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7c8baa8
next attempt
sp0lsh Apr 28, 2018
f7fa2c0
minimized example
sp0lsh Apr 29, 2018
b035165
add test lights to scene
sp0lsh May 2, 2018
6e13300
cleanup
sp0lsh May 2, 2018
67d22c7
asset test scene
sp0lsh May 9, 2018
d570748
fixed sponza model with normal maps
sp0lsh May 19, 2018
46321f8
normal mapping example
sp0lsh May 19, 2018
64bd1f2
updated include path after merge
sp0lsh Jun 3, 2018
fc4e671
set material with strong speculars
sp0lsh Jun 3, 2018
4a3ee6c
set material
sp0lsh Jun 3, 2018
6788990
moved tank model
sp0lsh Jun 3, 2018
1df5d5f
sponza time!
sp0lsh Jun 3, 2018
f8b5e10
added skybox and basic diffuse material
sp0lsh Jun 3, 2018
e6aa582
fixes and particle code
Jun 5, 2018
34af4ab
added particle to test scene
sp0lsh Jun 6, 2018
f2b8d50
particle test with sponza
sp0lsh Jun 6, 2018
7561a0b
added directonal light and translucent sphere
sp0lsh Jun 6, 2018
f885736
added translucent spheres
sp0lsh Jun 7, 2018
70530fb
updated examples to PBR
Jun 8, 2018
1153ec6
PBR spheres showcase scene
sp0lsh Jun 10, 2018
7edaa5a
spozna test
sp0lsh Jun 10, 2018
2496d68
refence PBR model with set of all textures
sp0lsh Jun 11, 2018
edde3e5
loading example PBR model
sp0lsh Jun 11, 2018
0d03649
added PBR tank model as reference
sp0lsh Jun 12, 2018
1f45e33
PBR leather shoes example
Jun 13, 2018
314fbe1
added text UI to test font rendering pass
sp0lsh Jun 17, 2018
d6ba9d7
added test for intermediate debug mode
sp0lsh Jun 17, 2018
0a2f9df
code style
sp0lsh Jun 18, 2018
459bf5d
added preparation for HDR Skybox
sp0lsh Jun 18, 2018
011596c
Merge branch 'sandbox/rendering-tiledforward-2' of https://github.com…
Jun 18, 2018
85f30ec
Merge branch 'dev' into sandbox/rendering-tiledforward
Jun 19, 2018
058a8ad
updates to feature test
Jun 26, 2018
501d84c
CI fix, SandboxPhysics3D, build, crash at start
Jun 29, 2018
4d93f65
CI fix, SandboxPhysics3D, builds, crash on start
Jun 29, 2018
a236c01
CI fix, SandboxPhysics3D, builds, crash on start
Jun 29, 2018
f24211c
CI fix
Jun 29, 2018
27cf81d
CI fix
Jun 29, 2018
7f5fef2
testing blending mode
Jul 1, 2018
8a0cf4a
updated test scene
Jul 1, 2018
ede4173
Merge branch 'sandbox/rendering-tiledforward' into sandbox/translucent
Jul 1, 2018
79f54bc
translucency tests
Jul 2, 2018
6c84a43
refactor rename
Jul 16, 2018
529964b
testing blending mode
Jul 16, 2018
2a085d7
dof test
Jul 2, 2018
2ed740c
dof tweaks
Jul 16, 2018
8e68b23
dof test tweaks
Jul 16, 2018
fa77efa
Bloom and DOF examples
sp0lsh Jul 18, 2018
d22ad9e
moved particle examples to separate System+WorldComponent
Aug 12, 2018
a69159f
moved spritesheet test to separate System+WorldComponent
Aug 12, 2018
b01b3c6
shadows example map
Sep 2, 2018
c66b36b
shadows test scene
Sep 9, 2018
98318a1
Merge branch 'dev' into sandbox/rendering-shadows
Sep 27, 2018
2351146
prototype of shadow casters culling
Sep 29, 2018
2a14e07
test with sponza, seems ok
Sep 30, 2018
d532cc7
udated shadow test
Sep 30, 2018
57cb9d6
shadow culling prototype
Oct 20, 2018
5dfc530
stable shadowmap prototype
Oct 21, 2018
212750e
shadows prototype cleanup
Oct 22, 2018
12af915
testing shadows
Oct 26, 2018
c6a02d2
shadowmap frustum bounds prototype with debug window
Nov 5, 2018
3871ce1
test scene based on DirectX SDK examples
Nov 5, 2018
b51ad8e
fixed shadowmap mesh culling prototype
Nov 5, 2018
c48f585
evsm2 and evsm4 prototype
Nov 15, 2018
25a6ade
moved code to engine
Nov 23, 2018
81f3bd0
added RenderingSettingsComponent
Nov 24, 2018
dba6d99
imgui controls
Dec 1, 2018
6ffc04c
uncommented imgui panel
Jan 8, 2019
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Binary file modified SandboxRendering/SandboxRendering/Res/HDR/HDR.hdr
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12 changes: 12 additions & 0 deletions SandboxRendering/SandboxRendering/Res/Models/Primitives/Cube.mtl
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illum 2
48 changes: 48 additions & 0 deletions SandboxRendering/SandboxRendering/Res/Models/Primitives/Cube.obj
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mtllib Cube.mtl
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12 changes: 12 additions & 0 deletions SandboxRendering/SandboxRendering/Res/Models/Primitives/Plane.mtl
Original file line number Diff line number Diff line change
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# Blender MTL File: 'None'
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16 changes: 16 additions & 0 deletions SandboxRendering/SandboxRendering/Res/Models/Primitives/Plane.obj
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# www.blender.org
mtllib Plane.mtl
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898 changes: 286 additions & 612 deletions SandboxRendering/SandboxRendering/Src/GameManagerSystem.cpp

