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
cbf1246e2f
Change some references to "data" to the new "game" directory
...
This isn't comprehensive, but will get some things to work.
2022-05-21 17:49:24 -04:00
d9d2d5b85d
Fix editor common code failing to compile due to recent changes
2022-05-21 17:46:27 -04:00
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
5200122245
Make prism editor compile again
2022-02-18 09:11:18 -05:00
redstrate
ab814b7c78
Improve the look of console
2021-10-14 17:07:39 -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
b22447a931
Add scene asset type to editor
2021-07-19 07:15:34 -04:00
redstrate
b20235a731
Update macOS and Metal backends for the new changes
2021-05-12 10:59:30 -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
744123763f
Begin work on converting to the new class naming scheme and the new prism namespace
2021-04-19 12:06:44 -04:00
redstrate
c47f54992f
Add flag for apps like an editor who doesn't render any scene in the main window.
2021-04-18 21:38:57 -04:00
redstrate
bb00009041
Put imgui buffers into render targets
...
Makes imgui multiviewports work now!
2021-02-17 01:32:46 -05:00
redstrate
1f98e19819
Fix compile issues on Vulkan, make render targets work in editor
2021-02-17 00:47:05 -05:00
redstrate
8e781f3b5c
Support new render target api in editor
2021-02-17 00:15:59 -05:00
redstrate
a6a46abb36
Begin transition to new render target system
...
Things are definitely broken now
2021-02-16 19:22:32 -05:00
redstrate
e8fc757d99
Add basic shader editing system
...
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
c37a8471c9
Add support for editor under GCC/Linux
2021-02-15 15:18:21 -05:00
redstrate
f5f107b0b4
Disable IBL on Windows
...
There isn't enough features on the Vulkan backend to prevent it from crashing :V
2021-02-05 20:21:25 -05:00
redstrate
461fb98a8c
Quit early if cannot write to thumbnail cache
2021-02-05 19:50:31 -05:00
redstrate
63f844a20d
Batch viewport render commands with main render commands
...
I don't know why I did it the other way...?
2021-02-05 19:35:13 -05:00
redstrate
e9bb4bc82c
More debug label changes
2021-02-05 19:17:13 -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
0c3c879497
More vulkan fixes
2021-02-03 06:55:46 -05:00
redstrate
19a60a7a06
Make tools compile successfully under MSVC
2020-12-28 15:22:38 -05:00
redstrate
83b47b31b4
Add console variable support
2020-09-22 22:43:30 -04:00
redstrate
5d93616e03
Add functions to dispatch compute workloads
2020-09-22 16:09:25 -04:00
redstrate
e1bcb7085c
Fix light mode issues
2020-09-22 14:21:56 -04:00
redstrate
bbd5b81de9
Small CMake improvements
2020-09-21 09:58:42 -04:00