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
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
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
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
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
56132c49a1
*: license under GPLv3
2020-07-24 00:59:00 +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
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
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
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
1636b9efcc
engine: textures
2020-05-09 00:40:47 +02:00
q3k
021303cc7c
shitty tarball rule
2020-03-16 01:30:36 +01:00
q3k
a792b18eb8
finally, zbufferium
2020-03-16 01:03:59 +01:00
q3k
63d276f664
hypercuber
2020-03-16 00:40:04 +01:00
q3k
3bcbbe6c71
h y p e r c u b e s
2020-03-16 00:24:28 +01:00
q3k
91018922cb
instanced rendering, nuke multithreaded rendering
2020-03-15 23:48:07 +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
08d7443763
do not recreate vertex/index buffers
2020-01-26 20:59:55 +01:00
q3k
86e5d03a91
refactor: renderable
2020-01-26 01:57:15 +01:00
q3k
8fc9fd6c9d
engine: add fps counter, fix flipping
2020-01-20 02:00:14 +01:00
q3k
5565a77ac4
cargo -> bazel
2020-01-19 00:27:11 +01:00