479 Commits (main)
 

Author SHA1 Message Date
andrewjhaman c3fa7dfca3 Merge remote-tracking branch 'upstream/main' 10 months ago
Cameron Murphy Reikes 8c192fc5d1 Farmer does an odd dance, fix scaling of things, delete more old code 10 months ago
Cameron Murphy Reikes 7316b9e974 Delete all previous characters and fighting state 10 months ago
Cameron Murphy Reikes 6d3594c6ad Get shadows for armatures working, testing shadow pillar 11 months ago
Cameron Murphy Reikes 782e263e54 Add credits for posterity 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
Cameron Murphy Reikes 3973d3812e Check in sokol shader compiler 11 months ago
Cameron Murphy Reikes 9e2955d03b Fix backslash in gitignore that allows sokol shdc 11 months ago
Cameron Murphy Reikes c736ebd013 Armatures can have custom images, support non-alpha images in load image 11 months ago
Cameron Murphy Reikes c9b6ce0c3e Meshes refer to exported images, image caching system (only load path
once)
11 months ago
Cameron Murphy Reikes f41680a597 Longer blend time 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
Cameron Murphy Reikes 563a2a69b0 Animation blending, fix facing direction of model 11 months ago
andrewjhaman 3540468ef6 Fix collisions. Switch to No-Culling Shadow Maps. Introduce Better Shadow Bias Calculation. Calculate Normals in the Shader. 11 months ago
Cameron Murphy Reikes fcd7b99f43
Merge pull request #2 from andrewjhaman/main
Implement Bilinearly-Blended PCF Shadow Mapping for non-armature Meshes
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 f58d50f7ab Merge remote-tracking branch 'upstream/main' 11 months ago
andrewjhaman 3a4dd69ffb Remove Spurious Debug Include 11 months ago
andrewjhaman 2528423546 Bilinearly Sample Shadows Manually 11 months ago
Cameron Murphy Reikes b84f824f0e Export and import multiple animations, idle animation 11 months ago
Cameron Murphy Reikes e7ac3ee43c Walking animation working on desktop and web
- Skeleton texture is clamp to edge because it's an NPOT on webgl 1
11 months ago
Cameron Murphy Reikes 4137372292 Increase precision and max value of bone matrix floats
- I just made up a technique that is probably 30% efficient, this is
  something to revisit in the future
11 months ago
andrewjhaman 60679ceb2a Fit the shadow 'frustum' to the scene
Fit the shadow volume frustum to the scene geometry to maximize texel usage.
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 f8fcd426a1 Encoding and decoding of float into normalied float vec4 11 months ago
Cameron Murphy Reikes 1df63e6f74 Export only animations relevant to the current model 11 months ago
Cameron Murphy Reikes 053ff80c39 Upload bone transforms as texture, drastically increases max bone count
from 4
11 months ago
Cameron Murphy Reikes 414df982a1 Lerp and slerp between animation keyframes 11 months ago
Cameron Murphy Reikes 53c04d573b Export animations from blender, render correctly with small # of bones! 11 months ago
Cameron Murphy Reikes 36b910c34b Move one parent relation out of poses, preparation for working anims 11 months ago
Cameron Murphy Reikes 6ce37294be Skin mesh vertices from bone pose in vert shader, fix rotation of
objects being weird
11 months ago
Cameron Murphy Reikes cbce6c9a81 Armatures are a separate kind of thing, that includes its mesh 11 months ago
Cameron Murphy Reikes e203dcc88b Decompose pose mat4 into offset, quaternion rotation, and scale 11 months ago
Cameron Murphy Reikes c3738d2f8c Deserialize bones in one chunk, slice iter macro 11 months ago
Cameron Murphy Reikes 90cd549acc Correctly load, visualize, and transform simple armature pose 11 months ago
Cameron Murphy Reikes 5da994257b Correctly import armature and debug draw each bone 11 months ago
Cameron Murphy Reikes c84d70e893 Add note to be conservative about committing git lfs files 11 months ago
Cameron Murphy Reikes 0c7334e460 Clarify more build shenanigans 11 months ago
Cameron Murphy Reikes 76d209f0b4 Export armature as bones, import and debug draw in 3d. Flipped coord
systems right now.
11 months ago
Cameron Murphy Reikes 89070ed9e0 Add critical project building instructions 11 months ago
Cameron Murphy Reikes 300f849d19 3D model rotation, npcs face where they're moving 11 months ago
Cameron Murphy Reikes dc731fafeb Use artist's cowboy mesh for every NPC 11 months ago
Cameron Murphy Reikes c991047524 Multithreaded chat close w/o error, working chat generations, wall of
rocks
11 months ago
Cameron Murphy Reikes 6108da2cdc Place dynamic npc entities in blender as level editor, allocate on
initializing the gamestate
11 months ago
Cameron Murphy Reikes 6531db13d6 Compress blender file, save Exporter script from blender 11 months ago
Cameron Murphy Reikes 560e9d8db7 player into gamestate, 3d collision system, entity struct nicer 11 months ago
Cameron Murphy Reikes 03a0d2b5d1 Respect alignment on web arenas, web build 3d works now 11 months ago
Cameron Murphy Reikes 87996ce4c5 Remove all old copyrighted sprites and animated sprites 11 months ago