Commit graph

257 commits

Author SHA1 Message Date
7e6b558f27 Bloom ported to new shader stuff 2017-10-04 17:48:25 +02:00
2bd15c41ab DoF ported to new shader management 2017-10-04 17:37:55 +02:00
61d6027a42 Shader manager "test" on raymarcher + fixes 2017-10-04 17:29:48 +02:00
40e6911209 Hopefully almost finish shader management 2017-10-04 16:29:39 +02:00
eb122b598e Structure overhaul + shader stuff progress 2017-10-04 11:20:27 +02:00
53fbdba979 Compute shader type added 2017-10-04 10:06:45 +02:00
8be3c508a3 Moved shader code builder to separate internal struct 2017-10-03 16:41:00 +02:00
7a7ff88ac6 Shader code - list of files + missing/found 2017-10-03 16:25:46 +02:00
8eefe21aae Some reformatting 2017-10-03 16:10:48 +02:00
952aad1e02 Shader loader - recreate shader code 2017-10-03 16:09:12 +02:00
88cd5c97dc Shader preprocessor - input 2017-10-03 13:53:50 +02:00
5aee824bb0 Fixed profiler 2017-10-03 09:56:37 +02:00
ca7589da62 Played with settings 2017-10-03 09:29:04 +02:00
6263999644 "Enhanced sphere tracing" by Mercury /et al./ 2017-10-03 09:12:21 +02:00
32a8eb68a7 Fixed bug in old PBR shader 2017-10-03 09:12:09 +02:00
c248e66fc2 Fixed normal computation in RM 2017-10-03 09:11:47 +02:00
be460bce83 Raymarcher data updated 2017-10-03 10:06:26 +02:00
e66b107e73 Implemented the full Disney PBR shader 2017-10-03 10:06:04 +02:00
fbeb0858ac Fixed shader paths 2017-10-03 10:05:20 +02:00
86ce40f772 Raymarcher - reverted(ish) use of program pipeline 2017-10-02 19:06:15 +02:00
df06cf16ad PBR-ish stuff
Subsurface scattering doesn't work, though
2017-10-02 16:34:08 +02:00
aabf8949a8 Got rid of old texture binding code
Also this fixes the DoF texture wrapping bullshit
2017-10-02 14:48:16 +02:00
72acd42782 Resizing works 2017-10-02 13:51:08 +02:00
00f9187d74 Texture binding manager 2017-10-02 10:57:51 +02:00
456affe784 Texture sampler abstraction 2017-10-02 10:42:06 +02:00
080eb3b29b Moved camera to separate file 2017-10-02 10:12:27 +02:00
e6e8b2c935 Build in separate directory 2017-10-02 10:00:39 +02:00
3dd641c8c1 Cleaning up #include's 2017-10-02 09:40:36 +02:00
f79cc70d44 Moved shaders to subdir 2017-10-02 09:31:50 +02:00
2318cf5871 Fixed C++ syntax plugin config 2017-10-02 09:29:05 +02:00
8264663ec8 Moved GLSL handling to separate file 2017-10-01 19:40:38 +02:00
601cf6cb34 Depth of field UI 2017-10-01 19:22:28 +02:00
b2be3dcb8c Depth of field!!! 2017-10-01 18:51:02 +02:00
96122a6487 Less traces in textures/RT 2017-10-01 15:00:59 +02:00
df1b51781e Finished profiler 2017-10-01 14:10:00 +02:00
22a5a9b836 Profiler: hierarchy (+start values) 2017-10-01 12:48:55 +02:00
b5d7d3775b Profiler (dumps to stdout for now) 2017-10-01 11:37:04 +02:00
ba98b1e9eb TODO list 2017-10-01 10:23:23 +02:00
b15b0097b2 Moved raymarcher to separate file 2017-09-30 21:53:45 +02:00
07b1960d5a Raymarcher controls 2017-09-30 21:37:35 +02:00
8b0e6e2143 Removed useless parameters 2017-09-30 21:30:31 +02:00
98aa501199 Some more bloom tweaking 2017-09-30 21:27:50 +02:00
34b393334c Tweaking bloom some more 2017-09-30 21:22:38 +02:00
f3d709a48d Bloom controls 2017-09-30 19:41:45 +02:00
802418219b Bloom pass moved to separate file 2017-09-30 19:13:06 +02:00
4249691406 Bloom highpass filter 2017-09-30 18:30:26 +02:00
f1628c0cd5 Partial bloom (missing highpass filter) 2017-09-30 17:58:48 +02:00
83f885fa52 Fixed texture size bug 2017-09-30 15:28:24 +02:00
7e223ff2f4 Render-fucking-targets, motherfuckers! 2017-09-30 14:59:15 +02:00
8cd18913aa Texture / texture binding abstraction 2017-09-30 12:59:04 +02:00