The "hello world" of OpenGL
Tried applying a texture... didn't turn out well
Finally got a basic texture to work
Going 3D. Basic vertex lighting
My first imported 3D model (gltf). Lighting broke
Fixed texturing on 3D objects and implemented Blinn-Phong in the fragment shader (broken)
After many attempts, I finally managed to implement shadow maps for point lights. Additionally, I made the light move using the arrow keys.
The next step was to try and import the Sponza scene in the project. This was harder than I thought because it meant I had to strengthen the way textures are loaded to support multiple materials.
UVs have totally broken somewhere down the line
Fixed UVs
Getting somewhere, but no normal maps. Also the light doesn't have any fall-off
Implemented lighting fall-off and normal maps. Unfortunately, they didn't blend with the vertex normals as expected, creating this blocky appearance.
Finally. I decided to swap out the textures instead of using the ugly normal map I previously generated in Krita.
Celebrating my victory with a spooky Sponza. Unfortunately the normal maps in this scene aren't very pronounced. the improvement is still noticeable. The lack of bounce lighting is sad.
Trying to implement SSAO. It kept breaking and I was going crazy
Finally. SSAO gave the scene some nice needed depth
I tried updating my SSAO code into SSGI to have some cheap nice-looking global illumination.
Finally, some nice bounce lighting