Monday, 22 August 2011

Sponza Atrium

Here's a simple first-look at the engine. Currently it's showing the base texture and tangent-space surface normals of Sponza, a model used for tests (mainly lighting). The next step is to shift the normals into viewing space (using the transpose of the inverse of the transformation matrix, for reasons I neither understand nor need to), and use them to light the scene. This now works on GL2 (DX9-level) hardware, with ideas to extend to GL3.X (DX10) or GL4 (DX11) and add new features (re-building a high polygon count from a set of smaller points and a map - geometry shader).

Base texture

Tangent-space normals - the light blue colour represents (0.5,0.5,1) as a colour, which works out to (0,0,1) as a vector - the
"up" direction with respect to the surface. I have since fixed the out-of-place stone texture - a bug in the model, not in my code for once!
Still a fair way off actually lighting it - I need a way of quickly working out the distances between points amongst other things. At my current rate that might be done in a few days. Skeletal animation, a game engine, net code and sound system are a while off.

Come next Sunday, I'll be camping and so may not have internet access. If that is the case I'll have a scheduled post prepared. With any luck it'll feature working lighting.
Fuck wasps.
Charlie

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