36 Commits

Author SHA1 Message Date
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
6e75910bef Add tangents 2024-02-19 04:12:19 +04:00
e764879f17 Fix incorrect double srgb conversion (stb already handles srgb->linear conversion) 2024-02-19 00:48:30 +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
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
a3c93ef8cf Add gitattributes and first test texture 2024-02-13 03:29:55 +04:00
bbbc383535 Remove unused manymouse 2024-02-13 03:19:34 +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
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
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
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
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