SeanOMik
8c1738334c
render: shadow maps and PCF for spot lights
2024-07-24 20:10:32 -04:00
SeanOMik
fefcf58765
render: make shadow depth bias configurable per light source
2024-07-21 21:53:02 -04:00
SeanOMik
b0a6d30afc
render: fix directional light shadows
2024-07-21 21:09:29 -04:00
SeanOMik
fef709d5f1
render: implement PCF for point lights, support per-light shadow settings
2024-07-21 12:02:35 -04:00
SeanOMik
c91ee67961
render: improve shadow settings to make it possible to switch between PCF, PCSS, hardware 2x2 PCF, or disable filtering all together
2024-07-19 17:56:27 -04:00
SeanOMik
c961568b96
render: update the shadow filting poisson disc when shadow settings are modified
2024-07-19 16:07:40 -04:00
SeanOMik
4449172c2b
render: implement PCSS for directional lights
2024-07-18 23:43:08 -04:00
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
c4aebdb25d
render: implement fxaa ( #8 )
CI / build (push) Successful in 3m33s
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2024-06-28 15:26:14 -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
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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
d5348ec172
render: a tiny bit of code cleanup
ci/woodpecker/pr/debug Pipeline failed
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2024-06-12 21:30:09 -04:00
SeanOMik
9ce79e6b29
resource: fix tests, render: remove warning
ci/woodpecker/pr/debug Pipeline failed
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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
ci/woodpecker/pr/debug Pipeline failed
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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
ci/woodpecker/pr/debug Pipeline failed
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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!
ci/woodpecker/pr/debug Pipeline failed
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2024-05-31 20:11:35 -04:00