Commit Graph

7 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 2eaecfd1dd engine: pass roughness to shader
(this is not used as roughness yet, though)
2020-07-13 23:56:20 +02:00
q3k 37dd8e39b7 engine/render: make pipeline aware of multiple textures 2020-07-13 23:48:39 +02:00
q3k 0aefcdd347 engine/render: start implement multi-texture materials 2020-07-13 22:58:24 +02:00
q3k c5e6c75f23 engine/vulkan: split pipeline into forward implementation 2020-05-31 00:56:22 +02:00