Wednesday, December 30, 2015
Finally going to break down and add some geometry shader instanced grass soon now I have the shader based fbm ( no texcoords! ) tweaked a bit for flora spawning / layout for testing. The other cool part will be that grass will be opaque now. I may add some faked transmittance to that as well. Then again playing with some procedural animation and IK might be more fun.
Sunday, December 27, 2015
Well, mostly focused on non-renderer stuff this weekend like bringing more of the web editor interface into in-game viewport UI. A few minor improvements to sky with a simple per fragment Preetham, and ported all my shaders to the updated Kagura shader lang to get ready for Vulkan.
Same scene -- different foliage seed -- with some general lighting improvements:
Below is a simple test for tiling fbm independently for foliage generation with the threaded voxel sectors, so there is no need to do another physics based ray cast pass. Each pixel is 0.5m^2 per sector here. Basically this is using a multi-level frequency hierarchy to generate the foliage overlays independent of other tiles, yet still match up. I might try to expand this to 3d vol tiles for things like clouds for proc sky + ray marching later.
(x + tx * 512.0f) * frequency, (z + tz * 512.0f) * frequency, amplitude, lacunarity, gain );
Thursday, December 17, 2015
Played around with some aerial perspective blocked out for forward / deferred, and a little LoD systems update. Also an old indirect lighting hack via bi-directional sun tossed in for good measure, which isn't a bad fallback when IBL data is not generated for a scene.