25 Commits (main)

Author SHA1 Message Date
Phillip Trudeau-Tavara 2fdddcd677 Post processing tunables; Remove webgl1 matrix inverse 9 months ago
Phillip Trudeau-Tavara bc1663006c Alpha-to-coverage foliage 9 months ago
Phillip Trudeau-Tavara 08df997396 Film grain, contrast, vignette, cross-processing 9 months ago
Phillip Trudeau-Tavara 75345ae684 WebGL2; update sokol; Web MSAA; AA Outlines 9 months ago
Cameron Murphy Reikes 9d498b0aad Successfully rendering and running in web, but gfx bug in debug drawing with font image everywhere 9 months ago
Cameron Murphy Reikes 34329bf8ef No waviness, export directly to assets to decrease codegen time 10 months ago
Cameron Murphy Reikes ba450a4e73 Add blackhawk helicopter, more trailer anims+jank. Several fixes 10 months ago
Cameron Murphy Reikes 5ad3b59da4 Tune mipmaps and alpha clip threshold 10 months ago
Cameron Murphy Reikes 1dd9e18e32 ACES color correction 10 months ago
Cameron Murphy Reikes 00c3ff09f1 Massive art import of forest scene, pallete shifted farmer 10 months ago
Cameron Murphy Reikes 12191a426f More fixes/jank for trailer, flycam no longer also moves player 10 months ago
andrewjhaman 85926061d5 Fit Shadows to Frustum 10 months ago
Cameron Murphy Reikes cd8c88b66b Add 3d outline rendering, combine 3d and 2d shaders 10 months ago
Cameron Murphy Reikes 6d3594c6ad Get shadows for armatures working, testing shadow pillar 11 months ago
Cameron Murphy Reikes 46ba94bc2b Move shadow mapper shaders into threedee.glsl 11 months ago
Cameron Murphy Reikes 5f49f53376 Run decimate on player mesh, queueing draw calls allows better code
reuse
11 months ago
Cameron Murphy Reikes 2e116c0eae Broken shadows, move all shaders to one file, reuse fragment shader in armature and mesh programs 11 months ago
andrewjhaman 9fba3ec151 Fix collisions. Switch to No-Culling Shadow Maps. Introduce Better Shadow Bias Calculation. Calculate Normals in the Shader. 11 months ago
andrewjhaman fab5c86841 Fix Shadow Texture Border Sampling on Web
Fix Shadow Texture Border Sampling on Web, by doing a manual check of the uvs in the shader. This probably slows down other versions, but it is not feasible to have two versions of the shader just for this reason.
11 months ago
andrewjhaman 2528423546 Bilinearly Sample Shadows Manually 11 months ago
andrewjhaman 19c369fa1e Basic Shadow Mapping of Non-Armature Meshes
Basic PCF-Sampled Shadow Mapping of Non-Armature Meshes, with a rotating sun at a fixed position
11 months ago
Cameron Murphy Reikes d8158c63c1 Alpha clipping, grass, stubbed out dbg3dline, made camera mat4s global 11 months ago
Cameron Murphy Reikes 6f4a3c93f2 Transparent grass, alpha blend in engine. Blender is broken 11 months ago
Cameron Murphy Reikes 86f2c544bf Texture the 3d rendering, fix image flip coordinate system 'problem' 11 months ago
Cameron Murphy Reikes fba0f0ec6d Initialize git lfs, 3d asset exporting and loading, debug rendering 11 months ago