Commit graph

23 commits

Author SHA1 Message Date
Sascha Willems
91ab6a517f Code cleanup 2024-01-21 13:15:56 +01:00
Sascha Willems
df24608511 Code cleanup, better variable naming, comments 2024-01-20 18:38:53 +01:00
Sascha Willems
d0211d1f14 Replaced per-sample validation define with global define in base class
Toggling validation via command line arguments is the preferred way anyway
Define was also added as a CMake option
2023-12-30 13:15:37 +01:00
Sascha Willems
ac957ef8af Code cleanup
Fixed remaining warnings (MSVC VS2022)
2023-12-27 19:58:33 +01:00
Sascha Willems
485bc7550a Code cleanup
Fixed compiler warnings
2023-12-24 15:58:23 +01:00
Sascha Willems
781f18990b Code cleanup
Fixed several warnings
2023-12-20 20:14:36 +01:00
Sascha Willems
c4b417d791
Merge pull request #783 from michead/shadowmappingomni
Omnidirectional Shadow Mapping example - Render depth to cubemap faces directly
2022-12-31 13:50:18 +01:00
Sascha Willems
707bb41851 Minor code cleanup
Removed unused variables
2022-12-09 07:24:32 +01:00
Iago Toral Quiroga
9fef899e42 Fix various cases of image views with incorrect stencil aspect 2022-06-30 09:40:18 +02:00
Sascha Willems
3b1ff1eece Ray tracing samples can now also use the UI overlay
General cleanup, changed default settings.overlay value
2021-08-28 12:59:10 +02:00
michead
8eeb6599d6 render depth to cubemap faces directly 2020-11-28 11:35:18 +00:00
Sascha Willems
2898671f40 Fixed typos 2020-08-09 13:48:49 +02:00
Sascha Willems
a465bad5aa Cleaned up includes
Fixed typos
2020-08-09 13:16:35 +02:00
Sascha Willems
361535b29e Split texture class into header and implementation
Moved include to base class
2020-08-08 22:54:34 +02:00
Sascha Willems
122288fe25 Split buffer class into header and implementation
Moved include to base class
2020-08-08 22:18:35 +02:00
Sascha Willems
feb939096f
Merge glTF branch (#747)
* Added helper function for easy pipeline vertex input state create info structure setup from glTF model vertex class

* Split glTF loader into header and implementation

* Updated sample to use glTF

* Removed collada files

Replaced assets are now part of the asset pack

* Return value for glTF model vertex input state create info helper

* Removed unused assets

* Use glTF assets

* Added default material for glTF node's without materials

* Use glTF assets

* Apply pre-transforms to normals

* Use glTF assets

* Use glTF assets

* Use vertex input state from glTF model class

* Scene setup

* Use glTF assets

* Use glTF assets

* Display error message and exit if glTF file could not be loaded

* Use glTF assets

* Use glTF assets

* Use glTF assets

* Remove unused buffer binds

* Use glTF assets

* Remove no longer used model files

* Remove no longer used model files

* Added support for rendering glTF models with images

* glTF model normal pre-transform ignores translation

* Use glTF assets

* Use glTF assets

* Use glTF assets

* Use glTF assets

* Use glTF assets

* Only add combined image samplers to pool if actually used in the scene

* Use global descriptor set layouts

* Use global descriptor set layouts

* Use glTF assets

* Use glTF assets

* Use glTF assets

Code cleanup
Updated GLSL and HLSL shaders

* Use glTF assets

Code cleanup

* Use glTF assets

Code cleanup
Updated GLSL and HLSL shaders

* Remove no-longer used model

* Use glTF assets

Code cleanup
Updated GLSL and HLSL shaders

* Use glTF assets

Code cleanup
Updated GLSL and HLSL shaders
Removed no-longer used model

* Use glTF assets

Code cleanup
Use RGBA texture instead of different compressed formats
Removed no-longer used assets

* Adnrdoid build file

* Use glTF assets

Code cleanup and refactoring
Updated GLSL and HLSL shaders

* Added vertex count and way of passing additional memory property type flags to glTF loader

* Use glTF assets

Updated GLSL and HLSL shaders
Removed no-longer used assets

* Use glTF assets

Updated GLSL and HLSL shaders

* Remove unfinished sample

* Completely reworked push constants sample

Use glTF assets
Updated GLSL and HLSL shaders
Removed no-longer used assets

* Android CMake build files

* Removed un-used asset

* Explicit buffer binding function

* Use glTF assets

Code cleanup
Updated GLSL and HLSL shaders

* Use glTF assets

Code cleanup

* Use glTF assets

Code cleanup
Removed no-longer used assets

* Use glTF assets

Code cleanup
Updated GLSL and HLSL shaders
Removed no-longer used assets

* Remove no-longer used asset

* Use glTF assets

Code cleanup and refactoring
Performance optimizations
Updated GLSL and HLSL shaders
Removed no-longer used assets

