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25 commits

Author SHA1 Message Date
7a738405cb Add asset pipelines a base dependency for now 2022-06-27 10:07:16 -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
5db6f02742 Actually use SKIP_DATA variable when adding platform executable 2022-05-21 17:47:15 -04:00
6cabf90aef Remove some unnecessary cmake logging 2022-04-07 11:16:15 -04:00
d219f0c85b Handle data directories for games not named example, and also support out of tree builds 2022-03-09 18:17:04 -05:00
ea8daa2397 Remove old FindSDL2 find module 2022-03-07 09:34:47 -05:00
e1c688bea7 Completely overhaul shader generation, again
Now it's even simpler, and it now generates multiple
shader languages at once! The copying mechanism is now
much simpler on non-mac platforms as well. HLSL is also now a supported shader target language.
2022-02-21 18:07:22 -05:00
6be0616d1e Use DX12 by default on Windows 2022-02-21 15:53:42 -05:00
96207d814c Remove some old cmake find modules 2022-02-21 09:01:57 -05:00
fb5558b076 A huge overhaul of how hosted shader compilers work
Now it's much more usable, you are forced to use a hosted
shader compiler on a platform that needs it (for example, iOS)
and now CMake will error when it's missing. Now every
platform is very specific on which languages it needs to
be translated to, and whether a hosted compiler
is needed. No more manually copying over shaders!
2022-02-20 22:51:05 -05:00
fe45e382bc Add simple web backend 2022-02-18 16:36:48 -05:00
2771be2a57 Fix tvOS build, move common UIKit stuff into it's own folder 2022-02-18 15:13:16 -05:00
6cd15b5671 Always set engine properties for add_platform executables 2022-02-18 14:37:19 -05:00
6935f85351 Start work on converting GFXMetal to metal-cpp 2022-02-15 11:25:13 -05:00
redstrate
b61eb98648 Fixes some clang-tidy warnings, remove fpermissive 2021-09-13 22:53:42 -04:00
redstrate
401961be5a Remove unused Lua CMake find module 2021-05-11 16:41:34 -04:00
redstrate
4a96a02da9 Add -fpermissive to Linux compile options for now
* Just to see if CI will work
2021-05-09 20:21:29 -04:00
redstrate
100d0b1632 Add search paths for SDL2 2021-05-09 20:10:29 -04:00
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
e01a31eb13 Use new SDL backend on Windows, fix numerous SDL problems as well 2021-04-20 00:23:14 -04:00
redstrate
96758b8b3e Fix windows build 2020-09-23 08:44:14 -04:00
redstrate
267f6221bf Show shader files in IDE 2020-09-22 16:21:35 -04:00
redstrate
80fd8a375b Unify standalone and runtime shader compiler, rename old ShaderCompiler to MaterialCompiler 2020-08-15 20:09:16 -04:00
redstrate
7a905fcea6 Fix shader compilation on windows 2020-08-12 22:34:09 -04:00
redstrate
4b642fcb66 Add initial files 2020-08-11 12:07:21 -04:00