with zalgebra, fix culling to be backface 2024-02-11 02:50:51 +04:00
9f60d48ae2 Add basic camera controls, try to fix terrible lag 2024-02-10 01:05:25 +04:00
1944338402 Deleted triangle stuff 2024-02-09 02:16:49 +04:00