cosmonaut
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4b7d31f2b2
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refactor directional shadow data
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2020-12-08 03:07:41 -08:00 |
cosmonaut
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4d3c5fc316
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more shadow decoupling + change world instance to position instance
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2020-12-08 02:49:18 -08:00 |
cosmonaut
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96f6d22896
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shadow refactor
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2020-12-07 21:36:16 -08:00 |
cosmonaut
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84601379b5
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major API refactor
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2020-12-07 20:10:27 -08:00 |
cosmonaut
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fe222e266f
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started instance based depth render
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2020-12-07 18:46:53 -08:00 |
cosmonaut
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bb694d3dbe
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handle case where there are no instances
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2020-12-07 15:51:24 -08:00 |
cosmonaut
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e2fdbff7d1
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cullable instance calls
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2020-12-07 14:58:03 -08:00 |
cosmonaut
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283b078641
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instanced g buffer draws work now
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2020-12-07 14:42:02 -08:00 |
cosmonaut
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b784f9df4b
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trying different shader semantics
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2020-12-07 13:50:32 -08:00 |
cosmonaut
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8b43e8f45e
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start removing global render procedures
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2020-12-07 01:57:57 -08:00 |
cosmonaut
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ee8b0c5ee8
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started adding support for instanced draws + started decoupling API
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2020-12-07 01:30:09 -08:00 |
cosmonaut
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7f986c546a
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abstract frustum culling
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2020-12-06 19:36:00 -08:00 |
cosmonaut
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fc09082f1b
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frustum cull meshsprites
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2020-12-06 19:27:46 -08:00 |
cosmonaut
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ca6c91446e
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new mesh sprite and diffuse lit sprite system
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2020-12-06 18:52:14 -08:00 |
cosmonaut
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60ebb19e24
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pass ambient light to shader
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2020-12-05 19:58:29 -08:00 |
cosmonaut
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47242e4f52
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initial diffuse lit sprite effect
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2020-12-05 19:47:01 -08:00 |
cosmonaut
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ae445d94d3
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implement different kinds of billboarding
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2020-12-04 18:51:59 -08:00 |
cosmonaut
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665ff6dd44
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all public facing renderer functions take an RT
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2020-12-04 15:49:35 -08:00 |
cosmonaut
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56cdffdff6
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remove broken rotation code
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2020-12-04 15:46:30 -08:00 |
cosmonaut
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acaafdcdcd
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batched billboard implementation
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2020-12-04 15:39:29 -08:00 |
cosmonaut
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8fa22260d2
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frustum culling
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2020-10-19 18:22:54 -07:00 |
cosmonaut
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cb0baf0bf0
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integrate all shadows
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2020-10-19 14:00:11 -07:00 |
cosmonaut
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8407a34c37
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flip horizontal UVs of cubemap render
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2020-10-19 12:48:32 -07:00 |
cosmonaut
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0a7698c315
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starting on point shadows
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2020-10-19 03:01:37 -07:00 |
cosmonaut
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06e5523996
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deferred skybox
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2020-10-17 13:53:26 -07:00 |
cosmonaut
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19a61985ca
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support dithered shadow toggle
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2020-10-15 18:19:43 -07:00 |
cosmonaut
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1f10698811
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more toon shader control + dithered shading
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2020-10-05 15:45:10 -07:00 |
cosmonaut
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a914c586b2
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experiment with color banding
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2020-10-02 17:29:20 -07:00 |
cosmonaut
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d370d4e2e4
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toon shadows
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2020-10-02 12:28:28 -07:00 |
cosmonaut
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2fb20747e4
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more toon effect + remove material from MeshPart
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2020-10-01 22:26:40 -07:00 |
cosmonaut
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565be374bb
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basic toon shading + controllable ambient light setting
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2020-10-01 14:52:19 -07:00 |
cosmonaut
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66d4e5bf6e
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Directional Light + Shadows + Tone Mapping + One Pass Per Light (#2)
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2020-10-01 19:46:25 +00:00 |
cosmonaut
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4095b7eda5
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Deferred Shading Path (#1)
add directional light + rename GBufferEffect for clarity
fix texture leak
fix intensity array for point lights
deferred pbr shading
rendering g-buffer
add a core and framework csproj
Reviewed-on: #1
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2020-08-27 18:14:17 +00:00 |
cosmonaut
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393b8bcb03
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supporting directional lights
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2020-08-07 01:12:46 -07:00 |
cosmonaut
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86cc23b0ad
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start on depth rendering
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2020-08-06 17:58:50 -07:00 |
cosmonaut
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55b1555df2
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prevent point lights from overflowing shader
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2020-08-06 01:12:15 -07:00 |
cosmonaut
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d156fbc39a
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top level cleanup
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2020-08-06 00:13:39 -07:00 |
Evan Hemsley
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f0f09115f5
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basic rendering structure
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2020-08-05 12:15:22 -07:00 |
Evan Hemsley
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7857679666
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rename Scene to Renderer
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2020-08-04 21:11:40 -07:00 |