Commit Graph

  • 253df31799 Less lights but more powerful ones in the cube scenes, to serve as a better comparison between the two types of lighting shading. master Hurlu 2019-06-18 18:40:00 +09:00
  • 93271a1113 Added teapot Scene Hurlu 2019-06-18 11:47:39 +09:00
  • 3bbb233716 Proof that deferred shading is way better at handling a lot of lights Hurlu 2019-06-17 22:32:53 +09:00
  • 59c3fbd4f6 Finished Forward Shading option as a means of FPS comparison Hurlu 2019-06-17 12:29:17 +09:00
  • 937c23c1d7 Deferred lighting is working, currently adding forward redering as a comparison, also working on the sceneswapping and light manipulation tools Hurlu 2019-06-16 23:52:49 +09:00
  • 284650a034 Started workaround for textured .objs (not really finished), addded depth buffer and fixed emplacement of the glClear Hurlu 2019-06-14 17:31:36 +09:00
  • 03be372af2 merge Hugo Willaume 2019-06-14 16:23:12 +09:00
  • c03e998ef3 change of workstation Hugo Willaume 2019-06-12 17:19:09 +09:00
  • fe58218c7e Looks like the G-buffer debug is working alright Hugo Willaume 2019-06-10 14:02:05 +09:00
  • 551b408fe3 Looks like the G-buffer debug is working alright Hugo Willaume 2019-06-10 14:02:05 +09:00
  • fe5a3b2541 mobility commit Hurlu 2019-06-07 11:16:16 +09:00
  • a9fc5d0cf5 Decided to start off a cleaner base, deleted most of uneeded code for this specific demo Hugo Willaume 2019-06-05 15:57:28 +09:00
  • 32071d672e Adding nanosuit for testing purposes, struggling on making that god damned Gbuffer work Hurlu 2019-06-03 17:45:39 +09:00
  • ea937db226 Progress done, changing workstation Hugo Willaume 2019-06-03 13:09:09 +09:00
  • 81446dee6a Base scene running around 13 FPS with battery on in VS Hugo Willaume 2019-05-29 09:16:18 +09:00
  • 0775c60b38 Fix merge problems Hugo Willaume 2019-05-27 15:53:55 +09:00
  • 41798d428a Merge branch 'DeferredShading' Hugo Willaume 2019-05-27 15:48:40 +09:00
  • 2f73d0d9cc Preparing for Deferred Shading development DeferredShading Hugo Willaume 2019-05-27 15:43:55 +09:00
  • 152cb7ca88 Changes to the depth map display - first part of shadow mapping done, second part commented out Hugo Willaume 2019-05-01 09:21:39 +09:00
  • 615d58e12f Added shader subroutine basic handling Hugo Willaume 2019-04-17 09:40:28 +09:00
  • c4776edba1 Added post-process effects : blur, sharpen, grayscale, sepia, sobel edge detection Hugo Willaume 2019-04-15 22:00:50 +09:00
  • f404b6ae9b FBO depth_texture working Hugo Willaume 2019-04-15 14:15:16 +09:00
  • 640244c556 FBO draw to screen ok, now for modyfing the texture Hugo Willaume 2019-04-15 14:04:20 +09:00
  • c5b2dd897b 1st part of FBO use is ok, verified through printing FBO to bitmap file Hugo Willaume 2019-04-15 13:52:39 +09:00
  • 76f320e956 Dynamic ReflectFactor through Shilick's approximation of Fresnel's equation Hugo Willaume 2019-04-08 14:09:22 +09:00
  • 1978e466dd Added chromatic aberration Hugo Willaume 2019-04-08 13:56:34 +09:00
  • 0ca64e14cc Added refraction to the skybox shader Hugo Willaume 2019-04-08 13:49:26 +09:00
  • 91ccda04e4 Added shader-reflected Skybox Hugo Willaume 2019-04-03 15:06:37 +09:00
  • b129392d88 Put the skybox shader out of the skybox Hugo Willaume 2019-04-03 14:36:03 +09:00
  • 893c355511 Displaying a skybox Hugo Willaume 2019-04-03 11:44:35 +09:00
  • 2457231dbd Starting up on skybox work Hugo Willaume 2019-04-02 07:59:39 +09:00
  • 1525f40a24 Fixed assignment Hugo Willaume 2019-04-01 14:16:11 +09:00
  • bb941d8e71 better .ignore Hurlu 2019-03-27 17:11:41 +09:00
  • d494e9c56d normal mapping done and working Hurlu 2019-03-27 17:09:42 +09:00
  • 1ea93fa5e2 Assimp loading of huge meshes full of textures is working Hurlu 2019-03-27 15:43:55 +09:00
  • 34d4ba33e2 working on Assimp tex-mapping + normal mapping Hugo Willaume 2019-03-27 12:56:21 +09:00
  • cfb698e6c8 adding stray .objs Hugo Willaume 2019-03-26 21:22:20 +09:00
  • 47c8e8a72e Assimp texture/material loading assignment Hugo Willaume 2019-03-26 14:04:51 +09:00
  • 1f558e3f1c Spotlight still in the works Hurlu 2019-03-20 19:01:16 +09:00
  • 87b2b8c28d Merge branch 'master' of https://git.hugowillaume.com/Hurlu/ForkKMUOpenGL Hurlu 2019-03-20 16:17:18 +09:00
  • 4cd1a9f59c Started work on spotlighting Hurlu 2019-03-20 16:17:16 +09:00
  • 910ae8e5f0 Functional multiple texture mapping ! Hugo Willaume 2019-03-20 16:15:44 +09:00
  • 2fbd67f9c6 organized the MyGLWindow::setup() in subfunctions, added support for indexed items in Dataset, added a Sphere object in Dataset Hurlu 2019-03-19 14:31:31 +09:00
  • 4fbdc1a180 Single-Texture mapping is working ! Hurlu 2019-03-18 18:45:29 +09:00
  • 909fec23f1 Starting texmapping Hugo Willaume 2019-03-18 15:20:28 +09:00
  • babd5c06fd Colored dataset started working : no indexes yet, neither working with standard light Hurlu 2019-03-18 10:17:32 +09:00
  • 638571af42 Progress on Dataset meshes Hugo Willaume 2019-03-17 15:35:42 +09:00
  • 9b42d26f05 Fixed out uniforms not always working, advancing on dataset rendering Hurlu 2019-03-13 23:32:49 +09:00
  • 8f595cab38 First step of the rework is done : now for manual MeshCreation from code Hurlu 2019-03-08 20:00:13 +09:00
  • 1bf24da18d Adding the graphicals objs Hugo Willaume 2019-03-07 21:32:39 +09:00
  • 41188a620b Toon shader and shitton of things added but everything's due for a big refresh anyways Hugo Willaume 2019-03-07 20:31:25 +09:00
  • c0ab49c388 small fix to specular lightning Hugo Willaume 2018-11-28 10:50:50 +09:00
  • 9e895bbcfd Scene with 3 illuminated models : cube sphere teapot Hugo Willaume 2018-11-28 10:23:34 +09:00
  • 7e546f7d23 CubeColor can be spawned with IBO or VAO in preparation of lighthing application Hugo Willaume 2018-11-21 10:53:42 +09:00
  • 0b6282a21b crane completed Hugo Willaume 2018-11-14 21:47:36 +09:00
  • f020c3dd81 init repo - middle of crane assignment Hugo Willaume 2018-11-14 10:46:35 +09:00