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8031b77c8a
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Bring back translucent rendering, try to optimize shaders, try figuring out which materials are masked
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2024-08-24 17:25:07 +04:00 |
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bf4f6a5fc2
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Fix PBR equations, add fake IBL
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2024-08-03 17:41:53 +04:00 |
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37f603dc8a
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Use radix sort for sorting draw commands, add ambient light, tweak lighting
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2024-08-03 09:44:09 +04:00 |
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b4c3bcba94
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Add tracy profiler, use multi draw indirect for shadows, use Bistro scene
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2024-07-28 16:39:46 +04:00 |
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551f92c64e
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Bring back textures, add sorting by mesh
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2024-07-27 21:05:50 +04:00 |
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6a0d8348f1
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Revert "Try interleaved vertex attributes" it's slower :(
This reverts commit f21bc2245a9629981ce9719c3c500c8614da83fa.
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2024-07-26 17:04:01 +04:00 |
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b0163b1f6b
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Try to optimize for many draw calls
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2024-07-26 17:03:35 +04:00 |
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f21bc2245a
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Try interleaved vertex attributes
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2024-07-26 11:53:29 +04:00 |
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3daad6b31b
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Add z prepass, huge mesh shader lighting optimization (2ms vs 0.2ms)
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2024-07-24 12:34:37 +04:00 |
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c27e1cecc3
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Proper multi draw indirect for all meshes!
Also refactoring for SSBO to more easily create them
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2024-07-21 19:48:54 +04:00 |
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2c385c7656
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Implement buddy allocator to be able to use a single buffer for all geometry on GPU
This will allow me to draw everything in a single CPU draw call
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2024-07-20 17:50:25 +04:00 |
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f92283d152
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Start using SSBOs for lights
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2024-03-15 18:35:09 +04:00 |
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a41e4b64d3
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Fix direct shadow shimmering when view is changed
- Use bounding sphere of frustum instead of bbox
- Snap directional light projection offset to texels
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2024-03-15 04:44:23 +04:00 |
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b4a2b1d728
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Alpha blending!
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2024-03-14 19:20:26 +04:00 |
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a865ea4ab7
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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
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2024-03-12 17:05:11 +04:00 |
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7600db3dca
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Tweak cascades more
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2024-03-12 16:36:05 +04:00 |
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acbaec8e1d
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Cascaded shadow maps working!
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2024-03-12 16:33:24 +04:00 |
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5748f3b27e
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Slightly broken CSM, need to figure out how to choose correct split in shader
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2024-03-12 02:32:29 +04:00 |
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bb8b29263f
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Use view frustum to calculate directional light projection, add a bunch of debug stuff for frustums
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2024-03-11 19:57:25 +04:00 |
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6b4fe69505
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Refactor lights
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2024-03-09 21:22:42 +04:00 |
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f1123a1e15
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BLOOM!
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2024-03-05 19:29:27 +04:00 |
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0b6d8c392a
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Basic post processing (spooky)
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2024-03-05 02:19:17 +04:00 |
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2e8ae535a8
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Switch to using [0, 1] depth in NDC like DirectX and Vulkan
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2024-03-04 22:39:57 +04:00 |
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83b9d64235
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Add shadowmap frustum culling. Fix too large shadow bias
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2024-03-04 16:10:15 +04:00 |
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1633957d07
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Correct frustum culling, finally!
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2024-03-04 15:51:23 +04:00 |
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78eebc1e17
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Broken frustum culling
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2024-03-04 04:49:04 +04:00 |
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95d30aacda
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Point light shadow maps with filtering, improve bias with normal offset
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2024-03-02 23:23:46 +04:00 |
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daf85fc614
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Proper (but unoptimized) PCF
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2024-03-02 17:32:36 +04:00 |
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73501f7991
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Basic directional shadow map
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2024-03-02 15:41:49 +04:00 |
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7b15f55173
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Support odd sized textures, fix segfault in AssetManager
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2024-02-28 16:43:44 +04:00 |
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35ff95e694
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Make it easier to define materials in code
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2024-02-28 00:34:40 +04:00 |
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892c2c643a
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Add GL debug logging (didn't help though), turns out my fences were in the wrong place, whoops
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2024-02-25 00:32:04 +04:00 |
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5f426c61de
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First scene loaded, discovered an issue with ubo's, weird stuff in fullscreen
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2024-02-24 23:57:31 +04:00 |
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756f4fa6f9
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Simplify build.zig, support installing multiple asset outputs
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2024-02-23 21:27:08 +04:00 |
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73733776d8
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Do lighting calculations in view space
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2024-02-21 02:58:53 +04:00 |
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8f40efc6a2
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Working normal maps!
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2024-02-19 08:05:00 +04:00 |
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6e75910bef
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Add tangents
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2024-02-19 04:12:19 +04:00 |
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03c1d181e1
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Fix texture compression bug, remove basisu
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2024-02-16 04:07:38 +04:00 |
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c20834dbce
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Refactor renderer into separate file
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2024-02-15 21:44:58 +04:00 |
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