eecc88ddcc
Remove some debug messages
2022-04-04 08:22:25 -04:00
239ecc8d56
Revert "Another big WebGPU compatibility patch"
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This reverts commit 3229c4fa2c
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2022-03-10 10:21:09 -05:00
dbc03078de
Revert "Start to separate combined image samplers"
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This reverts commit a0d92be759
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2022-03-10 10:21:03 -05:00
3229c4fa2c
Another big WebGPU compatibility patch
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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
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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
a039d43d2e
Fix a stupid typo in materialcompiler.cpp
2022-02-21 15:57:38 -05:00
7b67ed73d8
Use fmt::memory_buffer in material compiler
2022-02-21 13:20:55 -05:00
e13af96a72
Remove some unnecessary header includes
2022-02-21 00:13:45 -05:00
840a1e861f
Add back support for normal textures in material compiler
2022-02-15 09:02:42 -05:00
2c75d51278
Add parameters for metallic and roughness back
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This also makes them modifiable in the debug menu at runtime
2022-02-08 08:50:10 -05:00
ea93df18dd
Remove all push constant binding declarations
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This was a leftover from sharing GLSL with Metal and OpenGL, this is now a warning with modern SPIR-V compilers anyway.
2022-02-07 10:11:19 -05:00
8502521934
Rip out the material node system
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This was over engineered, and it's blocking progress in the model compiler. Now it's
simpler, but not all features are implemented back.
2022-02-03 10:00:59 -05:00
redstrate
e79a98c7d2
Some minor code refactoring
2021-10-14 08:51:58 -04:00
redstrate
529bc27702
Replace old logging and format system with fmt
2021-09-13 23:41:54 -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
87f15b2007
Completely redo the CMake shader compilation system
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* Now shader recompilation happens only when it needs to. Hurray for faster compiles!
* Changes to constructors for ShaderSource to make it more explicit.
* The version of SPIRV-Cross is updated, and now the glslang version pulled correctly matches what SPIRV-Cross needs. This fixes the annoying "cannot parse built-ins" bug.
2021-05-09 19:10:23 -04:00
redstrate
bae6d05184
Move console and log namespaces to prism
2021-04-20 11:23:53 -04:00
redstrate
e8fc757d99
Add basic shader editing system
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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
3e4cf70c8e
Fix compilation issues on GCC/Linux
2021-02-15 15:06:13 -05:00
redstrate
b3ecbab352
Last changes to make Vulkan backend work
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Now it renders with IBL and shadows off! yay!
2020-09-30 19:18:17 -04:00
redstrate
505934fae8
Fix last few vulkan errors
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Vulkan backend now renders! (albiet incorrectly)
2020-09-23 11:54:59 -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
8f652f8b7d
Fix SRGB handling, now converting from srgb->linear properly
2020-08-19 22:09:32 -04:00
redstrate
92e04068fd
Remove kD term, improve fresnel reflections and fix scene capture
2020-08-16 23:31:00 -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