Archived
1
Fork 0
Commit graph

104 commits

Author SHA1 Message Date
80a74c15cd Goodbye, WebGPU
The web backend however, is being kept - for the future in case WebGPU gets added back or WebGL support is added
2022-03-10 10:26:59 -05:00
570df75a55 Add actual options for disabling compilation of the example and tooling 2022-03-06 19:13:14 -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
e8deaa54c2 Cleanup debug pass warnings 2022-02-21 00:15:24 -05:00
4d9a333781 Remove, cleanup some constructors 2022-02-21 00:14:12 -05:00
e13af96a72 Remove some unnecessary header includes 2022-02-21 00:13:45 -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
0283cebcb8 Fix cutscene editor compilation 2022-02-18 09:56:48 -05:00
eb9951fc8d Finally fix the model compiler window 2022-02-18 09:54:24 -05:00
5200122245 Make prism editor compile again 2022-02-18 09:11:18 -05:00
fcbf526615 Re-add support for MSL shaders 2022-02-15 12:32:42 -05:00
b94a82b1e1 Add normal map importing to model compiler 2022-02-08 10:18:31 -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
c821575ea4 Write new materials from model editor
This now uses the same saving function as the regular editor, so now it's no
longer constantly out of date with the new material changes.
2022-02-03 10:02:26 -05:00
fbf46e223c Update material editor for new system 2022-02-03 10:01:37 -05:00
812ce3046b Generate normals in model compiler if not available 2022-02-01 20:53:58 +00:00
5572f3aef4 Fix up model compiler appearance 2022-02-01 19:32:59 +00:00
33e60bfba6 Fix model compiler errors 2022-02-01 19:29:40 +00:00
redstrate
ab814b7c78 Improve the look of console 2021-10-14 17:07:39 -04:00
redstrate
0bb96b1747 Fix viewports not rendering in cutscene editor 2021-10-14 11:33:13 -04:00
redstrate
e79a98c7d2 Some minor code refactoring 2021-10-14 08:51:58 -04:00
redstrate
c6d699a130 Stop reallocating new render targets when DPI isn't exactly a integer value 2021-10-13 11:10:44 -04:00
redstrate
878ef9c5da Only enable viewports on multimodal apps (like the editors)
* Dragging out windows on games and stuff is pointless and just adds complexity
2021-10-12 11:47:13 -04:00
redstrate
a2f81d7ca7 Allow better DPI handling under SDL, handle external resize events in imgui 2021-10-12 11:06:59 -04:00
redstrate
8ea112e26c Fix some cutscene bugs 2021-10-12 10:26:40 -04:00
redstrate
7a526a4cab Merge remote-tracking branch 'origin/master' 2021-10-12 10:22:51 -04:00
redstrate
c6bc56d033 Change window handles into opaque pointers 2021-10-12 10:22:16 -04:00
redstrate
2772553e2c Merge remote-tracking branch 'origin/master' 2021-10-12 10:13:33 -04:00
redstrate
182fbe195a Add imgui open/save dialog 2021-10-11 13:39:15 -04:00
redstrate
529bc27702 Replace old logging and format system with fmt 2021-09-13 23:41:54 -04:00
redstrate
626e314ec2 Completely remove the defunct UI system 2021-09-13 23:10:26 -04:00
redstrate
45977b4ac1 Emit SPIR-V shaders on macOS 2021-09-13 13:51:36 -04:00
redstrate
078b66fc68 Use the app domain to load scene 2021-07-19 07:16:55 -04:00
redstrate
8015c52f78 Use new open_asset function to select scene in cutscene editor 2021-07-19 07:15:50 -04:00
redstrate
b22447a931 Add scene asset type to editor 2021-07-19 07:15:34 -04:00
redstrate
4ce486b0bc Make cutscene editor dock properly 2021-07-18 19:00:36 -04:00
redstrate
b20235a731 Update macOS and Metal backends for the new changes 2021-05-12 10:59:30 -04:00
redstrate
381c463a1d Make light size more reasonable for the default material scene 2021-05-12 10:47:44 -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
fea83fc2e3 Fix macOS build 2021-05-10 07:58:22 -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
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
b07e1a2e12 Editor windows are now centered by default 2021-04-20 12:59:31 -04:00
redstrate
653d5bb6ca Rename Input to input_system and move to prism namespace 2021-04-20 11:53:38 -04:00
redstrate
bae6d05184 Move console and log namespaces to prism 2021-04-20 11:23:53 -04:00
redstrate
b918d9fd85 Make cutscene editor compile again 2021-04-20 10:28:55 -04:00
redstrate
4abf4b4ab8 Rename Engine to engine 2021-04-19 12:23:18 -04:00
redstrate
744123763f Begin work on converting to the new class naming scheme and the new prism namespace 2021-04-19 12:06:44 -04:00