* Use glTF assets

Code cleanup and refactoring
Updated GLSL and HLSL shaders
Removed no-longer used assets

* Use glTF assets

Code cleanup and refactoring
Updated GLSL and HLSL shaders
Removed no-longer used assets

* Use glTF assets

Code cleanup and refactoring
Removed no-longer used assets

* Use glTF assets

Code cleanup and refactoring
Removed no-longer used assets

* Use glTF assets

Code cleanup and refactoring

* Use glTF assets

Code cleanup and refactoring

* Use glTF assets

Code cleanup and refactoring
Removed no-longer used assets

* Pass vertex size and calculate multiplier in shaders instead of hard-coding

With this, changes to the glTF vertex structure won't break the ray tracing samples

* Load tangents (if present)

* Use glTF assets

Code cleanup and heavy refactoring
Reworked debug display code

* Android build

* Normal mapping fixes

Udpated HLSL shaders

* Use glTF assets

Code cleanup and heavy refactoring
Reworked debug display code
Updated GLSL and HLSL shaders

* Code cleanup, comments

* Use glTF assets

Code cleanup and heavy refactoring
Reworked debug display code
Updated GLSL and HLSL shaders

* Added sample count to framebuffer create info

* Removed no-longer used assets

* Android build

Removed no-longer used assets

* Code cleanup and heavy refactoring

Updated GLSL and HLSL shaders
Use tangents stored in GLSL instead of calculating them in the fragment shader

* Renamed textured PBR sample main cpp file

* Use glTF assets

Code cleanup and refactoring
Updated GLSL and HLSL shaders
Removed no-longer used assets

* Use glTF assets

Removed no-longer used assets

* Android build files

* Android build files

* Use glTF assets

Removed no-longer used assets

* Fixed HLSL shaders

* Android build files

* Use glTF assets

Updated GLSL and HLSL shaders
Removed no-longer used assets

* Use glTF assets

Updated GLSL and HLSL shaders
Removed no-longer used assets

* Added flag to disable glTF image loading

Useful for samples that use their own textures or don't use textures at all to speed up loading

* Use glTF assets

Code cleanup
Use Sponza scene instead of Sibenik to better highlight the effect
Updated GLSL and HLSL shaders

* Updated Android build files

* Removed left-over comment

* Use Sponza scene for the SSAO sample

* Removed unused code

* Removed ASSIMP

No longer required as all samples now use the glTF file format

* Added missing vertex shader stage

* Removed old ASSIMP-based model loader

* Added support for loading external glTF images from ktx

Android fixes for loading external buffer files

* Scene setup

* Added missing shader stages

* Removed ASSIMP from build files

* Fixed compiler warning

* Removed ASSIMP from readmes

* Android build files cleanup

* Replaced ktx submodule with only the files required for this repo

The ktx submodule was a tad too big and contained lots of files not required for this repo

* Moved ktx build files into base project

* Use glTF assets

* Use glTF assets

* Removed license files, will be moved to asset pack

* Use RGBA textures

* Use RGBA cubemp texture with face assignment based on original images

Refs #679

* Android build files

* Removed textures

All textures will be moved to the asset pack

* Ignore asset folders

* Removed font

Fonts will be moved to the asset pack

* Link to gltf asset pack

* Updated gitignore

* Android build file
2020-07-28 20:20:38 +02:00
Ben Clayton
ca884587a4 Move shaders into glsl and hlsl directories
Move `data/shaders` to `data/shaders/glsl`
Move `data/hlsl` to `data/shaders/hlsl`

Fix up shader paths in the cpp files to point to the new glsl location.

`data/shaders/hlsl/compile.py` still overwrites the glsl .spv files (for
now).

Issue: #723
2020-06-01 12:22:28 +01:00
Sascha Willems
48e7952fbf Code-Cleanup: All samples now use the camera class and it's matrices
Cleaned up base class
2020-04-22 21:01:17 +02:00
Sascha Willems
53846d8b1d Code cleanup 2020-04-20 22:13:51 +02:00
Sascha Willems
bfdf821d31 Much improved cube map visualization
Now displays all six cube map faces as a single cross
2019-04-15 21:30:57 +02:00
Sascha Willems
50e4972d02 Replace dedicated offscreen command buffer and complicated synchronization with single command buffer and sync via sub pass dependencies
Proper stage and access masks
Code cleanup
2019-04-14 19:38:30 +02:00
saschawillems
c1c4f06a23 Updated samples to explicitly call drawUI (updated ImGUI version), some code cleanup, removed no-longer necessary UI setup
Refs #496
2018-08-30 21:08:02 +02:00
saschawillems
94a076e1ae Moved example source files into sub folder 2017-11-12 19:32:09 +01:00
Renamed from shadowmappingomni/shadowmappingomni.cpp (Browse further)