Commit Graph

78 Commits (8d4bac00cf0dd8894dff2a1685d74c9c36a2b9f4)

Author SHA1 Message Date
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 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 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 4d39aee4f5 engine: re-enable moving lights in demo app 2021-03-21 20:35:16 +00:00
q3k dfd84a3af6 engine: rewrite App as Main 2021-03-21 18:43:36 +00:00
q3k 120712d0a8 engine: port renderer to ecs 2021-03-21 17:19:14 +00:00
q3k c25045bcb2 Fix build against new vulkano and new Rust 2021-01-08 00:07:12 +00:00
q3k e2c9044a17 engine: remove old ecs test code 2020-12-10 00:22:25 +00:00
q3k 7ef85bd570 lib: basic ECS 2020-10-16 17:26:30 +00:00
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 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 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 fab5855aaa engine: abstract resource loading 2020-04-04 22:18:26 +02:00
q3k 2ae07a4679 bump winit, vulkano, ... 2020-03-17 00:00:50 +01:00
q3k e4e0200364 fix layer selection 2020-03-16 23:19:21 +01:00
q3k 021303cc7c shitty tarball rule 2020-03-16 01:30:36 +01:00