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68 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
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