Commit Graph

330 Commits

Author SHA1 Message Date
SeanOMik 4c6c6c4dd5
render: PCF with poisson disc on directional lights 2024-07-14 22:14:08 -04:00
SeanOMik 27bc88c5a7
render: pass shadow settings to gpu 2024-07-14 19:46:15 -04:00
SeanOMik ff06bd55f3
render: simple PCF 2024-07-14 19:06:38 -04:00
SeanOMik d02258224a
render: fix bug with texture atlas not packing textures in last column 2024-07-14 12:24:13 -04:00
SeanOMik b45c2f4fab
render: point light shadows in texture atlas, fix bug with unaligned GpuSlotBuffer 2024-07-13 00:56:09 -04:00
SeanOMik 40fa9c09da
render: fix shadow map atlas packing by writing my own skyline packer 2024-07-12 14:58:18 -04:00
SeanOMik 87aa440691
render: create a GpuSlotBuffer for stable indices in a gpu buffer 2024-07-11 20:00:46 -04:00
SeanOMik cc1c482c40
render: provide shadow texture atlas frame for each shadow casting light 2024-07-11 18:27:26 -04:00
SeanOMik a4ce4cb432
render: implement packed texture atlas for shadow maps 2024-07-10 20:16:21 -04:00
SeanOMik e2b554b4ef
render: implement simple texture atlas for the shadow maps 2024-07-05 17:29:38 -04:00
SeanOMik 6d57b40629
render: cull back faces, code cleanup to fix warnings 2024-07-04 23:28:21 -04:00
SeanOMik fd65f754cf
render: get simple directional shadow maps working 2024-07-04 13:43:36 -04:00
SeanOMik 6c6893149a
render: bind direction light projection matrix to meshes shader 2024-06-30 21:58:08 -04:00
SeanOMik 1c649b2eb6
render: bind the shadow map atlas to the meshes shaders 2024-06-30 21:42:08 -04:00
SeanOMik 7b2d2424a3
render: start moving to a shadow map atlas texture and expose the resources as slots 2024-06-30 20:56:41 -04:00
SeanOMik e8974bbd44
render: create a depth map for the directional light 2024-06-30 19:33:51 -04:00
SeanOMik 3a80c069c9
render: move most of the mesh processing to a MeshPrepare node
Moving that out of the MeshesPass makes the rendering meshes accessible to other passes/nodes. The shadow pass will need access to them which is why this was done now
2024-06-29 22:23:49 -04:00
SeanOMik 7ff67a194b
create an example for testing shadow maps 2024-06-28 16:15:21 -04:00
SeanOMik c4aebdb25d
render: implement fxaa (#8)
CI / build (push) Successful in 3m33s Details
2024-06-28 15:26:14 -04:00
SeanOMik 5ebbec8cf9
ci: switch to ForgeJo actions
CI / build (push) Successful in 3m33s Details
2024-06-28 13:50:26 -04:00
SeanOMik 2eeca335e2
game: run clippy 2024-06-28 13:25:48 -04:00
SeanOMik 96dea5b1f9
render: code cleanup 2024-06-28 13:16:47 -04:00
SeanOMik 007b1047ef
render: implement view target chains for post processing steps 2024-06-27 23:48:24 -04:00
SeanOMik 545da71cda
render: create ViewTarget to make it easier to render to a non-surface texture and chain together postprocess steps 2024-06-26 21:33:39 -04:00
SeanOMik 0e71c5734f
render: make it easier to get Frame from RenderTarget 2024-06-26 17:14:31 -04:00
SeanOMik 6c1bff5768
render: get sub render graphs working and create a simple test of them 2024-06-25 21:32:29 -04:00
SeanOMik 5f1a61ef52
render: create RenderTarget and Frame, making it easier to render to a non-surface texture 2024-06-23 20:25:57 -04:00
SeanOMik f755a4c53b
render: create a node for sub render graphs, create a graph init node 2024-06-22 17:00:32 -04:00
SeanOMik 9d3de88c50
render: cleanup 2024-06-21 22:10:35 -04:00
SeanOMik f440f306be
render: impl Node for RenderGraph in prep for sub-graphs 2024-06-21 22:06:58 -04:00
SeanOMik f17bf40c77
render: rename RenderGraph::add_pass to add_node 2024-06-21 21:58:40 -04:00
SeanOMik 5fc1a0f134
Add todo panic in code when window is resized 2024-06-16 20:05:04 -04:00
SeanOMik 33358662e2
fix docstest errors in render graph 2024-06-16 00:15:54 -04:00
SeanOMik 0edba69b02
fix warnings, remove some commented code from base shader
ci/woodpecker/push/debug Pipeline failed Details
2024-06-16 00:11:21 -04:00
SeanOMik 6182a4b9c8
render: simplify light buffer updating 2024-06-15 23:52:46 -04:00
SeanOMik 7576979797
render: fix lighting with more than one light 2024-06-15 23:52:10 -04:00
SeanOMik acb58a15ff Merge pull request 'Implement a Render Graph' (#16) from feature/render-graph into main
ci/woodpecker/push/debug Pipeline failed Details
Reviewed-on: #16
2024-06-15 18:54:46 -04:00
SeanOMik d5348ec172
render: a tiny bit of code cleanup
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2024-06-12 21:30:09 -04:00
SeanOMik 9ce79e6b29
resource: fix tests, render: remove warning
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2024-06-12 21:23:27 -04:00
SeanOMik 6d7932f6a5
render: remove IDs for everything, use only labels to identify things
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2024-06-11 20:59:55 -04:00
SeanOMik 28b9604189
render: rename RenderGraphPass to Node to better represent what it actually is in the RenderGraph
A node wont always render or compute, so it wouldn't actually be a pass. Calling it a node is a better representation of what it actually is
2024-06-06 19:37:25 -04:00
SeanOMik a0a2acfec0
render: add todo in code 2024-06-03 19:06:07 -04:00
SeanOMik ef68b2a4c5
render: create a RenderGraphLabel trait for graph labels instead of strings
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2024-06-02 21:35:59 -04:00
SeanOMik 41d77c5687
render: a tiny bit of code cleanup in mesh pass 2024-06-01 23:05:43 -04:00
SeanOMik bb21805278
render: add a debug_assert to ensure the developer doesn't reuse ids for slots 2024-06-01 22:55:50 -04:00
SeanOMik c846d52b0d
render: finally get meshes and entities rendering again with the render graph!
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2024-05-31 20:11:35 -04:00
SeanOMik 7f5a1cd953
render: a bit of code cleanup 2024-05-25 19:37:43 -04:00
SeanOMik 9a48075f07
render: change to manual creation of render graph exeuction path, rewrite light cull compute pass into the render graph 2024-05-25 19:27:36 -04:00
SeanOMik fc57777a45
render: move render targets to be graph slots, create present passes and base passes
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Since the render graph no longer has default slots, base passes must be created that supply things like render targets. This also makes it easier to render offscreen to some other surface that is not the window, or just some other texture
2024-05-19 12:56:03 -04:00
SeanOMik 8c3446389c
render: code cleanup
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2024-05-18 11:02:07 -04:00