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PBR Materials

https://www.3dgep.com/forward-plus/
https://learnopengl.com/PBR/Theory
https://cdn2.unrealengine.com/Resources/files/2013SiggraphPresentationsNotes-26915738.pdf
https://google.github.io/filament/Filament.md.html

  • Basic surface/light interaction as described in the SIGGRAPH 2013 paper from Epic
    • Directional Lights
    • Point Lights
    • Spot Lights
  • Image-based lights
  • Area Lights
    • Sphere
    • Tube
  • Implement some of the variants for NDF/G/F components as shown in the google paper
  • Implement physically accurate units for lights and cameras
  • Other physical properties
    • Clearcoat
    • Sheen
    • Anisotropy
    • Subsurface
  • Need to investigate options for transparent/translucent materials

Vulkan init error and crashed when minimize or resized on windows 10

Here's the info, with GTX 1070s

thread 'main' panicked at 'called Result::unwrap() on an Err value: CreateInstanceError(InstanceError(VkError(ERROR_LAYER_NOT_PRESENT)))', engine\src\init.rs:112:53
stack backtrace:
[2020-08-07T13:05:14.598022500Z DEBUG engine::assets::gltf::importer] Importing material instance uuid AssetUuid(c6a2bd92-a3ff-41be-9d17-1a83b10bf049)
[2020-08-07T13:05:14.598051000Z DEBUG engine::assets::gltf::importer] Importing material instance uuid AssetUuid(6476ac04-b67f-4579-9ae8-879e1040e302)
[2020-08-07T13:05:14.598071100Z DEBUG engine::assets::gltf::importer] Importing material instance uuid AssetUuid(5669f73a-6178-4d2f-a22d-6b1b8d25f9ec)

Auto-exposure with HDR

Now that there is an HDR pipeline in place, it would be good to build a histogram of the brightness in the image to implement auto-exposure.

First pass on transform system

Should use a matrix for local/world conversions and have systems depend on that instead of position/rotation/scale components

Support handles in imgui

Need to improve how imgui works with handles. At minimum should be able to paste in asset UUIDs and/or paths but long term will need a better way to do this

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