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33 changes: 10 additions & 23 deletions SandboxRendering/SandboxRendering/Src/GameManagerSystem.hpp
Original file line number Diff line number Diff line change
Expand Up @@ -9,45 +9,32 @@ using namespace Poly;

namespace GameManagerSystem
{
void CreateScene(Scene* world);
void Init(Scene* world);

void CreateShadowsTestScene(Scene* scene);
void CreateShadingTestScene(Scene* scene);

void PostProcessNone(PostprocessSettingsComponent* postCmp);
void PostProcessFancyCold(PostprocessSettingsComponent* postCmp);
void PostProcessFancyWarm(PostprocessSettingsComponent* postCmp);

Entity* CreateModel(Scene* world, String path);

void CreateTextUI(Scene* world);
void CreateCamera(Scene* world);
void CreatePBRShpereGrid(Scene* world, Vector pos, Color albedo);
void CreateRandomCubes(Scene* world);
void CreateTranslucent(Scene* world);
void CreateSponza(Scene* world);
void CreateSponzaSample(Scene* world);

void CreatePointLights(Scene* world, int quota);
Entity* CreatePointLight(Scene* world, Vector& position, float Range);
void CreateSpotLight(Scene* world, float Range);
void CreateParticles(Scene* world);
void SpawnSpritesSheets(Scene* world);
void SpawnShaderball(Scene* world);

void SpawnSpritesheet11(Scene* world, Vector pos);
void SpawnSpritesheet22(Scene* world, Vector pos);
void SpawnSpritesheet44(Scene* world, Vector pos);
void SpawnSpritesheet42(Scene* world, Vector pos);
void SpawnSpritesheet41(Scene* world, Vector pos);
void SpawnSpritesheet44Random(Scene* world, Vector pos);
void SpawnSpritesheetGandalf(Scene* world, Vector pos);

ParticleComponent* SpawnEmitterDefault(Scene* world, Vector pos);
ParticleComponent* SpawnEmitterWorldSpace(Scene* world, Vector pos);
ParticleComponent* SpawnEmitterLocalSpace(Scene* world, Vector pos);
ParticleComponent* SpawnEmitterAmbient(Scene* world, Vector pos);
ParticleComponent* SpawnEmitterAmbientWind(Scene* world, Vector pos);
ParticleComponent* SpawnEmitterHeart(Scene* world, Vector pos);
ParticleComponent* SpawnEmitterHeartImpact(Scene* world, Vector pos);
ParticleComponent* SpawnEmitterHeartImpact2(Scene* world, Vector pos);
void SpawnHeartSystem(Scene* world);
void SpawnShaderball(Scene* world);

void Update(Scene* world);
void UpdateParticles(Scene* world);
void UpdateCameraAspect(Scene* scene);
void UpdateLights(Scene* world);
void UpdateModel(Scene* world);
void UpdatePostProcess(Scene* world);
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Original file line number Diff line number Diff line change
Expand Up @@ -16,8 +16,12 @@ class GameManagerWorldComponent : public ComponentBase
{
NO_RTTI_PROPERTY();
}

public:
SafePtr<Entity> Camera;

SafePtr<Entity> CameraEnt;
SafePtr<Entity> KeyDirLight;
SafePtr<Entity> PointLight;
PostprocessSettingsComponent* PostCmp;
SafePtr<Entity> Model;
bool IsDrawingDebugMeshes = true;
Expand Down
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