b4a2b1d728
Alpha blending!
2024-03-14 19:20:26 +04:00
78eebc1e17
Broken frustum culling
2024-03-04 04:49:04 +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
eebc26e7fb
Load normal maps
2024-02-27 21:13:26 +04:00
d33d6b2454
Load gltf with embedded albedo, metallic and roughness maps
2024-02-27 00:01:58 +04:00
2067a133f8
Extract textures from assimp too!
2024-02-26 04:27:58 +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
5f426c61de
First scene loaded, discovered an issue with ubo's, weird stuff in fullscreen
2024-02-24 23:57:31 +04:00
96449b65d7
Remove some unused code, unify how files are output from assetc
2024-02-24 16:34:34 +04:00
59ccd86a5d
Basic scene graph with inherited transforms
2024-02-23 22:04:46 +04:00
756f4fa6f9
Simplify build.zig, support installing multiple asset outputs
2024-02-23 21:27:08 +04:00
672bce7fe6
Revamp asset build process, split asset manifest generation into own step
...
This is a framework for outputting arbitrary number of cooked assets from a single
source asset. For example multiple meshes, textures, animations, etc. from a single gltf file.
2024-02-22 23:50:54 +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
6e75910bef
Add tangents
2024-02-19 04:12:19 +04:00
e764879f17
Fix incorrect double srgb conversion (stb already handles srgb->linear conversion)
2024-02-19 00:48:30 +04:00
d3370cc559
Custom mipmap gen, output linear textures from assetc
2024-02-19 00:38:04 +04:00
03c1d181e1
Fix texture compression bug, remove basisu
2024-02-16 04:07:38 +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
406c40280c
Working mipmaps
2024-02-15 16:38:16 +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
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
a837984d55
Rewrite how all assets are loaded to make it easier to use
2024-02-09 01:34:33 +04:00
0a1d17cf9c
Mesh loading and rendering
2024-02-07 02:28:43 +04:00