SlimeEngine is my personal playground for learning modern Vulkan and its 1.3 features. This project serves as both a learning tool and a growing graphics framework, focusing on clean, understandable implementation of advanced Vulkan concepts. It's a work in progress, evolving as I explore and understand more about low-level graphics programming.
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Shadow Mapping Implementation and Pipeline Generator Improvements #44
I have noticed there is a issue that seems like peter panning but it is still unclear what it is, I will need to look into this further.
Summary of Changes
Pipeline Generator Enhancement
Added ability to override all structs required to produce a pipeline
Greatly increased overall functionality
Shadow Mapping Implementation
Set up ShadowMap in the rendering pipeline
Implemented working shadows
Added shadowmap imgui window for visual debugging
Fixed issues with shadow map following the camera and front face culling
Debugging Improvements
Moved imgui render into a debug marker for better categorization in RenderDoc and Nsight
Changed most info outputs to debug outputs
Added support for parsing most shader types
Game Logic Separation
Split the platformer game up from debug testing
Added another pbr texture pack
Detailed Improvements
The pipeline generator now allows overriding all necessary structs, providing more flexibility and control over the pipeline creation process.
Imgui improvements enable better categorization in RenderDoc and Nsight, enhancing the debugging experience. The new shadow map window allows direct visualization of the shadow map, aiding in troubleshooting and verification.
Separation of game logic from debug testing should improve code organization and maintainability.
Shadows are now supported!
I have noticed there is a issue that seems like peter panning but it is still unclear what it is, I will need to look into this further.
Summary of Changes
Pipeline Generator Enhancement
Shadow Mapping Implementation
Debugging Improvements
Game Logic Separation
Detailed Improvements
The pipeline generator now allows overriding all necessary structs, providing more flexibility and control over the pipeline creation process.
Imgui improvements enable better categorization in RenderDoc and Nsight, enhancing the debugging experience. The new shadow map window allows direct visualization of the shadow map, aiding in troubleshooting and verification.
Separation of game logic from debug testing should improve code organization and maintainability.