69 Commits

Author SHA1 Message Date
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
7600db3dca Tweak cascades more 2024-03-12 16:36:05 +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
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
76603cbb3b More complex ACES 2024-03-05 03:18:46 +04:00
a2c5366b29 Move gamma correction into post processing 2024-03-05 02:20:56 +04:00
0b6d8c392a Basic post processing (spooky) 2024-03-05 02:19:17 +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
1633957d07 Correct frustum culling, finally! 2024-03-04 15:51:23 +04:00
78eebc1e17 Broken frustum culling 2024-03-04 04:49:04 +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
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
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
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
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
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
a3c93ef8cf Add gitattributes and first test texture 2024-02-13 03:29:55 +04:00
bbbc383535 Remove unused manymouse 2024-02-13 03:19:34 +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