q3k
d61c1c6a77
engine, ecs: ticking
2021-04-08 17:56:11 +00:00
q3k
dd941e3792
engine: lua renderables
2021-04-07 17:27:15 +00:00
q3k
10e513dff4
engine: load lua from code, driveby stuff
2021-04-05 22:09:31 +00:00
q3k
8d4bac00cf
engine: add scripting worldcontext
2021-04-04 20:22:33 +00:00
q3k
6d4088a173
engine: add input module
2021-04-04 15:46:29 +00:00
q3k
17adbf28f4
engine/demo: load roughness texture for cube
2021-04-03 14:05:18 +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
dca2df8635
*: update rules_rust
2021-03-21 22:26:42 +00:00
q3k
120712d0a8
engine: port renderer to ecs
2021-03-21 17:19:14 +00:00
q3k
7ef85bd570
lib: basic ECS
2020-10-16 17:26:30 +00:00
q3k
24e25651c5
engine/render/vulkan: implement mipmaps
2020-07-25 22:49:37 +02:00
q3k
5695db686c
engine: fix demo distribution
2020-07-24 00:03:11 +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
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
a0e045cbbb
engine: use shitty resourcemap for object sorting
2020-05-30 23:47:56 +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
b9aeafd921
engine: cleanups
...
- remove unused image submodules
- fix validation error with subpass commands
- render with vsync
2020-05-09 01:02:26 +02:00
q3k
1636b9efcc
engine: textures
2020-05-09 00:40:47 +02:00
q3k
cb1e800279
engine: image loading
2020-04-04 22:18:37 +02:00
q3k
021303cc7c
shitty tarball rule
2020-03-16 01:30:36 +01:00
q3k
9e38c48452
codify {surface,swapchain}_binding
2020-03-15 17:02:49 +01:00
q3k
5a18a63928
multithreaded buffer building
2020-03-15 16:43:15 +01:00
q3k
b1fef79ead
configurable descriptor sets
2020-03-14 16:55:03 +01:00
q3k
86e5d03a91
refactor: renderable
2020-01-26 01:57:15 +01:00
q3k
10a748e3b3
indexed drawing
2020-01-22 03:33:56 +01:00
q3k
fde3c4f94c
split vertex to vulkan::data, use immutable buffers
2020-01-20 03:31:03 +01:00
q3k
154dd2b5dc
start forward shader with vertex data
2020-01-20 03:23:41 +01:00
q3k
8fc9fd6c9d
engine: add fps counter, fix flipping
2020-01-20 02:00:14 +01:00
q3k
dfef4de4d8
triangle GET
2020-01-19 16:59:05 +01:00
q3k
5565a77ac4
cargo -> bazel
2020-01-19 00:27:11 +01:00