|  cosmonaut | d5d0a38ff1 | turn point lights into classes and give them a shadow map | 2020-12-09 17:10:41 -08:00 | 
				
					
						|  cosmonaut | ee909ba94e | tweak point light rendering | 2020-12-09 16:28:40 -08:00 | 
				
					
						|  cosmonaut | 0060c22d72 | point light sphere optimization | 2020-12-09 16:10:53 -08:00 | 
				
					
						|  cosmonaut | 2c113ed642 | palette crush effect | 2020-12-09 12:44:53 -08:00 | 
				
					
						|  cosmonaut | b1395babfe | offset texture rendering | 2020-12-08 22:20:54 -08:00 | 
				
					
						|  cosmonaut | ef948cf7fb | add quaternion utility function | 2020-12-08 17:20:10 -08:00 | 
				
					
						|  cosmonaut | 9a7fb75ec5 | refactor for reusing instance buffers | 2020-12-08 16:37:22 -08:00 | 
				
					
						|  cosmonaut | 0c576668cb | add instanced linear depth effect + fix platforms | 2020-12-08 16:02:58 -08:00 | 
				
					
						|  cosmonaut | 367e2795ae | decouple billboard constraints from meshsprite | 2020-12-08 15:29:28 -08:00 | 
				
					
						|  cosmonaut | 1723f1dff8 | change simpledeptheffect to use texcoord0 | 2020-12-08 13:33:45 -08:00 | 
				
					
						|  cosmonaut | 14e07c7476 | instanced directional shadows | 2020-12-08 03:35:06 -08:00 | 
				
					
						|  cosmonaut | 4b7d31f2b2 | refactor directional shadow data | 2020-12-08 03:07:41 -08:00 | 
				
					
						|  cosmonaut | 4d3c5fc316 | more shadow decoupling + change world instance to position instance | 2020-12-08 02:49:18 -08:00 | 
				
					
						|  cosmonaut | 96f6d22896 | shadow refactor | 2020-12-07 21:36:16 -08:00 | 
				
					
						|  cosmonaut | 84601379b5 | major API refactor | 2020-12-07 20:10:27 -08:00 | 
				
					
						|  cosmonaut | fe222e266f | started instance based depth render | 2020-12-07 18:46:53 -08:00 | 
				
					
						|  cosmonaut | bb694d3dbe | handle case where there are no instances | 2020-12-07 15:51:24 -08:00 | 
				
					
						|  cosmonaut | e2fdbff7d1 | cullable instance calls | 2020-12-07 14:58:03 -08:00 | 
				
					
						|  cosmonaut | 283b078641 | instanced g buffer draws work now | 2020-12-07 14:42:02 -08:00 | 
				
					
						|  cosmonaut | b784f9df4b | trying different shader semantics | 2020-12-07 13:50:32 -08:00 | 
				
					
						|  cosmonaut | 8b43e8f45e | start removing global render procedures | 2020-12-07 01:57:57 -08:00 | 
				
					
						|  cosmonaut | ee8b0c5ee8 | started adding support for instanced draws + started decoupling API | 2020-12-07 01:30:09 -08:00 | 
				
					
						|  cosmonaut | c9a4e35816 | fix meshsprite normal | 2020-12-06 19:45:03 -08:00 | 
				
					
						|  cosmonaut | 7f986c546a | abstract frustum culling | 2020-12-06 19:36:00 -08:00 | 
				
					
						|  cosmonaut | fc09082f1b | frustum cull meshsprites | 2020-12-06 19:27:46 -08:00 | 
				
					
						|  cosmonaut | 46f2cad81a | optimize mesh sprite index buffer | 2020-12-06 19:01:23 -08:00 | 
				
					
						|  cosmonaut | ca6c91446e | new mesh sprite and diffuse lit sprite system | 2020-12-06 18:52:14 -08:00 | 
				
					
						|  cosmonaut | 60ebb19e24 | pass ambient light to shader | 2020-12-05 19:58:29 -08:00 | 
				
					
						|  cosmonaut | 47242e4f52 | initial diffuse lit sprite effect | 2020-12-05 19:47:01 -08:00 | 
				
					
						|  cosmonaut | ae445d94d3 | implement different kinds of billboarding | 2020-12-04 18:51:59 -08:00 | 
				
					
						|  cosmonaut | 665ff6dd44 | all public facing renderer functions take an RT | 2020-12-04 15:49:35 -08:00 | 
				
					
						|  cosmonaut | 56cdffdff6 | remove broken rotation code | 2020-12-04 15:46:30 -08:00 | 
				
					
						|  cosmonaut | acaafdcdcd | batched billboard implementation | 2020-12-04 15:39:29 -08:00 | 
				
					
						|  cosmonaut | d83aacd57f | remove anycpu and x86 | 2020-11-22 16:51:22 -08:00 | 
				
					
						|  cosmonaut | ed5a7df614 | check off frustum culling | 2020-10-19 18:24:02 -07:00 | 
				
					
						|  cosmonaut | 8fa22260d2 | frustum culling | 2020-10-19 18:22:54 -07:00 | 
				
					
						|  cosmonaut | cb0baf0bf0 | integrate all shadows | 2020-10-19 14:00:11 -07:00 | 
				
					
						|  cosmonaut | 8407a34c37 | flip horizontal UVs of cubemap render | 2020-10-19 12:48:32 -07:00 | 
				
					
						|  cosmonaut | 0a7698c315 | starting on point shadows | 2020-10-19 03:01:37 -07:00 | 
				
					
						|  cosmonaut | 06e5523996 | deferred skybox | 2020-10-17 13:53:26 -07:00 | 
				
					
						|  cosmonaut | 19a61985ca | support dithered shadow toggle | 2020-10-15 18:19:43 -07:00 | 
				
					
						|  cosmonaut | 1f10698811 | more toon shader control + dithered shading | 2020-10-05 15:45:10 -07:00 | 
				
					
						|  cosmonaut | a914c586b2 | experiment with color banding | 2020-10-02 17:29:20 -07:00 | 
				
					
						|  cosmonaut | d370d4e2e4 | toon shadows | 2020-10-02 12:28:28 -07:00 | 
				
					
						|  cosmonaut | 632f0a5b06 | break shadow computes out into include file | 2020-10-02 11:57:13 -07:00 | 
				
					
						|  cosmonaut | 2fb20747e4 | more toon effect + remove material from MeshPart | 2020-10-01 22:26:40 -07:00 | 
				
					
						|  cosmonaut | 565be374bb | basic toon shading + controllable ambient light setting | 2020-10-01 14:52:19 -07:00 | 
				
					
						|  cosmonaut | 66d4e5bf6e | Directional Light + Shadows + Tone Mapping + One Pass Per Light (#2) | 2020-10-01 19:46:25 +00:00 | 
				
					
						|  cosmonaut | 4095b7eda5 | Deferred Shading Path (#1) add directional light + rename GBufferEffect for clarity
fix texture leak
fix intensity array for point lights
deferred pbr shading
rendering g-buffer
add a core and framework csproj
Reviewed-on: #1 | 2020-08-27 18:14:17 +00:00 | 
				
					
						|  Evan Hemsley | f972392544 | renormalize world normal in pixel shader | 2020-08-16 11:48:51 -07:00 |