4425f9cdf8
engine/shaders: disable ambient lighting
...
spoooooky
2020-07-23 23:27:40 +02:00
778e8d74f0
engine/render: enable 8xMSAA
2020-07-23 23:27:27 +02:00
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
29ff5f6eb4
engine/render/vulkan: analytic lighting and PBR basics
...
We implement a simple PBR shader that uses off-the-shelf maths from
[Kar13]. I attempt to trace and cite as much as possible, but the amount
of different approaches from both industry and academia makes it quite
difficult to find exact papers to cite - especially as my mathematical
skills are not high enough to derive, or check the derivation for any of
these myself.
[Kar13]
Brian Karis. 2013. "Real Shading in Unreal Engine 4"
URL: https://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf
2020-07-23 18:29:11 +02:00
1a52782882
engine/render: refactor mesh and materials into separate modules
2020-07-20 21:16:29 +02:00
2eaecfd1dd
engine: pass roughness to shader
...
(this is not used as roughness yet, though)
2020-07-13 23:56:20 +02:00
37dd8e39b7
engine/render: make pipeline aware of multiple textures
2020-07-13 23:48:39 +02:00
cf9ebfbae7
engine/render: PBRTextureSet
2020-07-13 23:33:18 +02:00
c541260a93
engine/render: ImageOrRef -> Texture
2020-07-13 23:14:12 +02:00
bf60f262d9
engine/render: further cleanups
2020-07-13 23:11:26 +02:00
1169d7796e
engine/render: remove Resource enum
2020-07-13 23:06:39 +02:00
0aefcdd347
engine/render: start implement multi-texture materials
2020-07-13 22:58:24 +02:00
c5e6c75f23
engine/vulkan: split pipeline into forward implementation
2020-05-31 00:56:22 +02:00
ebf55d518a
engine/vulkan: use multi-keyed resourcemaps for sorting resources
2020-05-31 00:41:28 +02:00
a0e045cbbb
engine: use shitty resourcemap for object sorting
2020-05-30 23:47:56 +02:00
0be37ee3f7
engine: use ResourceID for RM-managed resources
2020-05-30 02:14:10 +02:00
ea8aa09791
engine: create ResourceManager and Profiler, use
...
The ResourceManager now owns all thicc resources (meshes and textures),
letting us a) use identifiers for them b) stop using Arc as much.
2020-05-30 00:56:20 +02:00
dc8f162361
*: add q3d
2020-05-29 03:43:49 +02:00
b137b16600
third_party/cargo: add flatbuffers, bump
2020-05-29 03:43:49 +02:00
b9aeafd921
engine: cleanups
...
- remove unused image submodules
- fix validation error with subpass commands
- render with vsync
2020-05-09 01:02:26 +02:00
1636b9efcc
engine: textures
2020-05-09 00:40:47 +02:00
cb1e800279
engine: image loading
2020-04-04 22:18:37 +02:00
fab5855aaa
engine: abstract resource loading
2020-04-04 22:18:26 +02:00
dfb3335d64
third_party/cargo: patch image library
2020-04-04 20:20:27 +02:00
661bc12dbd
third_party/cargo: add image
2020-04-04 20:00:11 +02:00
2ae07a4679
bump winit, vulkano, ...
2020-03-17 00:00:50 +01:00
14ae060a30
add openvr, update deps
2020-03-16 23:30:09 +01:00
4525750fe7
bump rules_rust and nightly
2020-03-16 23:19:29 +01:00
e4e0200364
fix layer selection
2020-03-16 23:19:21 +01:00
021303cc7c
shitty tarball rule
2020-03-16 01:30:36 +01:00
a792b18eb8
finally, zbufferium
2020-03-16 01:03:59 +01:00
63d276f664
hypercuber
2020-03-16 00:40:04 +01:00
3bcbbe6c71
h y p e r c u b e s
2020-03-16 00:24:28 +01:00
91018922cb
instanced rendering, nuke multithreaded rendering
2020-03-15 23:48:07 +01:00
9e38c48452
codify {surface,swapchain}_binding
2020-03-15 17:02:49 +01:00
b281836261
cleanup crimes
2020-03-15 16:58:03 +01:00
5a18a63928
multithreaded buffer building
2020-03-15 16:43:15 +01:00
c2f5f31bf0
build secondary buffers before waiting for new frame
2020-03-14 20:53:33 +01:00
51263272b0
be smarter about loading validation layers
2020-03-14 19:11:28 +01:00
9c217bd83c
move projection matrix to push constants
2020-03-14 17:32:05 +01:00
792409145d
unhardcode shader descriptor layout
2020-03-14 17:15:01 +01:00
b1fef79ead
configurable descriptor sets
2020-03-14 16:55:03 +01:00
c9a34b6a40
use cpu buffer pool for uniforms
2020-01-26 21:48:09 +01:00
08d7443763
do not recreate vertex/index buffers
2020-01-26 20:59:55 +01:00
86e5d03a91
refactor: renderable
2020-01-26 01:57:15 +01:00
8b82aeac1c
uniforms/perspective works
2020-01-25 20:20:32 +01:00
d629e9d752
uniformly garbage
2020-01-23 00:33:40 +01:00
10a748e3b3
indexed drawing
2020-01-22 03:33:56 +01:00
1fc9d9ff1a
third_party/cargo: add cgmath
2020-01-22 00:35:27 +01:00
b6071b0a51
slower FPS counter, debug presentation
2020-01-20 21:30:34 +01:00