1
Fork 0
mirror of https://github.com/redstrate/Novus.git synced 2025-04-22 20:17:46 +00:00
Commit graph

71 commits

Author SHA1 Message Date
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
8ea47a5502 Make a note why there's no UV coordinates for the plane vertices 2024-04-21 14:12:56 -04:00
0e739187ab Make the render size not hardcoded to 640x480 in the new renderer 2024-04-21 14:11:40 -04:00
7bba79f62f Make lighting work (finally)
Now it can display a directional light source, albeit in a tiny
hardcoded size. Time to clean up my mess!
2024-04-21 14:05:41 -04:00
eb9e5dc094 Implement more of g_CameraParameter 2024-04-21 13:29:30 -04:00
ec47e52f80 Implement view position extraction, and provide g_SamplerDepth 2024-04-21 13:17:40 -04:00
ed9d6e62b8 More stuff that's needed for directional lighting
It's not working yet as we're missing view positions and the normal
clear color is wrong, but it's getting there. It can display a nice
blobby plane with the light color right now.
2024-04-21 13:04:25 -04:00
7f1c167251 Create GBuffer (normals only for now) and render into it 2024-04-21 12:00:13 -04:00
fd61cfca26 "Implement" the directional lighting pass, fix GBuffer normal
Implement is in quotes because it doesn't work yet, the code is just
written. We still need actual framebuffers to do work in and not the
swapchain image we're reusing.

In other news, the GBuffer shader now works and outputs normals! I
forced it to simple texture mode for now so it makes development easier.
2024-04-21 11:52:30 -04:00
2d17af5675 Fix the dummy texture not actually being white 2024-04-21 11:50:56 -04:00
81bdef14ca Remove and simplify code in the render system 2024-04-21 10:30:51 -04:00
2f8f155a6c Begin implementation of directional lighting
This takes the correct node from directionallighting.shpk, but doesn't
draw anything yet as we're missing GBuffers.
2024-04-21 10:25:52 -04:00
d651f56e2b No longer hardcode the SHPK node selector 2024-04-21 10:08:55 -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
5c907b63da Add a wireframe checkbox to MDLViewer 2024-04-18 18:08:50 -04:00
4f99fc363d renderer: Remove unnecessary imgui font size message 2024-02-04 14:56:04 -05:00
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
1b518b1eee renderer: Support meshes without materials properly 2024-02-02 14:26:01 -05:00
3af1e9f8f9 renderer: Change clear color 2024-02-02 14:25:47 -05:00
693a47cf4e Fix tangent reading/writing
Updates to latest physis changes, and fixing tangent reading/writing.
2023-12-17 19:00:43 -05:00
039b6e6d30 More small code improvements/cleanup 2023-12-10 08:39:45 -05:00
09e1d25d09 Fix a crash in VulkanWindow when trying to close one 2023-12-10 07:16:21 -05:00
81e9c09be8 Fix most warnings 2023-12-09 22:35:59 -05:00
2ac5eb6498 Fix more petty warnings 2023-12-09 21:18:34 -05:00
88d80a64cf Fix misc warnings, code errors and slight improvements 2023-12-09 15:24:54 -05:00
c7b6dd076c Add glTF import support, multiple fixes for upstream physis changes
Adds basic glTF import (although right now it only imports back
positions) and fixes support for more of the vertex data that's
available to us. The MDL file isn't written back out yet either, it only
displays in the viewport.
2023-12-09 14:49:31 -05:00
9d6f06bf1f renderer: Reformat code, misc cleanup 2023-10-12 23:45:45 -04:00
7b59ed7f28 renderer: Prevent imgui from saving settings 2023-10-10 18:37:08 -04:00
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
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
b96b2a86c2 Use uint64 for storing descriptor hashes 2023-09-23 14:09:33 -04:00
749ad49c3a Ensure compliance with REUSE, add to CI 2023-08-06 08:50:33 -04:00
dd0dc5fbcf Allow no material meshes with a dummy texture instead 2023-07-09 11:53:27 -04:00
635cf15f2c Increase descriptor count limits 2023-07-07 15:51:00 -04:00
673a80e781 Oops, bone weights are 4 components and not 3 2023-07-06 17:39:29 -04:00
b216a670b2 Add support for modifying the renderer view matrix 2023-07-06 17:39:29 -04:00
792da6da6a Expand Renderer's capabilities for materials and skeletons
The renderer can now store diffuse, normal, specular, and multi
textures. Skin textures now color with a hardcoded skin tone (to be
changed) and bone info buffers are now per-model instead of set globally

Level of detail above 0 is now loaded properly, although break for
other reasons.
2023-04-09 15:26:27 -04:00