335 Commits (85926061d5b51a452a70a5c2675a5eb58ef854ce)
 

Author SHA1 Message Date
andrewjhaman 85926061d5 Fit Shadows to Frustum 1 year ago
andrewjhaman 536cd3b81f Merge branch 'main' of https://github.com/andrewjhaman/rpgpt 1 year ago
Cameron Murphy Reikes cfac7d9589 Ensure no images are referenced outside of blend file 1 year ago
Cameron Murphy Reikes cd8c88b66b Add 3d outline rendering, combine 3d and 2d shaders 1 year ago
Cameron Murphy Reikes a91de6dee1 Detect and error on images not in project in blender export script 1 year ago
andrewjhaman a472e52f27 Merge branch 'main' of https://github.com/andrewjhaman/rpgpt 1 year ago
andrewjhaman c3fa7dfca3 Merge remote-tracking branch 'upstream/main' 1 year ago
Cameron Murphy Reikes 8c192fc5d1 Farmer does an odd dance, fix scaling of things, delete more old code 1 year ago
Cameron Murphy Reikes 7316b9e974 Delete all previous characters and fighting state 1 year ago
Cameron Murphy Reikes 6d3594c6ad Get shadows for armatures working, testing shadow pillar 1 year ago
Cameron Murphy Reikes 782e263e54 Add credits for posterity 1 year ago
Cameron Murphy Reikes 46ba94bc2b Move shadow mapper shaders into threedee.glsl 1 year ago
Cameron Murphy Reikes 5f49f53376 Run decimate on player mesh, queueing draw calls allows better code
reuse
1 year ago
Cameron Murphy Reikes 2e116c0eae Broken shadows, move all shaders to one file, reuse fragment shader in armature and mesh programs 1 year ago
Cameron Murphy Reikes 3973d3812e Check in sokol shader compiler 1 year ago
Cameron Murphy Reikes 9e2955d03b Fix backslash in gitignore that allows sokol shdc 1 year ago
Cameron Murphy Reikes c736ebd013 Armatures can have custom images, support non-alpha images in load image 1 year ago
Cameron Murphy Reikes c9b6ce0c3e Meshes refer to exported images, image caching system (only load path
once)
1 year ago
Cameron Murphy Reikes f41680a597 Longer blend time 1 year ago
andrewjhaman 9fba3ec151 Fix collisions. Switch to No-Culling Shadow Maps. Introduce Better Shadow Bias Calculation. Calculate Normals in the Shader. 1 year ago
Cameron Murphy Reikes 563a2a69b0 Animation blending, fix facing direction of model 1 year ago
andrewjhaman 3540468ef6 Fix collisions. Switch to No-Culling Shadow Maps. Introduce Better Shadow Bias Calculation. Calculate Normals in the Shader. 1 year ago
Cameron Murphy Reikes fcd7b99f43
Merge pull request #2 from andrewjhaman/main
Implement Bilinearly-Blended PCF Shadow Mapping for non-armature Meshes
1 year 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.
1 year ago
andrewjhaman f58d50f7ab Merge remote-tracking branch 'upstream/main' 1 year ago
andrewjhaman 3a4dd69ffb Remove Spurious Debug Include 1 year ago
andrewjhaman 2528423546 Bilinearly Sample Shadows Manually 1 year ago
Cameron Murphy Reikes b84f824f0e Export and import multiple animations, idle animation 1 year 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
1 year 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
1 year ago
andrewjhaman 60679ceb2a Fit the shadow 'frustum' to the scene
Fit the shadow volume frustum to the scene geometry to maximize texel usage.
1 year 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
1 year ago
Cameron Murphy Reikes f8fcd426a1 Encoding and decoding of float into normalied float vec4 1 year ago
Cameron Murphy Reikes 1df63e6f74 Export only animations relevant to the current model 1 year ago
Cameron Murphy Reikes 053ff80c39 Upload bone transforms as texture, drastically increases max bone count
from 4
1 year ago
Cameron Murphy Reikes 414df982a1 Lerp and slerp between animation keyframes 1 year ago
Cameron Murphy Reikes 53c04d573b Export animations from blender, render correctly with small # of bones! 1 year ago
Cameron Murphy Reikes 36b910c34b Move one parent relation out of poses, preparation for working anims 1 year ago
Cameron Murphy Reikes 6ce37294be Skin mesh vertices from bone pose in vert shader, fix rotation of
objects being weird
1 year ago
Cameron Murphy Reikes cbce6c9a81 Armatures are a separate kind of thing, that includes its mesh 1 year ago
Cameron Murphy Reikes e203dcc88b Decompose pose mat4 into offset, quaternion rotation, and scale 1 year ago
Cameron Murphy Reikes c3738d2f8c Deserialize bones in one chunk, slice iter macro 1 year ago
Cameron Murphy Reikes 90cd549acc Correctly load, visualize, and transform simple armature pose 2 years ago
Cameron Murphy Reikes 5da994257b Correctly import armature and debug draw each bone 2 years ago
Cameron Murphy Reikes c84d70e893 Add note to be conservative about committing git lfs files 2 years ago
Cameron Murphy Reikes 0c7334e460 Clarify more build shenanigans 2 years ago
Cameron Murphy Reikes 76d209f0b4 Export armature as bones, import and debug draw in 3d. Flipped coord
systems right now.
2 years ago
Cameron Murphy Reikes 89070ed9e0 Add critical project building instructions 2 years ago
Cameron Murphy Reikes 300f849d19 3D model rotation, npcs face where they're moving 2 years ago
Cameron Murphy Reikes dc731fafeb Use artist's cowboy mesh for every NPC 2 years ago