1
Fork 0
mirror of https://github.com/redstrate/Novus.git synced 2025-04-21 19:57:44 +00:00
Commit graph

25 commits

Author SHA1 Message Date
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
5317300aaf Remove GLM_FORCE_LEFT_HANDED
This wasn't needed after all, and fixes both the new and old renderers.
2024-04-21 14:15:17 -04:00
0d303f0e6e Add dummy shader for testing purposes
This is used to make sure the vertex stage successfully completed, thats
it.
2024-04-21 11:50:39 -04:00
699141d04b Pass real data to the new render system
Based off of structures reversed engineered by Ouroboros, now it can
render objects without shading! Note that it breaks the basic renderer
at the moment, will be fixed later.
2024-04-21 09:01:02 -04:00
640099f9db Fix compilation on Fedora 2024-04-21 07:02:34 -04:00
b9b162b377 Add experimental new rendering system
I started writing this late last year, and finally uploading parts of
it. Currently, doesn't work, but doesn't crash either. Enable it via
the NOVUS_USE_NEW_RENDERER environment variable.

The goal is to use the game's own shaders instead of creating our own,
it's lacking support for buffers with actual data in them and constants
so while it "works" nothing is displayed on screen yet.
2024-04-20 17:29:29 -04:00
f95fd2efc2 Add a dedicated skinned shader
This is to prevent trying to use bone transforms on terrain.
2024-02-02 14:37:58 -05:00
883169762a renderer: Add GLM_EXPERIMENTAL just in case for older GLM 2024-02-02 14:26:18 -05:00
546ebfd0bd Reformat CMake code a bit 2023-12-10 06:51:33 -05:00
81e9c09be8 Fix most warnings 2023-12-09 22:35:59 -05:00
7d93024a56 Use more CMake library aliases 2023-12-09 21:51:57 -05:00
44732293ac renderer: Clean up CMakeLists, remove standalone window 2023-10-10 18:31:50 -04:00
0f75e9730c armoury: Embed shaders, skeletons (for now) to allow it to run
Previously you needed the secret sauce of shader files and skeleton
files from TexTools in the same directory, now this is all embedded in
the application.
2023-10-10 17:16:11 -04:00
5c9284106f renderer: Add support for imgui 2023-09-26 17:10:18 -04:00
4cd6f17439 Port to Qt6 2023-09-26 00:37:55 -04:00
127b57b820 Add a settings file to store the game directory 2023-09-23 15:21:36 -04:00
dc6f12a95a Use even less FetchContent! 2023-09-23 14:57:56 -04:00
2eccb10eda Remove fmt dependency
It's no longer used, and replaced with physis functions where formatting
was needed.
2023-09-23 14:51:47 -04:00
749ad49c3a Ensure compliance with REUSE, add to CI 2023-08-06 08:50:33 -04:00
2b79c33d1f Use physis in mdlviewer 2022-08-10 14:52:28 -04:00
6800c875b8 Fix the remaining depth buffer issues 2022-05-04 15:56:30 -04:00
bef13de12f Support mdlviewer on macOS
Qt5 for macOS can actually use the same code as on Linux/Win, but
apparently no one wants to build it with Vulkan support. Instead, we
spawn a standalone SDL2 window.
2022-04-12 16:19:06 -04:00
eb13fbbb64 Properly set camera so model is visible
There's still a long way to go, but now it finally works :-)
2022-04-12 02:06:16 -04:00
338c485018 Load vertex data and load shaders from disk 2022-04-12 00:54:11 -04:00
7aadf086de Add basic vulkan renderer to mdlviewer
Right now it just displays a red screen
2022-04-11 23:11:33 -04:00