72 Commits

Author SHA1 Message Date
f92283d152 Start using SSBOs for lights 2024-03-15 18:35:09 +04:00
a41e4b64d3 Fix direct shadow shimmering when view is changed
- Use bounding sphere of frustum instead of bbox
- Snap directional light projection offset to texels
2024-03-15 04:44:23 +04:00
b4a2b1d728 Alpha blending! 2024-03-14 19:20:26 +04:00
a865ea4ab7 Use bounding sphere instead of AABB to calculate projection matrix for CSM split
This reduces flickering somewhat because shadow map resolution doesn't change so much
2024-03-12 17:05:11 +04:00
7600db3dca Tweak cascades more 2024-03-12 16:36:05 +04:00
acbaec8e1d Cascaded shadow maps working! 2024-03-12 16:33:24 +04:00
5748f3b27e Slightly broken CSM, need to figure out how to choose correct split in shader 2024-03-12 02:32:29 +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
6b4fe69505 Refactor lights 2024-03-09 21:22:42 +04:00
f1123a1e15 BLOOM! 2024-03-05 19:29:27 +04:00
76603cbb3b More complex ACES 2024-03-05 03:18:46 +04:00
a2c5366b29 Move gamma correction into post processing 2024-03-05 02:20:56 +04:00
0b6d8c392a Basic post processing (spooky) 2024-03-05 02:19:17 +04:00
1504c9c2e6 Fix dir_light shadow acne 2024-03-05 00:07:37 +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
0bd5985d07 Fix rotation, improve shadow bias 2024-03-03 00:21:11 +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
aec4a4a882 Ignore case when checking texture naming convention 2024-02-28 17:26:14 +04:00
8fa5c63039 Load external textures for scenes 2024-02-28 17:16:44 +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
eebc26e7fb Load normal maps 2024-02-27 21:13:26 +04:00
d33d6b2454 Load gltf with embedded albedo, metallic and roughness maps 2024-02-27 00:01:58 +04:00
2067a133f8 Extract textures from assimp too! 2024-02-26 04:27:58 +04:00
e0e951c46b Loading of complex scene graphs is now working well!
Managed to load a huge glb file, not included in commit cause I don't want to use
lots of storage in git lfs
2024-02-25 03:32:53 +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
96449b65d7 Remove some unused code, unify how files are output from assetc 2024-02-24 16:34:34 +04:00
59ccd86a5d Basic scene graph with inherited transforms 2024-02-23 22:04:46 +04:00
756f4fa6f9 Simplify build.zig, support installing multiple asset outputs 2024-02-23 21:27:08 +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
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