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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aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaargh.
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
q3k
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
q3k
1a52782882
engine/render: refactor mesh and materials into separate modules
2020-07-20 21:16:29 +02:00
q3k
2eaecfd1dd
engine: pass roughness to shader
...
(this is not used as roughness yet, though)
2020-07-13 23:56:20 +02:00
q3k
37dd8e39b7
engine/render: make pipeline aware of multiple textures
2020-07-13 23:48:39 +02:00
q3k
cf9ebfbae7
engine/render: PBRTextureSet
2020-07-13 23:33:18 +02:00
q3k
c541260a93
engine/render: ImageOrRef -> Texture
2020-07-13 23:14:12 +02:00
q3k
bf60f262d9
engine/render: further cleanups
2020-07-13 23:11:26 +02:00
q3k
1169d7796e
engine/render: remove Resource enum
2020-07-13 23:06:39 +02:00
q3k
0aefcdd347
engine/render: start implement multi-texture materials
2020-07-13 22:58:24 +02:00
q3k
c5e6c75f23
engine/vulkan: split pipeline into forward implementation
2020-05-31 00:56:22 +02:00
q3k
ebf55d518a
engine/vulkan: use multi-keyed resourcemaps for sorting resources
2020-05-31 00:41:28 +02:00
q3k
a0e045cbbb
engine: use shitty resourcemap for object sorting
2020-05-30 23:47:56 +02:00
q3k
0be37ee3f7
engine: use ResourceID for RM-managed resources
2020-05-30 02:14:10 +02:00
q3k
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
q3k
dc8f162361
*: add q3d
2020-05-29 03:43:49 +02:00
q3k
b137b16600
third_party/cargo: add flatbuffers, bump
2020-05-29 03:43:49 +02:00