d708144dca
Add compute shader support
2024-09-10 13:05:27 +04:00
743e3293bd
Use variance shadow maps, tweak CSM splits
2024-09-08 22:16:12 +04:00
e122804766
Allow passing shader defines when resolving shader programs
2024-09-01 12:27:39 +04:00
9226b61988
Add shader preprocessor with #include support and refactor shaders to remove a bunch of duplicates
2024-09-01 11:40:25 +04:00
8e9cb3fa5b
Start implementing alpha mask instead of alpha blend for everything,
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add debug bounds rendering
2024-08-24 23:26:01 +04:00
637ad85979
Async asset watch
2024-08-24 17:23:55 +04:00
b4c3bcba94
Add tracy profiler, use multi draw indirect for shadows, use Bistro scene
2024-07-28 16:39:46 +04:00
551f92c64e
Bring back textures, add sorting by mesh
2024-07-27 21:05:50 +04:00
6a0d8348f1
Revert "Try interleaved vertex attributes" it's slower :(
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This reverts commit f21bc2245a9629981ce9719c3c500c8614da83fa.
2024-07-26 17:04:01 +04:00
f21bc2245a
Try interleaved vertex attributes
2024-07-26 11:53:29 +04:00
3daad6b31b
Add z prepass, huge mesh shader lighting optimization (2ms vs 0.2ms)
2024-07-24 12:34:37 +04:00
c27e1cecc3
Proper multi draw indirect for all meshes!
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Also refactoring for SSBO to more easily create them
2024-07-21 19:48:54 +04:00
2c385c7656
Implement buddy allocator to be able to use a single buffer for all geometry on GPU
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This will allow me to draw everything in a single CPU draw call
2024-07-20 17:50:25 +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
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
8f40efc6a2
Working normal maps!
2024-02-19 08:05:00 +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
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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
406c40280c
Working mipmaps
2024-02-15 16:38:16 +04:00
d3f0664da6
Almost working compressed textures
2024-02-15 04:23:18 +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
b749d43415
Multiple meshes + 1 point light
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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