Commit graph

80 commits

Author SHA1 Message Date
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
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