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🪶 WebEngine Lab

Experimental lab for a lightweight graphics engine for the web.

Notes

  • wrap/unwrap
  • simplify
  • bounding boxes
  • frustum culling
  • occlusing culling
  • compute shader
  • material system
  • per triangle or per vertex
  • improve clustering algorithm
  • merge chlusters based on original splitting

Cluster

  • Max 128 verts (unique?, tris?)
  • Simplify if necessary
  • ClusterId
  • Boudning Info
  • Parent, children, sibling info

Compiletime

  • Import mesh data
  • Parse mesh data
  • Wrap or unwrap?
  • Analyse mesh data
  • Subdivide and build tree
  • Complete binary tree out of clusters
  • Save in array format
  • Build all cluster attributes

Runtime

  • Go through each entity
  • Get corresponding mesh tree
  • Cull by frustum, occlusion? and screen space
  • If cluster not culled dispach it to the draw buffer
  • Draw call draw buffer