Commit graph

109 commits

Author SHA1 Message Date
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
saschawillems
8503e4a562 Added mips 2016-07-23 17:45:49 +02:00
saschawillems
7f687570d4 Added debug display for light source depth maps and shadow toggle 2016-07-17 18:34:52 +02:00
saschawillems
94d8f7b94a Correct specular highlights, light colors 2016-07-17 15:14:52 +02:00
saschawillems
f3a86c292c Updated deferred shadows example to use new framebuffer class 2016-07-16 23:27:39 +02:00
saschawillems
3339279825 Use scene albedo in final scene composition 2016-07-16 11:54:54 +02:00
saschawillems
1596086da3 Added open box background mesh 2016-07-14 23:44:38 +02:00
saschawillems
a89aebd381 Added shaders for deferred shadow example 2016-07-14 23:44:08 +02:00
saschawillems
876f5714eb Use gl_FrontFacing to determine mirrored surface side, enable clipping (Refs #190) 2016-07-06 21:13:24 +02:00
Sascha Willems
becdc7c9dc Merge pull request #190 from jherico/mirror
Don't render the reflection on the far side of the floor
2016-07-06 20:37:27 +02:00
saschawillems
48ecef07fa Normal orientation, don't pause by default 2016-07-04 19:28:43 +02:00
saschawillems
18013c44e0 Visually upgraded deferred rendering example with moving lights, multiple meshes and normal mapping 2016-07-03 21:32:35 +02:00
saschawillems
f06ffae58e Added normal maps 2016-07-03 21:16:36 +02:00
saschawillems
28fee1fe6c gl_PerVertex outputs 2016-07-03 17:30:27 +02:00
Brad Davis
0e88fb6811 Don't render the reflection on the far side of the floor 2016-06-27 01:26:48 -07:00
saschawillems
04150b812e Camera setup, terrain texture transitions 2016-06-25 21:23:12 +02:00
saschawillems
cc5ade69f1 Added fog 2016-06-25 20:40:22 +02:00
saschawillems
81bd22834e Calculate terrain normals and enable lighting 2016-06-25 13:30:55 +02:00
saschawillems
d9d3a3e3b3 Use 16-bit single channel heightmap for terrain displacement 2016-06-24 20:59:56 +02:00
saschawillems
a9de176d12 Added tessellation evaluation shader frustum culling and pipeline stats for dynamic terrain tessellation example 2016-06-23 22:01:48 +02:00
saschawillems
555a1e8f3d Added resources for dynamic terrain tessellation example 2016-06-19 13:35:09 +02:00
saschawillems
0f66037da0 Started work on dynamic terrain tessellation example 2016-06-18 19:24:37 +02:00
saschawillems
b1b828b45f Added resources and android build for scene rendering example 2016-06-12 17:42:35 +02:00
saschawillems
2ec1a60535 Updated displacement example 2016-06-06 14:28:13 +02:00
saschawillems
54801493aa Refactored geometry shader example, added normal map toggle, updated shaders, etc. 2016-06-05 19:57:35 +02:00
saschawillems
e7b79bec31 LOD bias cubemap shaders 2016-06-05 11:34:18 +02:00
saschawillems
3b7e57c03f Load (and use) cube map mips 2016-06-04 11:31:22 +02:00
saschawillems
c68025a332 Added text overlay to cubemap sample, multiple objects, optimizations 2016-06-04 11:03:17 +02:00
saschawillems
598b904a60 Cleaneer descriptor set layout and pipeline naming, enabled culling, fixed validation warnings for image extents 2016-06-01 22:50:00 +02:00
saschawillems
ee8478cdec Enabled text overlay, code cleanup, refactoring, gl_PerVertex output for shaders 2016-06-01 21:55:10 +02:00
saschawillems
886abea862 Enabled text overlay, code cleanup, refactoring, gl_PerVertex output for shaders 2016-05-31 20:07:43 +02:00
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