Commit Graph

37 Commits (832218c6a54e3d9410f0610f5cc5d31728c3b7d7)

Author SHA1 Message Date
q3k 832218c6a5 engine: flatten out src/ 2021-07-11 00:46:57 +00:00
q3k 982f5e23db assets/shaders: move from engine/shaders 2021-07-11 00:42:19 +00:00
q3k 88fa1f72ec hsvr: split from engine 2021-07-11 00:38:34 +00:00
q3k d60f48d49c engine/release: make packer 2021-05-08 23:49:12 +02:00
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