It's not working yet as we're missing view positions and the normal
clear color is wrong, but it's getting there. It can display a nice
blobby plane with the light color right now.
Implement is in quotes because it doesn't work yet, the code is just
written. We still need actual framebuffers to do work in and not the
swapchain image we're reusing.
In other news, the GBuffer shader now works and outputs normals! I
forced it to simple texture mode for now so it makes development easier.
Based off of structures reversed engineered by Ouroboros, now it can
render objects without shading! Note that it breaks the basic renderer
at the moment, will be fixed later.
I started writing this late last year, and finally uploading parts of
it. Currently, doesn't work, but doesn't crash either. Enable it via
the NOVUS_USE_NEW_RENDERER environment variable.
The goal is to use the game's own shaders instead of creating our own,
it's lacking support for buffers with actual data in them and constants
so while it "works" nothing is displayed on screen yet.
Adds basic glTF import (although right now it only imports back
positions) and fixes support for more of the vertex data that's
available to us. The MDL file isn't written back out yet either, it only
displays in the viewport.
Previously you needed the secret sauce of shader files and skeleton
files from TexTools in the same directory, now this is all embedded in
the application.
The renderer can now store diffuse, normal, specular, and multi
textures. Skin textures now color with a hardcoded skin tone (to be
changed) and bone info buffers are now per-model instead of set globally
Level of detail above 0 is now loaded properly, although break for
other reasons.