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2024.9

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@r-lyeh r-lyeh released this 29 Sep 22:16
· 2 commits to main since this release

Render: Shadowmapping! VSM and CSM, soft shadows, directional/point/spot lights (@zpl-zak)
Scene: Integrated shadowmap support (@zpl-zak)
Scene: Implemented renderbuckets (WIP!) (@zpl-zak)
Scene/Render: Moved light to render module (@zpl-zak)
Render: mesh-level sorting based on render pass (@zpl-zak)
Render: mesh-level frustum culling (@zpl-zak)
Render: Added model_bsphere() (@zpl-zak)
Render: Model auto LOD generation (WIP!) (@zpl-zak)
Render: Shader uniform caching (huge fps speedup) (@zpl-zak)
Render: Reworked model instancing to avoid glBufferData() overhead for single-instance models (@zpl-zak)
Render: added model_get_bone_position() (@zpl-zak)
Render: Implemented VertexLit shading (for the cool PSX looks!) (@zpl-zak)
Render: Improved vertex color support (@zpl-zak)
Render: Fixed wrong axis order used during model import (BREAKING!) (@zpl-zak)
Render: Revamped the model API (BREAKING!) (@zpl-zak)
Render: Added fog support (WIP!) (@zpl-zak)
Render: Revamped the shader system to be more flexible and modular (@zpl-zak)
Render: Introduction of the shader library (see engine/art/shaderlib/) (@zpl-zak)
Render: Improved transparency detection and support (@zpl-zak)
Render: Reworked skybox and cubemap modules (@zpl-zak)
Render: Added environment probes baking (@zpl-zak)
Render: Added light probes and spherical harmonics weighting (@zpl-zak)
Render: Dropped support for the lightmapper API (@zpl-zak)
Render: removed access to the model shader program (@zpl-zak)
Render: introduced model_uniform_t a new approach to shader uniform management (@zpl-zak)
Render: switched to PBR workflow as the default (@zpl-zak)
Render: model shader now uses fixed uniform sampler slots. For user bound slots, use: model_texture_unit(model_t) to generate a new ID on a rolling counter (@zpl-zak)
Render: model uniforms are now cached (@zpl-zak)
Render: shadow filter size raised to 6, maximum shadow lights raised to 4, max total lights raised to 96 (@zpl-zak)
Render: UBO creation/binding api (@zpl-zak)
Render: model shader now stores lights in an UBO resource (@zpl-zak)
Render: improved fallback to non-PBR textures in PBR workflow (@zpl-zak)
Render: model shader BRDF can now sample a cubemap for irradiance in IBL path (WIP!) (@zpl-zak)
Render: PBR workflow is now the default for loaded models (@zpl-zak)
Render: added model_sync() to update model data from CPU to GPU (WIP!) (@zpl-zak)
Camera: added camera_freefly() and replaced all freefly camera code in demos (@zpl-zak)
Render: cascaded shadow mapping has an improved bias (@zpl-zak)
Platform: added alert_caption() and tweaked PANIC() to copy error to clipboard (@zpl-zak)
Render: implemented parallax occlusion mapping and self-shadowing support (@zpl-zak)
Render: introduced HAS_TEXTURE_QUERY_LOD to check for support at runtime (@zpl-zak)
Window: added window_set_resolution(width, height) (@zpl-zak)
Render: added renderstate_checksum() to check for render state changes (@zpl-zak)
Render: dynamic batching support for models (@zpl-zak)

chg: add #include support (tools/cook)
chg: tools/ark renamed to tools/fuser
chg: tools/ass2iqe
chg: tools/iqe2iqm
chg: tools/file2hash
chg: update docs

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