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@dwilliamson
dwilliamson / Out.cpp
Last active December 1, 2020 09:00
Can you force C++ call sites to prefix "out" for all mutate-via-reference parameters?
#define out OutCatcher() <<
template <typename TYPE> struct Out
{
explicit Out(TYPE& ref) : ref(ref) { }
TYPE& ref;
};
struct OutCatcher
{
@paniq
paniq / split-scheme.txt
Last active July 26, 2017 08:05
An Invertible Split Scheme for Cascading Shadow Maps
An Invertible Split Scheme for Cascading Shadow Maps
by Leonard Ritter
Duangle GbR
Second revision: 2016/01/01
DISCLAIMER: This is original research and has not been verified by a
second or third party yet.
@dwilliamson
dwilliamson / Doc.md
Last active April 23, 2023 14:17
Minimal Code Generation for STL-like Containers

This is my little Christmas-break experiment trying to (among other things) reduce the amount of generated code for containers.

THIS CODE WILL CONTAIN BUGS AND IS ONLY PRESENTED AS AN EXAMPLE.

The C++ STL is still an undesirable library for many reasons I have extolled in the past. But it's also a good library. Demons lie in this here debate and I have no interest in revisiting it right now.

The goals that I have achieved with this approach are:

@Reedbeta
Reedbeta / cool-game-programming-blogs.opml
Last active March 25, 2025 15:03
List of cool blogs on game programming, graphics, theoretical physics, and other random stuff
<?xml version="1.0" encoding="UTF-8"?>
<opml version="1.0">
<head>
<title>Graphics, Games, Programming, and Physics Blogs</title>
</head>
<body>
<outline text="Tech News" title="Tech News">
<outline type="rss" text="Ars Technica" title="Ars Technica" xmlUrl="http://feeds.arstechnica.com/arstechnica/index/" htmlUrl="https://arstechnica.com"/>
<outline type="rss" text="Polygon - Full" title="Polygon - Full" xmlUrl="http://www.polygon.com/rss/index.xml" htmlUrl="https://www.polygon.com/"/>
<outline type="rss" text="Road to VR" title="Road to VR" xmlUrl="http://www.roadtovr.com/feed" htmlUrl="https://www.roadtovr.com"/>
#include <stdio.h>
#include <errno.h>
#include <stdlib.h>
#include <stdint.h>
#include <assert.h>
#include <string.h>
#define streq(a, b) (!strcmp((a), (b)))
#ifndef __USE_GNU
#define __USE_GNU
@TheRealMJP
TheRealMJP / Tex2DCatmullRom.hlsl
Last active June 7, 2025 22:02
An HLSL function for sampling a 2D texture with Catmull-Rom filtering, using 9 texture samples instead of 16
// The following code is licensed under the MIT license: https://gist.github.com/TheRealMJP/bc503b0b87b643d3505d41eab8b332ae
// Samples a texture with Catmull-Rom filtering, using 9 texture fetches instead of 16.
// See http://vec3.ca/bicubic-filtering-in-fewer-taps/ for more details
float4 SampleTextureCatmullRom(in Texture2D<float4> tex, in SamplerState linearSampler, in float2 uv, in float2 texSize)
{
// We're going to sample a a 4x4 grid of texels surrounding the target UV coordinate. We'll do this by rounding
// down the sample location to get the exact center of our "starting" texel. The starting texel will be at
// location [1, 1] in the grid, where [0, 0] is the top left corner.
float2 samplePos = uv * texSize;
#include <windows.h>
#include <GL/gl.h>
#include <stdio.h>
#pragma comment(lib, "opengl32.lib")
void glview()
{
HWND hWnd = CreateWindow(L"ListBox", L"Title", WS_OVERLAPPEDWINDOW, CW_USEDEFAULT, CW_USEDEFAULT, CW_USEDEFAULT, CW_USEDEFAULT, NULL, NULL, NULL, NULL);
HDC hDC = GetDC(hWnd);
@alaingalvan
alaingalvan / screenspacebentconesao.glsl
Last active December 27, 2023 20:53
GPU Pro 3 sample of bent cones screen space ambient occlusion.
void main()
{
vec3 positionX = backproject(depthTexture(pixelCoordinateI), inverseViewProjectionMatrix);
vec3 normalX = normalTexture(pixelCoordinateI);
// get ONB to transform samples
mat3 orthoNormalBasis = computeONB(normalX);
// select samples for pixel out of pattern
int patternOffset = getPatternOffset(pixelCoordinateI);
float ao = 0.0;
@romainguy
romainguy / d_ggx.glsl
Last active October 26, 2023 06:18
D_GGX in mediump/half float
// From https://github.com/google/filament
float D_GGX(float linearRoughness, float NoH, const vec3 h) {
// Walter et al. 2007, "Microfacet Models for Refraction through Rough Surfaces"
// In mediump, there are two problems computing 1.0 - NoH^2
// 1) 1.0 - NoH^2 suffers floating point cancellation when NoH^2 is close to 1 (highlights)
// 2) NoH doesn't have enough precision around 1.0
// Both problem can be fixed by computing 1-NoH^2 in highp and providing NoH in highp as well
// However, we can do better using Lagrange's identity: