- Apr 02, 2025
- Mar 24, 2025
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alfrh02 authored
+ Indirect illumination for gi.frag shader + Blue noise texture for future use + MousePos uniform for prepscene.frag * Fixed distance field resolution distortion * Amendment of comments - Removed sandbox.h and scene.h - Removed rc.frag
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- Mar 06, 2025
- Feb 14, 2025
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alfrh02 authored
+ Added coloured lights moving in a circular motion using an SD * Attached buffers to `Demo` rather than generating them in `render()`, so these are now accessible from other functions * As a result of above, added textures to UI for each buffer (you can now see the emission map, occlusion map, scene map, JFA map, and distance field map in debug mode)
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- Feb 05, 2025
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alfrh02 authored
+ Linear to sRGB conversion in gi.frag * Fixed macOS lighting * Code cleanup & optimisations
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- Feb 03, 2025
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alfrh02 authored
+ Linear interpolation of mouse position between frames for smoother drawing + Scene and Sandbox classes (to be expanded upon) * Tweaked shader values for better lighting
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- Feb 02, 2025
- Jan 31, 2025
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alfrh02 authored
* Code cleanup - Removed unused UI code - Removed "viewer" mode * Changed static images to use more optimal bit depths + Added distance field shader and buffer so that we don't need to send the entire output of JFA to the lighting shader.
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- Jan 30, 2025
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alfrh02 authored
* Fixed fuzzy walls - texture coordinates were being encoded with too little bit depth, meaning some pixels were holding the wrong texture coordinates. * Added utility function to change bit depth of a framebuffer - big performance hit! Maybe reduce bit depth of other buffers to compensate? * Reduced default ray count per pixel from 512 to 256.
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- Jan 28, 2025
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alfrh02 authored
+ Rudimentary 2D implementation + Raymarching * Code cleanup * Modified brush texture to clamp values * Divided prep.frag into prepjfa.frag and prepscene.frag for convenience Current lighting implementation produces "prickles" on light sources. This needs fixing.
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alfrh02 authored
+ Occlusion & emitter maps that can be drawn to separately + gi.frag for placeholder global illumination shader - Removed all features pertaining to the old lighting model such as Lights and LightTypes, etc. These may come back later on.
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- Jan 27, 2025
- Jan 23, 2025
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alfrh02 authored
+ Added `shaders` hashmap for better management of shader programmes + Added reloading & loading utility functions to `Demo` class + Added some comments for readability * Fixed JFA artifacting * Temporarily removing non-debug UI during RC implementation
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alfrh02 authored
+ Implemented jump-flooding algorithm to create distance fields with (big milestone!!) + Implemented ping-pong buffering, prep.frag (to prepare UV mask for JFA), jfa.frag (to perform JFA), and rc.frag ('radiance cascades' final fragment shader, right now only displays framebuffer content from JFA)
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- Jan 22, 2025
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alfrh02 authored
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- Jan 19, 2025
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alfrh02 authored
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- Jan 08, 2025
- Jan 07, 2025
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alfrh02 authored
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- Jan 05, 2025
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alfrh02 authored
* Fixed & changed random type selection * Some code cleanup
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- Jan 04, 2025
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ahall001 authored
+ Added saw light type + Added alternative mouse interactions with left control and left shift + Added light seeds for slightly different timings with noise, saw, and sine light types + Reintroduced perspective mode + Added Raylib to lib/ for compilation * Renamed FLICKERING light type to NOISE - Removed Raylib CMake fetch
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- Jan 02, 2025
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alfrh02 authored
+ Added static, sine, and flickering light types * Cleaned up code * Moved debug UI into main UI window * Added adjustments for UI height depending on mode
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- Jan 01, 2025
- Dec 29, 2024
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alfrh02 authored
+ Dear ImGui w/ Raylib wrapper (rlImGui) + Integrated basic ImGui UI - colour picker, etc. + Added keybind to toggle UI * Cleaned up some code
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- Dec 24, 2024
- Dec 23, 2024
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alfrh02 authored
* Better Windows setup instructions; * Fixed lighting.frag - macOS & Windows unhappy with default arguments in GLSL functions * General code cleanup
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- Dec 22, 2024
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alfrh02 authored
+ added gradient check before light calculation; + circles now indicate where lights are located when in lighting mode; + added controls section to README; + added tool icon in lower-left for better usability; * renamed light.size to light.radius for clarity; * organised lighting.frag into functions; * changed to use 'out vec4 fragColor' rather than deprecated gl_FragColor; - removed uApple & uSmoothShadows shader uniforms (no more manual toggling of soft/hard shadows);
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- Dec 18, 2024