emil28092005
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c82ff48119
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fix: rlgl depth FBO shadows, correct normals, linear gamma, per-channel Fresnel
- Shadow mapping via rlgl: custom depth FBO (2048x2048, 24-bit depth texture)
instead of color-attachment approach. Proper depth-only render pass.
- Shadow map bound via MaterialMapIndex.Emission (texture unit 1), sampled
in shadow receiver shader with PCF 3x3 soft shadows.
- Fixed inverted normals: Cross(ac, ab) for CW winding in OBJ files.
- Linear workflow: pow(albedo, 2.2) before lighting, pow(result, 1/2.2) after.
- Per-channel Fresnel: vec3 F0 + (1-F0)*pow(1-HdotV,5) instead of F0.x.
- Single CollectLights call after BeginMode3D.
- Shadow pass after BeginDrawing (inside frame).
- Backface culling disabled globally for mixed-winding meshes.
- Point light support: Light.Point/Directional factory methods, attenuation,
ImGui inspector with type combo, position/range for point lights.
- Floor rendered for both light types (shadow receiver or main shader).
- 66/66 tests passing.
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2026-06-17 16:13:46 +03:00 |
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emil28092005
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2d30dec01c
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feat: Dear ImGui editor, GLTF materials, scene serialization
- ImGuiLayer: entity inspector (Transform/Material/Light/Camera editing),
hierarchy panel, debug overlay with FPS graph (rlImgui-cs + ImGui.NET)
- GltfLoader.LoadWithMaterials: extracts PBR albedo, roughness, metallic,
base color texture from glTF files
- SceneSerializer: save/load ECS world to/from JSON with custom
Vector3/Quaternion converters, 6 tests
- ImGui disabled in tour/test mode to keep screenshots clean
- 66/66 tests passing
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2026-06-17 14:12:02 +03:00 |
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