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Siarhei Stsiapanau edited this page Aug 21, 2017 · 23 revisions

Wanna implement

  1. lighting.
  2. Light Scattering (GPU Pro 5) http://www.scratchapixel.com/lessons/procedural-generation-virtual-worlds/simulating-sky
  3. Reflection
  4. SSAO
  5. AA
    • FXAA, MSAA, MLAA, SMAA
  6. SDF https://kosmonautblog.wordpress.com/2017/05/09/signed-distance-field-rendering-journey-pt-2/

TODO

  1. main loop. pump_sys_messages is an update routine as well. move into the update loop.
  2. profile: memory, perf (VS profiler, anything else)
  3. try to move Win_app::run implemtation into Application. You will need _mouse, _window, _rnd_ctx, pump_sys_messages
  4. Tangent space debugging. Draw tangent space for each vertex. Also draw the final normal exctracted from normal-map
  5. os messages(events)
  6. math
    • Plane <n, d>
    • Rect_3d
    • Frustum owns planes. view_space_{near/far/left/right}plane(), view_space{near/far/left/right}_rect_3d()
    • float{2/3/4} to float[2/3/4] array
  7. Deferred_lighting_renderer viewpoint rotation is broken if viewpoint's target is not float3::zero. Possible fix. Oy rotation axis must take target's position into account.
  8. set_uniform overload funcs instead of function template specs. (set_uniform_array too if it's possible)
  9. deferred_lighting_renderer specular term is visible at the opposite side of the teapot
  10. Models
    • crytek sponza
    • light house
  11. init.cmd
    • See Assimp & MS switches link.

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