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Author SHA1 Message Date
3229c4fa2c Another big WebGPU compatibility patch
All specialization constants are removed (they cause trouble in
WebGPU, since they don't support array sizing, and it was a pain
in Metal anyway) - they are now macro defined. WebGPU now runs, although
push constant emulation is not implemented yet.
2022-03-07 00:33:44 -05:00
a0d92be759 Start to separate combined image samplers
This is to be in line with requirements from HLSL/DX12 and WebGPU,
both of which do not support this. It's probably better to get
started removing our usage of them now :-)
2022-03-06 22:45:08 -05:00
f49ef792ab Remove old macro'd render options 2022-03-06 19:17:09 -05:00
46f9e99b94 Revert changing buffer index locations
This appeases Metal again
2022-03-06 17:23:01 -05:00
bbff84eb61 Actually disable normal shadowing 2022-02-21 17:09:32 -05:00
a456dcb41a Disable expensive normal self-shadowing by default 2022-02-21 17:05:41 -05:00
0265f1920e Default initialize some more variables in example 2022-02-21 00:15:46 -05:00
b0d875832d Add [[nodiscard]] to some more methods 2022-02-21 00:14:47 -05:00
4d9a333781 Remove, cleanup some constructors 2022-02-21 00:14:12 -05:00
516c2129eb Remove old font.hpp 2022-02-21 00:12:09 -05:00
3cdeebf6bc Reduce the indices of the vertex buffers in an attempt to make WebGPU happy 2022-02-20 22:28:54 -05:00
6935f85351 Start work on converting GFXMetal to metal-cpp 2022-02-15 11:25:13 -05:00
e910425dc5 iOS builds now successfully build 2022-02-12 20:24:54 -05:00
9ee41d01b6 Remove some old and unused render pipelines 2022-02-08 09:37:39 -05:00
78078e92cd Fix multiple point light shadows on Vulkan
Light locations had to be padded properly, that ended up being the ultimate fix. Leading to this bug though I ended up patching a lot of stuff that was mysteriously missing from the Vulkan backend like specialization constants and
2022-02-07 18:36:23 -05:00
redstrate
e79a98c7d2 Some minor code refactoring 2021-10-14 08:51:58 -04:00
redstrate
c6bc56d033 Change window handles into opaque pointers 2021-10-12 10:22:16 -04:00
redstrate
626e314ec2 Completely remove the defunct UI system 2021-09-13 23:10:26 -04:00
redstrate
9951ffa58e Rename vecX -> floatX 2021-05-12 09:56:44 -04:00
redstrate
01966c1d81 Rename File -> file and move under the prism namespace 2021-05-12 08:50:02 -04:00
redstrate
3e0f294d0c Enable IBL by default on Windows 2021-05-11 16:04:13 -04:00
redstrate
7b23fdfa09 Rename Renderer to renderer, move it to prism namespace, and rename last of member variables 2021-04-20 13:53:38 -04:00
redstrate
ff8e52ed90 Rename Renderer member variables and remove some unused b its 2021-04-20 13:25:59 -04:00
redstrate
2552398aff Rename some Renderer functions to make their intent clearer 2021-04-19 11:40:10 -04:00
redstrate
aac44f763c Fix multiviewports crashing on Linux 2021-02-24 14:18:51 -05:00
redstrate
1a324e61af Remove dynamic data system, replace it on the renderer level 2021-02-17 08:51:47 -05:00
redstrate
bb00009041 Put imgui buffers into render targets
Makes imgui multiviewports work now!
2021-02-17 01:32:46 -05:00
redstrate
1f98e19819 Fix compile issues on Vulkan, make render targets work in editor 2021-02-17 00:47:05 -05:00
redstrate
8e781f3b5c Support new render target api in editor 2021-02-17 00:15:59 -05:00
redstrate
a6a46abb36 Begin transition to new render target system
Things are definitely broken now
2021-02-16 19:22:32 -05:00
redstrate
e8fc757d99 Add basic shader editing system
POC, only registered shader is the sky shader
2021-02-16 17:10:37 -05:00
redstrate
86efe2abf9 Fix up IBL stuff on Vulkan 2021-02-15 19:01:17 -05:00
redstrate
572388c6c5 Remove unused start_render function 2021-02-08 17:41:57 -05:00
redstrate
f5f107b0b4 Disable IBL on Windows
There isn't enough features on the Vulkan backend to prevent it from crashing :V
2021-02-05 20:21:25 -05:00
redstrate
73fa35b674 Non-mac platforms can finally load the proper imgui font 2021-02-05 20:05:10 -05:00
redstrate
63f844a20d Batch viewport render commands with main render commands
I don't know why I did it the other way...?
2021-02-05 19:35:13 -05:00
redstrate
482c7ef748 Fix vulkan backend validation errors 2020-09-23 09:53:45 -04:00
redstrate
f10b5fd62b Add debug toggle for dynamic resolution 2020-09-22 22:10:02 -04:00
redstrate
91600b5f6f Add toggle for experimental depth of field effect 2020-09-22 21:47:11 -04:00
redstrate
24d3ac12c1 Add auto exposure mode 2020-09-22 20:05:51 -04:00
redstrate
4b4fc0b00d Add buffer/image binding for compute, and add histogram construction 2020-09-22 17:27:10 -04:00
redstrate
41ef1c33f5 Add framework for compute shaders 2020-09-22 15:39:20 -04:00
redstrate
bcac561a1e Create color space and tonemapping render options 2020-09-22 15:25:06 -04:00
redstrate
2ffd1a421e Remove even more includes 2020-09-21 09:37:52 -04:00
redstrate
29633020c9 Remove unnecessary includes 2020-09-20 23:31:03 -04:00
redstrate
9af4c2f2c4 Move frustum class into renderer 2020-08-19 22:09:14 -04:00
redstrate
b2deff18aa Remove correction_matrix, produce left-handed transforms, and fix PCSS shadowing 2020-08-18 00:35:49 -04:00
redstrate
66858c687f Render all parts in mesh thumbnail, and use bounding box to determine camera distance 2020-08-17 08:45:28 -04:00
redstrate
6db47e272f Add query for shader language accepted by the current GFX api 2020-08-15 20:32:02 -04:00
redstrate
80fd8a375b Unify standalone and runtime shader compiler, rename old ShaderCompiler to MaterialCompiler 2020-08-15 20:09:16 -04:00