|
9226b61988
|
Add shader preprocessor with #include support and refactor shaders to remove a bunch of duplicates
|
2024-09-01 11:40:25 +04:00 |
|
|
8e9cb3fa5b
|
Start implementing alpha mask instead of alpha blend for everything,
add debug bounds rendering
|
2024-08-24 23:26:01 +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 |
|
|
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 |
|
|
551f92c64e
|
Bring back textures, add sorting by mesh
|
2024-07-27 21:05:50 +04:00 |
|
|
b0163b1f6b
|
Try to optimize for many draw calls
|
2024-07-26 17:03:35 +04:00 |
|
|
3daad6b31b
|
Add z prepass, huge mesh shader lighting optimization (2ms vs 0.2ms)
|
2024-07-24 12:34:37 +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 |
|
|
f92283d152
|
Start using SSBOs for lights
|
2024-03-15 18:35:09 +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 |
|
|
acbaec8e1d
|
Cascaded shadow maps working!
|
2024-03-12 16:33:24 +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 |
|
|
f1123a1e15
|
BLOOM!
|
2024-03-05 19:29:27 +04:00 |
|
|
a2c5366b29
|
Move gamma correction into post processing
|
2024-03-05 02:20:56 +04:00 |
|
|
1504c9c2e6
|
Fix dir_light shadow acne
|
2024-03-05 00:07:37 +04:00 |
|
|
2e8ae535a8
|
Switch to using [0, 1] depth in NDC like DirectX and Vulkan
|
2024-03-04 22:39:57 +04:00 |
|
|
83b9d64235
|
Add shadowmap frustum culling. Fix too large shadow bias
|
2024-03-04 16:10:15 +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 |
|
|
7b15f55173
|
Support odd sized textures, fix segfault in AssetManager
|
2024-02-28 16:43:44 +04:00 |
|
|
d33d6b2454
|
Load gltf with embedded albedo, metallic and roughness maps
|
2024-02-27 00:01:58 +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 |
|
|
8f40efc6a2
|
Working normal maps!
|
2024-02-19 08:05:00 +04:00 |
|
|
6e75910bef
|
Add tangents
|
2024-02-19 04:12:19 +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 |
|
|
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 |
|
|
9277c010c8
|
Unified shaders, now vertex and fragment live in the same file
|
2024-02-12 17:58:50 +04:00 |
|