Commit Graph

162 Commits (master)

Author SHA1 Message Date
q3k 630073f916 engine/input: add mouse deltas
Movement is janky, though.
2021-04-04 17:48:15 +00:00
q3k e0dc8444ca engine/renderer: implement cursor locking 2021-04-04 16:51:26 +00:00
q3k 814d01533f engine/renderer: expose resolution, return correct cursor coords 2021-04-04 16:10:14 +00:00
q3k 6d4088a173 engine: add input module 2021-04-04 15:46:29 +00:00
q3k 2be6a7be48 third_party/cargo: add mlua 2021-04-03 16:35:31 +00:00
q3k 07436668f4 third_party/cargo: update 2021-04-03 16:13:10 +00:00
q3k ae5dbbceac engine: make transformable modifiable 2021-04-03 15:32:28 +00:00
q3k 6768f4d68c engine/render/vulkan: fix loading grayscale maps 2021-04-03 14:05:48 +00:00
q3k 17adbf28f4 engine/demo: load roughness texture for cube 2021-04-03 14:05:18 +00:00
q3k eb527f0339 shaders: fix normals 2021-04-03 14:03:37 +00:00
q3k 441c1acbe2 assets: add roughness texture 2021-04-03 14:03:15 +00:00
q3k 48b48f2181 third_party/cargo: submit leftover BUILD 2021-03-22 18:17:37 +00:00
q3k 591e3146cd lib/ecs_macros: implement
A small little proc_macro to generate ecs::Access for any struct. This
can be used instead of tuples in SystemData.
2021-03-22 00:20:37 +00:00
q3k 45d271c39b ecs: move to rust 2018 2021-03-21 22:33:31 +00:00
q3k dca2df8635 *: update rules_rust 2021-03-21 22:26:42 +00:00
q3k 1db8479493 ecs: implement Access for tuples via macro 2021-03-21 21:45:14 +00:00
q3k 4d39aee4f5 engine: re-enable moving lights in demo app 2021-03-21 20:35:16 +00:00
q3k 5d318b1875 ecs: add .get() to Read{,Write}Component 2021-03-21 20:34:53 +00:00
q3k dfd84a3af6 engine: rewrite App as Main 2021-03-21 18:43:36 +00:00
q3k d778b6901e ecs: import cleanup 2021-03-21 18:42:46 +00:00
q3k 120712d0a8 engine: port renderer to ecs 2021-03-21 17:19:14 +00:00
q3k bf378bd288 ecs: Resource -> Global 2021-03-21 17:19:00 +00:00
q3k 05e8bb7d1f ecs: Read{,Write}Data -> Read{,Write}Component 2021-03-21 17:19:00 +00:00
q3k d8062733e9 lib/ecs: implement ReadWriteResource 2021-03-21 17:19:00 +00:00
q3k 517db87c62 ecs: remove entities set 2021-03-21 17:19:00 +00:00
q3k 03a846d42d ecs: implement resources 2021-01-13 23:10:48 +00:00
q3k ab417a239d windows: run build.rs on winapi 2021-01-08 01:24:55 +00:00
q3k f0f4cd5b96 third_party/cargo: generate for windows build 2021-01-08 01:04:44 +00:00
q3k c25045bcb2 Fix build against new vulkano and new Rust 2021-01-08 00:07:12 +00:00
q3k 2938a31682 third_party: bump everything 2021-01-07 23:38:16 +00:00
q3k 08f6dc3ac5 Bump to rust 1.49 and new cargo-raze 2021-01-07 22:48:22 +00:00
q3k d94fe9fa86 third_party/cargo: BUILD -> BUILD.bazel 2021-01-07 22:42:29 +00:00
q3k e2c9044a17 engine: remove old ecs test code 2020-12-10 00:22:25 +00:00
q3k 2bd393a536 ecs: implement mutable iterators and joins
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2020-12-10 00:10:47 +00:00
q3k 184a67d6c1 ecs: add entity IDs to iterators 2020-10-16 21:20:08 +00:00
q3k 81ebc1a80d lib/ecs: multiple system data sources support 2020-10-16 18:22:56 +00:00
q3k 7ef85bd570 lib: basic ECS 2020-10-16 17:26:30 +00:00
q3k 179cc63dd1 third_party/shaderc: fix build 2020-08-03 13:29:25 +02:00
q3k 47e977cdd1 engine/main: daylight scene
This implements a daylight scene using a realistic sun, and adds a bit
of fakery by restoring 500 nits of ambient lighting.

However, now we have some weird specular-like glitches? Is it because of
the large float values? Doesn't matter much, this is temporary until we
implement image-based lighting, where floating point errors should get
corrected.
2020-07-26 16:57:17 +02:00
q3k 569c57a86c glslc: enable optimization 2020-07-26 15:43:39 +02:00
q3k 1ce2889608 engine/shaders: add camera post-processing, split up
We now also use shaderc instead of glslandValidator, which has #include.
2020-07-26 15:26:40 +02:00
q3k f5ae25214a third_party/shaderc: init 2020-07-26 14:59:11 +02:00
q3k c87865d16e engine/{render,physics}: load textures into CIE XYZ
Everything looks funny now.
2020-07-25 23:43:55 +02:00
q3k 24e25651c5 engine/render/vulkan: implement mipmaps 2020-07-25 22:49:37 +02:00
q3k 56132c49a1 *: license under GPLv3 2020-07-24 00:59:00 +02:00
q3k 18b2432c33 engine/shaders: comment flip in vertex shader 2020-07-24 00:35:20 +02:00
q3k 5695db686c engine: fix demo distribution 2020-07-24 00:03:11 +02:00
q3k 4425f9cdf8 engine/shaders: disable ambient lighting
spoooooky
2020-07-23 23:27:40 +02:00
q3k 778e8d74f0 engine/render: enable 8xMSAA 2020-07-23 23:27:27 +02:00
q3k 2d1cbe539e engine/render: move lights to UBO
There's now data available both in a push constant (view matrix) and in
an UBO (light data, camera position). Not sure if we should maintain the
split, or move everything to UBOs.
2020-07-23 22:54:57 +02:00