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27 commits

Author SHA1 Message Date
19cfedee5c Make glslang dependency optional
This is only needed for additional GLSL debug information, and is
definitely not required.
2024-05-18 11:58:31 -04:00
f713f5c150 Resolve more warnings 2024-05-10 16:37:40 -04:00
a812b37413 Move getShaderModuleResources to ShaderManager 2024-05-10 16:16:21 -04:00
1aa7c8c6ee Start moving shader stuff into it's own dedicated class
This is generally abstract from the game renderer, and can be useful
elsewhere. It's also really big!
2024-05-10 16:14:33 -04:00
13ef518ed3 Remove accidental typing from me 2024-05-10 15:56:58 -04:00
1815d60f21 Add debug markers for peeking via RenderDoc 2024-05-10 15:53:32 -04:00
1fef1e2acd Prepare for dyeable gear 2024-04-30 19:05:55 -04:00
5a227971c2 Support 3D textures, add real tile diffuse/normal and fix lighting
I broke the lighting accidentally while messing around with Dawntrail,
it's now restored. Real textures are used for tile diffuse/normal
textures which shoud fix the appearances of some gear.
2024-04-30 18:12:02 -04:00
20b2f0e7b8 Add support for more shader structures as seen in Dawntrail Benchmark
Not sure what these are yet, but stops the renderer from complaining.
2024-04-28 07:09:58 -04:00
7d2b81affd Add experimental support for the Dawntrail rendering system
I hastily found the new scene keys used, it mostly "works" but there's
new parameters and resources we don't provide. Enable via
NOVUS_IS_DAWNTRAIL=1.
2024-04-27 22:59:26 -04:00
729dce011a Fix specular not showing correctly, and more
The specular for lights now show up correctly. The offscreen buffers
use more accurate formats. And a new Scene struct is added for future
usage.
2024-04-27 21:11:53 -04:00
7cd519fac2 Use the parameters defined in the material instead of hardcoding
This was only useful for testing, the new renderer loads the parameters
the material stores now.
2024-04-27 18:44:53 -04:00
a8d64a52df Properly transition image layouts and create barriers
This along with other misc fixes by listening to the validation layers
"fixes" specular, but just for the skin. I need to do some more work to
figure out why it doesn't work for character shaders yet.

Also introduces new helper functions to Device to easily transition
textures and name them.
2024-04-27 17:49:03 -04:00
1b73a3a540 Reuse the depth buffer in composite pass 2024-04-27 16:05:20 -04:00
b7a594e9d3 Trying to fix the alpha composite issues 2024-04-27 15:57:22 -04:00
b64c59ab76 Add temporary workarounds for tiled normals
We don't have any way of getting tiled materials yet, so enable simple
mode.
2024-04-27 15:25:02 -04:00
35dab8e925 Start working on semi-transparency composite
The composite renders and "works" but there's some sort of alpha issue.
2024-04-27 15:05:36 -04:00
ebae9caece Fix the material editor not working with the new renderer 2024-04-27 14:01:08 -04:00
e9c857a649 Use the correct TransformView value if the model is skinned or not 2024-04-27 12:42:31 -04:00
88e64b859d Use material's own shader keys if available
Instead of using the shader package default values
2024-04-27 12:29:19 -04:00
a0e3e41303 Fix rendering on Windows
At least on my machine, the AMD Windows Vulkan driver is way more strict
compared to Linux.

* The correct device features are now enabled.
* Image usage flags for offscreen textures are corrected.
2024-04-25 18:48:21 -04:00
1e898130b9
Add GitHub actions
It now builds Novus (and it's dependencies) for Windows and Linux. Artifacts and macOS support will come later.
2024-04-24 21:39:43 +00:00
84887a5470 Start working on normals support 2024-04-21 19:56:52 -04:00
74f754b382 Implement some stuff required for skin shaders
Punching some holes to allow shaders to access textures
2024-04-21 19:45:21 -04:00
af806bff63 Remove hardcoded character.shpk path
Now the new renderer should load the material's requested shader package
2024-04-21 19:07:09 -04:00
dcb54cf4e3 Begin working on bone support for the new renderer
Doesn't work completely yet (not sure why) but for basic items it works.
2024-04-21 18:49:48 -04:00
e34daadbcd Split up Renderer's source files and a lot of refactoring
This now splits up the rendering system into sensible parts, and makes
it easier to switch between the simple renderer and the new experimental
one. Lots of refactors I needed to do for a while are now done, too.
2024-04-21 17:35:51 -04:00
Renamed from renderer/src/rendersystem.cpp (Browse further)