[x] Move resources used by snacman app to renderer-V2 folder
[x] Implement the correct lighting model from V2 in the fragment shader.
[x] Restore model loading in Resources::getModel, instead of hardcoded donut
[x] Do proper instanced rendering (hardcoded to 1 atm)
[x] Extract from viewer what is re-usable, such as preparing PassCache, and TheGraph::draw().
[x] Diffuse textures
[x] Normal mapping
[x] Skeletal animation (see dedicated issue)
[x] Port profiler
[x] Show draw calls count (with the naive 1st port issuing a lot of draw calls)
Address #RV2 todos - partially, some remaining
[x] Raise Loader.cpp::loadProgram "define" logging from info to warn
[x] Implement some automation to generate / re-generate the .seum file (from original exported models).
Get rid of the CMake link dependency from V2 to V1 - Not done yet, we need to port DebugDrawer
[x] Dynamic toggle between Indirect / Direct rendering, so both compile
[x] Make a second pass over the renderer, to implement AZDO principles behind a draw buffer
How to handle instancestream size? Some dynamic allocation paradigm? virtual buffers?
It appears some of the "shader features" (currently, the defines) are dictated by the features present in the model.
Should we directly derive those defines from the features present in the .seum file? (with potential overrides in another json file, maybe the one linking the .seum to an effect file)
Resources::getModel
, instead of hardcoded donutviewer
what is re-usable, such as preparing PassCache, andTheGraph::draw()
.DebugDrawer
[x] Make a second pass over the renderer, to implement AZDO principles behind a draw buffer
How to handle instancestream size? Some dynamic allocation paradigm? virtual buffers?
It appears some of the "shader features" (currently, the defines) are dictated by the features present in the model. Should we directly derive those defines from the features present in the .seum file? (with potential overrides in another json file, maybe the one linking the .seum to an effect file)