Commit Graph

13 Commits (56132c49a1123601f1aead5a625af295c299e75f)

Author SHA1 Message Date
q3k 56132c49a1 *: license under GPLv3 2020-07-24 00:59:00 +02:00
q3k 2d1cbe539e engine/render: move lights to UBO
There's now data available both in a push constant (view matrix) and in
an UBO (light data, camera position). Not sure if we should maintain the
split, or move everything to UBOs.
2020-07-23 22:54:57 +02:00
q3k 29ff5f6eb4 engine/render/vulkan: analytic lighting and PBR basics
We implement a simple PBR shader that uses off-the-shelf maths from
[Kar13]. I attempt to trace and cite as much as possible, but the amount
of different approaches from both industry and academia makes it quite
difficult to find exact papers to cite - especially as my mathematical
skills are not high enough to derive, or check the derivation for any of
these myself.

[Kar13]
Brian Karis. 2013. "Real Shading in Unreal Engine 4"
URL: https://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf
2020-07-23 18:29:11 +02:00
q3k bf60f262d9 engine/render: further cleanups 2020-07-13 23:11:26 +02:00
q3k 0aefcdd347 engine/render: start implement multi-texture materials 2020-07-13 22:58:24 +02:00
q3k 1636b9efcc engine: textures 2020-05-09 00:40:47 +02:00
q3k 2ae07a4679 bump winit, vulkano, ... 2020-03-17 00:00:50 +01:00
q3k 91018922cb instanced rendering, nuke multithreaded rendering 2020-03-15 23:48:07 +01:00
q3k b1fef79ead configurable descriptor sets 2020-03-14 16:55:03 +01:00
q3k 86e5d03a91 refactor: renderable 2020-01-26 01:57:15 +01:00
q3k d629e9d752 uniformly garbage 2020-01-23 00:33:40 +01:00
q3k 10a748e3b3 indexed drawing 2020-01-22 03:33:56 +01:00
q3k fde3c4f94c split vertex to vulkan::data, use immutable buffers 2020-01-20 03:31:03 +01:00