16 Commits

Author SHA1 Message Date
d33d6b2454 Load gltf with embedded albedo, metallic and roughness maps 2024-02-27 00:01:58 +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
8f40efc6a2 Working normal maps! 2024-02-19 08:05:00 +04:00
6e75910bef Add tangents 2024-02-19 04:12:19 +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
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
9277c010c8 Unified shaders, now vertex and fragment live in the same file 2024-02-12 17:58:50 +04:00
6e46c54e6e Gamma correction and add missing light intensity 2024-02-12 16:40:31 +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
d5bfda3300 Hot reload works again with the new asset system 2024-02-09 02:12:08 +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