Cameron Murphy Reikes
1dd9e18e32
ACES color correction
1 year ago
Cameron Murphy Reikes
866cfffb56
Draw the entire 3d world onto a separate pass to prepare for color
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correction
1 year ago
Cameron Murphy Reikes
00c3ff09f1
Massive art import of forest scene, pallete shifted farmer
1 year ago
Cameron Murphy Reikes
12191a426f
More fixes/jank for trailer, flycam no longer also moves player
1 year ago
Cameron Murphy Reikes
265166c4d4
Massive art import, fix scale coord transform bug. Remove zig from build
1 year ago
Cameron Murphy Reikes
b668125d25
Dialog bubbles, keep 3d anims out of phase
1 year ago
Cameron Murphy Reikes
7bf8ea5481
Stop running anim when not moving
1 year ago
Cameron Murphy Reikes
02d3d30938
Merge pull request #3 from andrewjhaman/main
...
Fit Shadows to Frustum
1 year ago
Cameron Murphy Reikes
f1f365236c
Only outline when talking to the character
1 year ago
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
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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
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- 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
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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
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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