This code constitutes the common core framework for implementing Global Illumination techniques. The code is very barebones and supports:
- Basic forward rendering with directional light shadows & environment mapping
- Some basic debug rendering (e.g.
renderTextureToScreen
& rendering of probe locations) - Asynchronous .obj model & texture loading
- GUI & basic statistic for things such as frame time and fps
The other repositories in this GitHub organization are based off of this code, but with time they have deviated from it. This code is kept here as is for future reference.
First-person WASD controls, plus Q and E for rolling. Press ctrl to take control of the camera and escape to release control.
- For slightly simplified WebGL 2.0 usage: PicoGL.js
- Vector & matrix maths: glMatrix
- .obj and .mtl loading: modified versions of the three.js loaders
- UI: dat.gui
- Basic statistics and graphs: stats.js
Copyright 2018 Marcus Bertilsson, Hannes von Essen, Daniel Hesslow, Niklas Jonsson, Simon Moos, Olle Persson
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
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