|
64e6e4a942
|
render: make it easier to share bind groups and bind group layouts between passes
ci/woodpecker/pr/debug Pipeline failed
ci/woodpecker/pr/release Pipeline failed
|
2024-05-17 17:43:46 -04:00 |
|
|
cee6e44d61
|
render: support creating bindgroups for passes and updating buffers every frame
ci/woodpecker/pr/debug Pipeline failed
ci/woodpecker/pr/release Pipeline failed
|
2024-05-14 18:46:35 -04:00 |
|
|
b94a8e3cd3
|
Make it possible to create a complete pipeline descriptor for a pass
ci/woodpecker/pr/debug Pipeline failed
ci/woodpecker/pr/release Pipeline failed
|
2024-05-11 09:19:58 -04:00 |
|
|
bccf6287c0
|
render: get first image from RenderGraph, just a simple hard coded triangle
ci/woodpecker/pr/debug Pipeline failed
ci/woodpecker/pr/release Pipeline failed
|
2024-05-08 18:27:10 -04:00 |
|
|
a4e80d4fec
|
render: continue work of render graph, expanding RenderGraphPass and removing things from the renderer
ci/woodpecker/pr/debug Pipeline failed
ci/woodpecker/pr/release Pipeline failed
|
2024-05-04 10:02:50 -04:00 |
|
|
4c2ed6ca80
|
render: create foundation of render graph, also add super simple topological sort for pass execution path
|
2024-04-28 17:51:35 -04:00 |
|
|
e2c6b557bb
|
render: improve performance of transform interpolation by using ecs components
|
2024-04-22 01:07:35 -04:00 |
|
|
8eac563229
|
render: significantly improve performance of TransformBuffers
Before the changes, a release build of 'many-lights' was running at about 130fps, now its 430fps
|
2024-04-21 00:54:45 -04:00 |
|
|
24e1c0281e
|
Make tracy profiling an optional feature, create 'many-lights' example
|
2024-04-20 00:08:25 -04:00 |
|
|
246705b80b
|
game: some profiling improvements
|
2024-04-19 23:37:08 -04:00 |
|
|
3c73e1d7e2
|
render: only run system_update_world_transforms for scenes that were modified
|
2024-04-18 22:38:15 -04:00 |
|
|
25aa902e02
|
render: use WorldTransforms in the renderer
ci/woodpecker/push/debug Pipeline failed
|
2024-04-17 20:46:46 -04:00 |
|
|
0a9e5ebcdb
|
render: improve fix for rendering shared 3d modules
|
2024-04-01 10:50:17 -04:00 |
|
|
dd61e8e66c
|
render: hack to get rendering shared 3d modules working
|
2024-03-31 23:02:18 -04:00 |
|
|
aa8d94851c
|
game: rewrite EventQueue due to new ecs requirement of Send + Sync for resources, use new SceneGraph in renderer
|
2024-03-31 13:24:32 -04:00 |
|
|
0f11fe2e6d
|
render: fix spot light culling
|
2024-03-22 10:46:52 -04:00 |
|
|
e2844a11a6
|
render: create toggleable debug light cull view
|
2024-03-20 19:03:39 -04:00 |
|
|
f0b413d9ae
|
render: resize light grid with window, improve light buffer, add spot lights to the light cull compute
Spot lights are buggy. They get culled when they shouldn't be, maybe still an issue with the light grid :(
|
2024-03-20 11:41:40 -04:00 |
|
|
65ff7c4f23
|
render: retrieve light properties from components
|
2024-03-19 22:40:15 -04:00 |
|
|
834a864544
|
render: get forward+ rendering working with multiple light sources
|
2024-03-19 21:08:24 -04:00 |
|
|
014abcf7e6
|
render: fix the tile frustum used for culling lights
|
2024-03-19 21:07:39 -04:00 |
|
|
76ec9606ec
|
render: add some fields to the camera uniform
|
2024-03-17 16:07:24 -04:00 |
|
|
5c1ce809ff
|
render: get some lights showing up with tiled forward rendering
For some reason there's weird square in the light source, and the dynamic light is only applied to the top left tile
|
2024-03-17 15:20:17 -04:00 |
|
|
c73c1a7f43
|
render: fix segfault in LightCullCompute
|
2024-03-16 22:58:38 -04:00 |
|
|
4ce21d4db0
|
render: dont send the same material to the gpu multiple times, speeding up gpu texture loading
|
2024-03-16 19:12:32 -04:00 |
|
|
cfd5cabfbb
|
render: create light cull compute shader, bind buffers, etc.
|
2024-03-16 18:39:07 -04:00 |
|
|
22c08ba66e
|
render: improve the render buffer wrapper, use it for the camera uniform
|
2024-03-14 23:08:21 -04:00 |
|
|
cd27c9602c
|
Inline a few things
|
2024-03-09 00:46:42 -05:00 |
|
|
5331cfc2c4
|
resource, render: load in texture sampler from gltf and use them in the renderer
|
2024-03-09 00:46:42 -05:00 |
|
|
b941fa2fe0
|
cleanup some simple compiler warnings
|
2024-03-09 00:46:42 -05:00 |
|
|
e36307eef7
|
render: fix the TransformBuffers that could only store a single Transform for an entity
This caused Scenes to be rendered poorly since all meshes would use the Transform of the last processed mesh
|
2024-03-09 00:46:42 -05:00 |
|
|
fba925512b
|
render: process GltfScenes and Node local transforms
|
2024-03-09 00:46:42 -05:00 |
|
|
70fecc8cdd
|
fixes across crates after changes to ecs
|
2024-03-02 22:55:13 -05:00 |
|
|
0373f68cc3
|
resource: create the ability to keep resources as type erased data
|
2024-02-23 16:38:38 -05:00 |
|
|
db77ca4388
|
scripting: lua script auto-reloading
|
2024-01-15 23:22:21 -05:00 |
|
|
a9705b3f81
|
scripting, game: make fixes for changes to resource crate
|
2024-01-15 21:30:05 -05:00 |
|
|
189d05e323
|
split the math module into a lyra-math crate, implement Reflect and Component for Transform
|
2024-01-13 11:51:16 -05:00 |
|
|
9307265a5a
|
Implement staged system execution, make it easier to add systems, remove some compiler warnings
|
2024-01-06 15:40:13 -05:00 |
|
|
c673fd98ff
|
Large restructuring so lyra-scripting can create a Plugin
ci/woodpecker/push/debug Pipeline failed
|
2024-01-04 23:25:29 -05:00 |
|