Assorted Doodads

by baggers

Alright so I spent most of the weekend with people over watch cartoons so I didn't get much done (worth it though!). But I did a few things:


Got a blender: Did this as we wanted to make daft boozey drinks, but these things are awesome, I'm very much in 'EVERYTHING CAN BE A SMOOTHIE IF I WANT' mode, which is great.


Fixed a few bugs in CEPL so a user could start making geometry shaders, AND HE DID :) He is using my inline glsl code as well which was nice to see.

Cross platform stuff

Fixed bug in CEPL which resulted from changes to the SDL2 wrapper library I use. The guys making it are awesome but have slightly different philosophy on threading. They want to make it transparent as possible, I want it explicit. Their way is better for starting out or games where you are never going to have to worry about that performance overhead, but I can risk that in CEPL.

The problem that arose was that I was calling their initialization function and was getting additional threads created. To solve this I just called the lower level binding functions myself to initialize sdl2. As ever though huge props to those guys, they are making working with sdl2 great.

I also got a pull request fixing a windows10 issue which I'm super stoked about.

With this CEPL is working on OSX and Windows again

PBR one day..

Crept ever closer to pbr rendering. I am going too damn slowly here. I ran into some issues with my vector-space feature. Currently spaces must be uploaded as uniforms and I don't have a way to create a new space in the shader code. I also don't have a way to pass a space from one stage to another. This was an issue as for tangent-space normals you want to make tangent space in the vertex shader and pass it to the fragment shader.

To get past this issue more quickly I added support for the get-transform function on the gpu. The get-transform function takes 2 spaces and returns the matrix4 that transform between them.

This just required modifying the compiler pass that handled space transformation so didnt need much extra code.

Filmic ToneMapping

Ferris put me onto this awesome page on 'Filmic Tonemapping Operators' and I obviously want to support HDR in my projects so I have converted these samples to lisp code. I just noticed that I havent pushed this library online yet, but I will soon.

Right that's all for now. Seeya