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Author SHA1 Message Date
b00a39c474 Okay, reformat the rest of the engine code! 2022-08-15 11:07:28 -04:00
ca2c2c9d3d Move all engine-specific models, materials etc. to a new base directory
This is a huge change, and basically breaks everything (as per usual!)

First of, this includes stuff like shaders so anything involving those
are broken and then fixed. A new BuildAssets cmake file is added to
aid in running AssetCompiler, and it seems to work fine on the engine
base assets.

The File API will eventually be revamped to handle this new way of
organizing the files and domains will eventually be gotten rid of all
together since I probably will replace it with game directory
priorities. As it stands right now, there isn't a way to easily
replace say - render_options.cfg with your own game-specific version.

Apple builds are probably broken by this commit (since I'm moving
around content and shader directories) to be fixed later.
2022-05-21 18:28:48 -04:00
ecea7f990e Seperate exposure pass from the rest of post processing
This prevents gamma-weirdness with SMAA
2022-04-04 12:15:15 -04:00
833046aed0 Remove old shader files 2022-02-08 09:33:18 -05:00
redstrate
87f15b2007 Completely redo the CMake shader compilation system
* 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
e8032b8cf2 Move platform headers into their own interface target 2021-02-16 17:09:54 -05:00
redstrate
174b50d1ba Reorganize cmake folders 2020-09-22 12:54:08 -04:00
redstrate
80fd8a375b Unify standalone and runtime shader compiler, rename old ShaderCompiler to MaterialCompiler 2020-08-15 20:09:16 -04:00
redstrate
4b642fcb66 Add initial files 2020-08-11 12:07:21 -04:00