16 Commits

Author SHA1 Message Date
b4a2b1d728 Alpha blending! 2024-03-14 19:20:26 +04:00
f1123a1e15 BLOOM! 2024-03-05 19:29:27 +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
5f426c61de First scene loaded, discovered an issue with ubo's, weird stuff in fullscreen 2024-02-24 23:57:31 +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
6e75910bef Add tangents 2024-02-19 04:12:19 +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
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