andewx / dieselfluid

Provides a modular extensible framework for SPH/Grid fluid solvers in Go, chosen for it's high performant C-like code builds, simple interfaces, and ease of concurrency. This repository is not an authoritative expert repository for fluid solvers but can be forked by those who would like to work with the Go framework when implementing a solver. OpenGL is used to monitor the solvers while keyframes may be exported to PBRT or Mitsuba for further rendering.
GNU General Public License v3.0
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Diffuse Irradiance Maps & Multiple Cube Samplers #4

Closed andewx closed 2 years ago

andewx commented 2 years ago

Designate GLTF loaded cube maps as static diffuse irradiance maps. Let the Diffuse Irradiance Map GLTF resource for now only be a static resource in a new cube map texture.

Modify: render.Rendersystem CubeMap storage into CubeMap[] array storage. Textures should identitfy texture type as Cube, Tex, Light via enum defs.

Note: All cube map textures should be of total dimension = (6W)^2 where W = dimensional width. Rendersystem will iterate through pixels and allocate to GPU Tex buffers.

andewx commented 2 years ago

Non core issue