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
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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
a837984d55
Rewrite how all assets are loaded to make it easier to use
2024-02-09 01:34:33 +04:00
d91484e992
Redo how assets are loaded, remove explicit load/unload calls
...
This will make code simpler because game code will never explicitly
unload assets or retain runtime asset handles!
2024-02-08 21:48:18 +04:00
0a1d17cf9c
Mesh loading and rendering
2024-02-07 02:28:43 +04:00
894e6e54c4
Bring back OpenGL version print
2024-02-04 21:45:17 +04:00
f227d4cedd
Fix hot reload for gl
2024-02-04 21:39:21 +04:00
9945fa5b40
Remove glad, fix windows build, finally a good base
2024-02-03 04:27:10 +04:00
126a18b66b
First triangle, wow
2024-01-30 20:13:44 +04:00
0390109ff4
Add game_init_window, separate window and game hot reload
2024-01-30 17:34:43 +04:00
8d397f3941
Initial commit
2024-01-30 16:46:50 +04:00