Commit graph

145 commits

Author SHA1 Message Date
saschawillems
401369f716 Removed function to get enabled features, features can be set directly in derived constructor due to new explicit Vulkan initialization 2016-12-14 21:38:45 +01:00
saschawillems
ca27585ee6 Enabled required features for displacement example, recompiled tessellation shaders with recent glslang compiler 2016-12-14 20:49:30 +01:00
saschawillems
a6a6702bd2 Enabled required features for tessellation example, recompiled tessellation shaders with recent glslang compiler 2016-12-14 20:35:03 +01:00
saschawillems
a872fafe4e Enabled required features for terrain tessellation example, recompiled tessellation shaders with recent glslang compiler 2016-12-14 20:32:46 +01:00
saschawillems
a376f2d695 Clamp particle size (Fixes #256) 2016-12-10 12:04:41 +01:00
saschawillems
8a22dd4c68 Changed global and local compute work group sizes (Fixes #251) 2016-11-29 20:45:38 +01:00
saschawillems
8db5b0868f Scale point size to match camera distance, base point size on particle mass 2016-11-26 14:43:24 +01:00
saschawillems
2674c7c404 Added compute shader n-body particle simulation demonstrating the use of shared compute shader memory 2016-11-26 13:52:22 +01:00
saschawillems
3983cbd732 Set SSAO shader constants via specialization 2016-11-01 15:39:54 +01:00
saschawillems
1713a968d4 Removed unused vertex shader input location 2016-11-01 13:45:46 +01:00
saschawillems
1359058d24 Skeletal animation example shaders, code cleanup, etc. 2016-10-30 18:13:49 +01:00
saschawillems
54ddca7c08 Added Android build files and seettings for SSAO example 2016-10-30 13:49:30 +01:00
saschawillems
06369fc72e Added lighting to SSAO example. small changes and fixes 2016-10-29 13:18:20 +02:00
saschawillems
9212a9e3cb Added SSAO example (wip) 2016-10-28 21:16:21 +02:00
saschawillems
298f7a9415 Use heightmap class 2016-10-20 21:30:37 +02:00
saschawillems
66682abe8c Sub pass G-Buffer compositing example (wip) 2016-10-14 20:35:41 +02:00
saschawillems
10b3d0b53c Removed unused instance and vertex attributes 2016-10-10 20:45:54 +02:00
saschawillems
6a0340ff21 Compute shader frustum culling and lod selection example (wip) 2016-10-08 16:50:09 +02:00
saschawillems
ab792d6a3d Use sparse texture clamp to find first populated mip level for texels 2016-10-01 13:54:50 +02:00
saschawillems
116952bec8 Started work on MSAA with deferred rendering example 2016-09-28 20:54:45 +02:00
saschawillems
e224b300b6 Updated SPIR-V shader binaries 2016-09-21 19:48:45 +02:00
Sascha Willems
24d87cdd78 Merge pull request #237 from Ekzuzy/multithreading
Added missing usages in buffers used as a source of data copy.
2016-09-21 19:36:22 +02:00
plapins
e57722d7f1 Added missing usages in buffers used a source of data copy. Fixed problems with types in starsphere.frag shader. Updated starsphere.frag.spv file. 2016-09-21 14:53:41 +02:00
plapins
2a5f654750 Fixed bug with a variable consumed by fragment shader not being assigned in a vertex shader. Updated spv file. Added bat file for automatic SPIR-V generation. 2016-09-21 14:38:58 +02:00
saschawillems
18b7a52ece Randomly fill virtual pages, check if sparse residency for 2D images is supported 2016-09-17 19:08:27 +02:00
saschawillems
9ce827b3f3 Fixed flipped reflection and skybox on x-axis, enable anisotropy (Fixes #232) 2016-09-17 10:31:04 +02:00
saschawillems
7a118b84b5 Use 6 sided tunnel for better visualization of different texture filters 2016-09-13 20:55:20 +02:00
saschawillems
385b760770 Opaque sparse memory bindings for mip tails 2016-09-12 19:53:39 +02:00
saschawillems
8f2ea86e11 Started work on sparsely bound partially resident texture example 2016-09-11 18:42:30 +02:00
saschawillems
56e35390df Added 3D texture example (using perlin noise for runtime texture generation) 2016-09-08 22:27:45 +02:00
saschawillems
7929b1c3e6 Specular 2016-09-04 14:19:27 +02:00
saschawillems
7ace541544 Better texture for demonstrating mip maps 2016-09-03 22:31:12 +02:00
saschawillems
5e3b0f4b75 Compute raytracing basic camera movement 2016-09-02 20:13:12 +02:00
saschawillems
26c39e9c67 Fixed shadow back projections 2016-09-02 14:53:44 +02:00
saschawillems
eaf76fd6e7 Updated compute raytrace example. Pass scene primitives via SSBOs, shader tweaks, etc. 2016-09-01 22:55:57 +02:00
saschawillems
5dd928b7f4 (flat) int for samplerindex 2016-08-30 20:45:23 +02:00
saschawillems
6c3a597002 New texture and small changes for runtime mip map generation example 2016-08-27 14:03:13 +02:00
saschawillems
a104110b30 Refactored compute ray tracing example, use dedicated graphics queue if available 2016-08-20 12:02:02 +02:00
saschawillems
62cc1faf33 Split model and view matrix for clarity, destroy Vulkan resources 2016-08-18 18:52:50 +02:00
saschawillems
dad0a4d661 Use mip mapping sampler by default, rotate tunnel when not paused 2016-08-15 16:25:54 +02:00
saschawillems
2758c47b86 Added runtime mip map generation examples (wip) (refs #178) 2016-08-15 15:17:01 +02:00
saschawillems
0f9077aae6 Simplified fullscreen triangle shader 2016-08-13 23:57:40 +02:00
saschawillems
f432393f3c Simplified fullscreen triangle shader 2016-08-13 23:56:57 +02:00
saschawillems
130e1d5262 Replaced fullscreen quad from index and vertex buffer with fullscreen triangle generated in VS, code cleanup and cleaner naming 2016-08-13 22:08:13 +02:00
saschawillems
e74e37cc16 Color gradient ramp for glowing parts of the mesh 2016-08-13 16:37:53 +02:00
saschawillems
cb5bd093ec Fold layout transitions into subpass (Refs #155), refactoring of offscreen render pass 2016-08-13 15:41:36 +02:00
saschawillems
f6cd788725 Fold layout transitions into subpass (Refs #155), refactoring of offscreen render pass 2016-08-13 12:50:51 +02:00
saschawillems
444c4b9c24 Updated (multi) indirect draw example 2016-08-01 21:43:47 +02:00
saschawillems
be68bc0a5a Python script for compiling example shaders 2016-08-01 18:38:02 +02:00
saschawillems
cff9eb6b30 Added shaders and testmeshes for indirect drawing example 2016-07-28 23:10:10 +02:00