Archived
1
Fork 0
Commit graph

38 commits

Author SHA1 Message Date
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
94b83f4996 Remove duplicate std::filesystem::path hash function
Recent c++ std implementations now provide this (like they should've
from the beginning...)
2022-05-21 16:27:07 -04:00
71d0eff8dc Revert "Next big changes to make WebGPU work"
This reverts commit 0a95ee2fa8.
2022-03-10 10:20:50 -05:00
0a95ee2fa8 Next big changes to make WebGPU work
Dynamic buffers are removed, since that's now the renderer's job. Texture usage and buffer usage has changed too.
2022-03-07 11:11:17 -05:00
0d0a37e315 Use unsigned integers in more places 2022-03-06 19:16:54 -05:00
ca57de8f99 Support GFX dummy a little better
There's now more checks to prevent crashing when the
mapped buffer is actually null, like when running with the dummy
backend.
2022-02-21 12:09:14 -05:00
f71fda776d Protect against self-assignment in AssetPtr 2022-02-21 00:11:43 -05:00
cc49340cd9 Remove unused MaterialProperty constructor 2022-02-21 00:11:28 -05:00
82eab9bd91 Pass by reference in asset functions 2022-02-21 00:11:13 -05:00
b94a82b1e1 Add normal map importing to model compiler 2022-02-08 10:18:31 -05:00
2c75d51278 Add parameters for metallic and roughness back
This also makes them modifiable in the debug menu at runtime
2022-02-08 08:50:10 -05:00
48348ac09f Fix two Vulkan validation errors for texture loading
* Now TransferSrc and TransferDst are defined for asset textures, specifically for loading image data into it and generating mipmaps from it.
2022-02-07 09:57:54 -05:00
aa8968625b Add sibenik scene to example app
* Sourced from McGuire Computer Graphics Archive
* New compiled materials from models are pointed to the textures directory by default
* New models are given a "material hint" for easier authoring, will be an seperate option later on
* Introduced model version 7
2022-02-03 10:49:02 -05:00
8502521934 Rip out the material node system
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
58d1868fbe Default intiialize material float node values 2021-06-01 12:10:58 -04:00
redstrate
9951ffa58e Rename vecX -> floatX 2021-05-12 09:56:44 -04:00
redstrate
fa65e99094 Rename Path -> path 2021-05-12 09:05:56 -04:00
redstrate
01966c1d81 Rename File -> file and move under the prism namespace 2021-05-12 08:50:02 -04:00
redstrate
bae6d05184 Move console and log namespaces to prism 2021-04-20 11:23:53 -04:00
redstrate
8370dfb6d6 Rename ImGuiLayer to imgui_backend 2021-04-20 10:37:56 -04:00
redstrate
c7efea5258 Add more windowing stuff to Linux backend, fix some other clang-analyze bugs 2021-02-18 08:31:36 -05:00
redstrate
e53206e906 Improve the look of material nodes 2021-02-08 20:21:42 -05:00
redstrate
93b55e7022 Add debug names for textures
Also changes pipeline barrier behavior, disable project window on Windows, and change window resizing behaviour to get around Windows-specific bug
2021-02-04 08:21:40 -05:00
redstrate
505934fae8 Fix last few vulkan errors
Vulkan backend now renders! (albiet incorrectly)
2020-09-23 11:54:59 -04:00
redstrate
219751a05d Remove faulty ctrl detection on macos preventing t from being inputted 2020-09-22 13:17:53 -04:00
redstrate
827ce8bec6 Fix strange glslang error and reduce spirv-cross modules 2020-09-22 12:26:49 -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
65e6616e5f Remove unused option to configure textures through an optional json file 2020-08-19 17:39:05 -04:00
redstrate
6656bd8e58 Load vec3 constant node types from disk 2020-08-18 09:16:35 -04:00
redstrate
cc151ad07e Fix material saving 2020-08-17 10:21:32 -04:00
redstrate
cb3f9d3202 Improve the metal backend's command buffer acquire behavior 2020-08-17 09:54:55 -04:00
redstrate
3b33741ae4 Add ability to delete nodes in material editor 2020-08-14 23:02:59 -04:00
redstrate
94953c62f0 Fix errors when compiling with MSVC 2020-08-13 07:48:50 -04:00
redstrate
4b642fcb66 Add initial files 2020-08-11 12:07:21 -04:00