saschawillems
8ee6a9f149
Use toon shading, cleanup resources for debug marker example
2016-05-26 20:13:28 +02:00
saschawillems
ea61df3b55
Removed no longer used textures
2016-05-26 19:57:37 +02:00
saschawillems
aa9f2405dd
Updated pipelines demo with new scene, shaders and pipeline derivatives
2016-05-26 19:43:27 +02:00
saschawillems
6ad7e5e9ba
Added hidden treasure scene meshes
2016-05-26 19:42:27 +02:00
saschawillems
9ace87aca3
Added post processing pass
2016-05-26 14:00:24 +02:00
saschawillems
9dbf252e27
Load glow scene, moved drawing to scene struct
2016-05-26 14:00:23 +02:00
saschawillems
8acda2c1d0
Added debug marker example (VK_EXT_debug_marker), work-in-progress!
2016-05-24 23:44:15 +02:00
saschawillems
dfda2d2622
Use Vulkan result check macro, code cleanup, added text overlay
2016-05-24 20:49:15 +02:00
saschawillems
faa59a2f78
Use Vulkan result check macro, code cleanup, added text overlay
2016-05-23 22:27:32 +02:00
saschawillems
31917ace00
Use a better texture to demonstrate compute shader imaging effects
2016-05-23 20:42:01 +02:00
saschawillems
2b7e887bfc
Changed descriptor type for compute shader image read, updated shaders
2016-05-23 20:11:42 +02:00
saschawillems
459dbbc5a1
Updated PN-Triangles tessellation shader demo
2016-05-21 16:01:48 +02:00
saschawillems
d3f5b81a66
Added gl_PerVertex output blocks
2016-05-18 18:55:58 +02:00
saschawillems
33915ac557
Added text overlay class to base folder
2016-05-15 13:24:48 +02:00
saschawillems
3ae4f26901
Updated compute shader particle system with point sprites and gradient coloring
2016-05-14 23:09:17 +02:00
saschawillems
fb053a5011
Added gl_PerVertex outputs
2016-05-14 21:23:09 +02:00
saschawillems
7087d7d14e
Skinned mesh stuff moved to class, added resources
2016-05-14 21:19:52 +02:00
saschawillems
cb96eaf6bd
Updated texture example using different texture and lighting (diffuse + specular)
2016-05-14 15:54:20 +02:00
saschawillems
779739fa45
Replaced some textures
2016-05-14 15:35:29 +02:00
saschawillems
4a124d75a3
Triangle example code cleanup, use VK_CHECK_RESULT macro instead of asserts, added more comments
2016-05-11 20:39:22 +02:00
saschawillems
ea084fccc3
Staging, optimizations and code cleanup for mesh loading example
2016-05-08 11:30:04 +02:00
saschawillems
b39d589c86
Added backgdrop, object and more text to text overlay example
2016-05-07 12:37:12 +02:00
saschawillems
77d72742ea
Pass references framebuffers and sizes as references to the text overlay, recreate command buffers on resize
2016-05-05 13:03:56 +02:00
saschawillems
bb0924480d
Started work on a text overlay rendering example using a separate render pass for drawing on top of the current framebuffer
2016-05-03 22:38:57 +02:00
saschawillems
568161362c
Use collada mesh for push constants example
2016-04-24 10:13:37 +02:00
saschawillems
272132a2a4
Corrected attribute binding format, lowered particle count for android
2016-04-21 22:02:22 +02:00
Voultapher
5d7014b221
Visual Update for computeparticles
...
Instead of using a small amount of large textured particles, use a large
amount of small monochrome particles.
Which uses a new vulkanexamplebase functionality of creating and
updating a only device visible buffer via a temporary staging buffer.
2016-04-21 11:21:48 +02:00
saschawillems
8e2115a0d4
Updated instancing example, using instanced attributes (instead of one big ubo), staging, new meshes, etc.
2016-04-17 12:30:42 +02:00
saschawillems
884916e083
New mesh and array texture for instancing example
2016-04-16 16:51:23 +02:00
saschawillems
343a25cbed
Small raytracing shader performance changes
2016-04-12 20:28:46 +02:00
saschawillems
a41ff27bb9
Added frustum culling, use low-poly mesh to move limitation towards cpu
2016-04-03 13:51:47 +02:00
saschawillems
980d3b7d35
Changed mesh format, asset paths for multi threaded rendering example
2016-04-02 12:04:27 +02:00
saschawillems
6f61d0fd63
Added space background sphere using a secondary command buffer
2016-04-01 22:48:16 +02:00
saschawillems
ad49cb7997
Continued work on multi threading example, now uses a thread pool for updating secondary command buffers
2016-04-01 13:27:03 +02:00
saschawillems
7777a2a526
Ray tracer reflections (wip)
2016-03-28 00:18:10 +02:00
saschawillems
a666ca7d3c
Ray tracing shadows
2016-03-27 23:45:41 +02:00
saschawillems
d71a7e7d9a
Initial commit for compute shader ray tracing example (work in progress)
2016-03-27 21:49:14 +02:00
saschawillems
3bcc162011
Added android support for parallax mapping, pipelines, push constants, radial blur, skeletal animation and tessellation examples ( #97 )
2016-03-25 21:08:59 +01:00
saschawillems
fd18bd8084
Added android support for gears, geometryshader, instancing and occlusion query examples ( #97 )
2016-03-25 19:43:01 +01:00
saschawillems
08fc2feecc
Added android support for shadow mapping (projected and omni) and texture (array and cubemap ) example ( #97 )
2016-03-25 15:29:38 +01:00
saschawillems
c6bdca128a
Added android support for deferred, displacement and spherical environment mapping examples ( #97 )
2016-03-25 14:12:17 +01:00
saschawillems
8eaa9ae98f
Converted models from directX format to collada
2016-03-24 23:04:51 +01:00
saschawillems
f621b4c12a
Update texutre maps and shaders for particle system fire
2016-03-19 20:02:30 +01:00
saschawillems
598da3670e
Custom sampler for particle textures
2016-03-15 22:53:23 +01:00
saschawillems
40ca99955b
Assests and shader for fireplace particle example
2016-03-15 22:10:43 +01:00
saschawillems
f053010a88
Added assets for fireplace particle example
2016-03-14 23:17:01 +01:00
saschawillems
15dac77a4c
Explicit LOD fetch in tessellation evaluation shader ( Fixes #71 )
2016-03-10 19:28:36 +01:00
saschawillems
4ff8fbf71c
Continued work on multi threaded rendering example (wip)
2016-03-06 12:55:52 +01:00
saschawillems
10afc74051
Update spherical environment mapping shaders to reflect camera orientation for normals
2016-03-02 21:13:23 +01:00
saschawillems
70aa438b11
Replaced separate mat cap textures into one texture array
2016-03-02 20:58:00 +01:00