q3k
8b49f8324e
engine, ecs: dynamically create components for entities
2021-04-07 13:55:15 +00:00
q3k
dd543f83f2
engine, ecs: add lazy entity building
2021-04-06 11:25:52 +00:00
q3k
a338a43195
lib/ecs: HRTB magic
2021-04-05 22:56:17 +00:00
q3k
10e513dff4
engine: load lua from code, driveby stuff
2021-04-05 22:09:31 +00:00
q3k
05dd81fa4f
engine/util: rework file::resource api
2021-04-05 18:35:17 +00:00
q3k
193ead1eb7
engine: scripted entity basics
2021-04-05 16:34:12 +00:00
q3k
be1ff9ad9c
ecs: add id() -> str method
2021-04-04 20:35:03 +00:00
q3k
8d4bac00cf
engine: add scripting worldcontext
2021-04-04 20:22:33 +00:00
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