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4h 2m 4s logged

—————– Devlog XIX —————–

- 🌲 Textuers πŸ§šβ€β™€οΈ - πŸ‘©β€πŸ’» Shadoowwsss πŸ’€-

To recap, my project is a custom made rendering engine that focuses on diverse rendering options along with high stylistic control (very high-level explanation).


✨ What did I do? β˜€οΈ

To recap on what I did:

  • Got the program to launch to black screen
    • I needed to inject the Asset Manager to a class
  • Got objects loading correctly without shadows
  • Got textures to load
  • Started work on fixing the shadow map

Nothing too crazy has been changed, the texture issues were about some compatibility problems and not uploading to the same index.

The shadow values are uploaded to a 3d texture, where to calculate if an object is in sight or not, we commit triangles based on their position. The problem now is about the far plane, and hitting triangles that weren’t in shadow.

I’m not sure what the problem is, but I’m going to do a bit more looking into it.


:miku: Thank You for Reading :3-blahaj-spinning

I still have to fix the shadows issue (obviuosly) but then I can move onto formatting the data (putting it into buffers, creating wrappers, etc).!!

Github repo: https://github.com/pkncoder/Engine
Project landing page: https://pkncoder.github.io/Engine


❓ What’s next? πŸ›‘

  1. Write the shadow cubemap geometry shader & ad it to the OpaquePass (temp main pass)
  2. Make and debug UBOs replacing base uniforms
  3. Refactor / clean
  4. Create the real Render Graph?

πŸ₯€ Git Commits (shortened)πŸ—Ώ

Commits: https://github.com/pkncoder/Engine/commits/Phase-IV/

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@pkncoder

Just finished fixing the issue with the shadows: I was compiling the wrong shader code and linking it 😭.

Currently, uploading, compiling, checking ids, and outputing debug shaders are dealt with with a quick and easy copy-paste method, and I just overload the constructors for the shader class. However when I did this for the new geometry shader it was late, so the copyed code was posting very wrong stuff. πŸ₯€

Here’s the git commit, look in the Shader.cpp file: https://github.com/pkncoder/Engine/commit/a74511d6f27f02cb90167deb2dc7b34e2ad49716