- Changed directory structure significantly, moving gfx api implementations to fennec/renderers
- Began new overarching window interface - Began outlining renderer interfaces - Began a binary tree implementation in bintree.h, this will act as a generalized binary tree, then red-black tree will be implemented on top of it for sequences (ordered sets)
This commit is contained in:
@@ -1,4 +1,6 @@
|
||||
|
||||
<!-- I release these notes into the public domain -->
|
||||
|
||||
# 3D Graphics (`gfx3d`)
|
||||
|
||||
## Table of Contents
|
||||
@@ -67,8 +69,8 @@ Objects are identified with a manually provided type and ID. Object types includ
|
||||
A user should never have to specify these and should be automatically generated by the respective components.
|
||||
|
||||
Textures for 3D rendering are stored in various buffers with sizes of powers of 2. Ratios of `1:1`
|
||||
and `2:1` are allowed. The `2:1` ratio is specifically for spherical and cylindrical projection. UVs
|
||||
may be transformed to use a `2:1` as if it were `1:2`.
|
||||
`2:1`, and `4:1` are allowed. The `2:1` ratio is specifically for spherical and cylindrical projection. UVs
|
||||
may be transformed to use a `2:1` as if it were `1:2`. Same applies for `4:1`
|
||||
Cubemaps and 3D textures may only be `1:1`.
|
||||
|
||||
- 8-Bit R Texture `4096, 2048, 1024, 512` (8)
|
||||
@@ -170,12 +172,12 @@ Debug View: Visibility Buffer
|
||||
* S → used to represent the lighting model.
|
||||
* Diffuse → `RGBA8`
|
||||
* A → Ambient Occlusion
|
||||
* Specular → `RGB8`
|
||||
* R → Roughness
|
||||
* G → Specularity (sometimes called the Metallicity)
|
||||
* B → Index of Refraction (IOR)
|
||||
* Emission → `RGB8`
|
||||
* Normal → `RGB8`
|
||||
* Specular → `RGB8`
|
||||
* R → Roughness
|
||||
* G → Specularity (sometimes called the Metallicness)
|
||||
* B → Index of Refraction (IOR)
|
||||
|
||||
Debug View: Depth, Stencil, Diffuse, Emission, Normal, Specularity
|
||||
|
||||
@@ -195,9 +197,9 @@ We can combine all of these into one framebuffer:
|
||||
- Depth - Stencil → `D24_S8`
|
||||
- Visibility Info → `RGB32I`
|
||||
- Diffuse → `RGBA8`
|
||||
- Specular → `RGB8`
|
||||
- Emission → `RGB8`
|
||||
- Normal → `RGB8`
|
||||
- Specular → `RGB8`
|
||||
- Lighting Buffer → `RGB16` w/ Mipmapping
|
||||
- One more slot left open for another
|
||||
|
||||
|
||||
Reference in New Issue
Block a user