21 Commits

Author SHA1 Message Date
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
0b6d8c392a Basic post processing (spooky) 2024-03-05 02:19:17 +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
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
35ff95e694 Make it easier to define materials in code 2024-02-28 00:34:40 +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
756f4fa6f9 Simplify build.zig, support installing multiple asset outputs 2024-02-23 21:27:08 +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
03c1d181e1 Fix texture compression bug, remove basisu 2024-02-16 04:07:38 +04:00
c20834dbce Refactor renderer into separate file 2024-02-15 21:44:58 +04:00