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ShredEagle
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snacman
He is a snac man.
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topic/snacman#119 port to renderer v2
#123
Closed
Adnn
closed
7 months ago
Adnn
commented
8 months ago
closes #119 closes #121
Prepare migration work, by duplicating current Renderer.
Port code for Model (Node) loading.
WIP porting the mesh rendering: first results.
Fix model rendering, render all instances.
Fix "normalized" suffix handling for vertex attributes.
Implement a "ModelLoader" sandbox simulation.
Implement indexing into the phong material for renderer v2.
Complete the material interaction with the Phong reflection model.
Copy resources, revert changes made to renderer_V1 resources.
Restore (diffuse) color texturing.
Fix an issue with empty "upsampled" dirs, use relative paths.
Dump more information when running "asset_processor".
Implement a value correction for specular exponent.
Fixup texture upsample folder.
Revert "Implement a value correction for specular exponent."
Implement a value correction for specular exponent.
Factorize texture parameters reading.
Store and read normal maps from binary files.
Add vertex tangents to the binary file, use them for normal mapping.
Make the assimp importer more verbose, to diagnose issues.
f
Make
dumpTextures()
even more complex...
Adapt snacgame to work with the current partial port to renderer V2.
Fix shaders for Viewer app.
Handle filetype better in Viewer app, disable default cube and triangle.
Intoduce rigging in Viewer's shaders, and review a bit Rigging.h
Start handling Assimp bone data, dump vertex joints/weights attributes.
Dump the Rig on Nodes when present, display bone name in Viewer gui.
Handle "NOMINMAX" macro via the CMake scripts.
Implement a DebugRenderer (in V2) for DebugDrawer V1.
Write joint information in the .seum file.
Transform debug skeleton so it aligns with the model.
Handle Animations in seum file, animate skeletons in Viewer.
Refactor dumpAnimations() to handle 1 key animations (static poses).
Get a first iteration of skeletal animation in the Viewer.
Implement independent poses for distinct instances.
Minor: rename JointMatrixPalette UBO.
Move makeVertexStream() a few other functions to a dedicated pair.
Refine VertexStreamUtilities, provide mid-level functions.
Const-up the buffer pointed by a BufferView.
Interleave the VertexJointData as a POC of interleaving attributes.
Move the "asset-processor" logic to a library.
Attempt to re-process model files if the .seum is outdated.
Have SetupDrawing output logs to a separate logger.
Restore skeletal animations in snacman.
Change namespace of unchanged GraphicState struct to visu_V1.
Const-up the reference from Instance to Object.
Use Instace::mPose as the GraphicState::Entity pose.
Reference a renderer::Objecti (instead of renderer::Node) in VisualModel
Deduplicate bones in asset processor.
Minor: leave todo notes.
closes #119 closes #121
dumpTextures()
even more complex...