Commit graph

57 commits

Author SHA1 Message Date
28b9604189
render: rename RenderGraphPass to Node to better represent what it actually is in the RenderGraph
A node wont always render or compute, so it wouldn't actually be a pass. Calling it a node is a better representation of what it actually is
2024-06-06 19:37:25 -04:00
ef68b2a4c5
render: create a RenderGraphLabel trait for graph labels instead of strings
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2024-06-02 21:35:59 -04:00
9a48075f07
render: change to manual creation of render graph exeuction path, rewrite light cull compute pass into the render graph 2024-05-25 19:27:36 -04:00
bccf6287c0
render: get first image from RenderGraph, just a simple hard coded triangle
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2024-05-08 18:27:10 -04:00
29c68abbbb
scripting: fix lua scripting (#13), create an example for it
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2024-04-27 00:52:47 -04:00
db501015d0
Create an example project to test transform interpolation 2024-04-24 00:30:30 -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
25aa902e02
render: use WorldTransforms in the renderer
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2024-04-17 20:46:46 -04:00
3dfb2520ce
ecs: add some spans around the system executors
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2024-04-01 12:02:16 -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
a17c035c05
resource: use a SceneGraph for loading gltf nodes, make resources Send + Sync 2024-03-31 00:32:31 -04:00
61efc358ce
scene: make scenes own its own world, no references 2024-03-24 22:40:38 -04:00
aa3a4a17d7
resource: implement waiting for resource dependencies to be loaded 2024-03-10 00:11:15 -05:00
dead32dbab
resource: asyncronous loading of resources 2024-03-09 00:48:22 -05:00
fba925512b render: process GltfScenes and Node local transforms 2024-03-09 00:46:42 -05:00
8aae479df3 Create a new crate! lyra-scene for representing a SceneGraph in an ECS world 2024-03-09 00:46:42 -05:00
de4fb76f31
scripting: update for elua and new wip support for teal 2024-02-28 21:10:52 -05:00
aadc8e5094
scripting: expose all other ActionHandler methods to Lua 2024-02-25 20:53:20 -05:00
5521d4a659
scripting: start work on exposing InputActions to lua, implement inserting reflected resource 2024-02-25 17:06:53 -05:00
5dfc073db5
ecs: add commands test and fix Commands 2024-02-24 11:09:26 -05:00
0373f68cc3
resource: create the ability to keep resources as type erased data 2024-02-23 16:38:38 -05:00
f2f8248de7
scripting: add elua as a git submodule, remove mlua from the cargo.toml 2024-02-14 20:33:07 -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
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2024-01-04 23:25:29 -05:00
6caf235a6f
Add early scripting system with lua
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2024-01-04 20:52:47 -05:00
52e58b1ca5 Add lyra-reflect
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2023-12-30 18:55:05 -05:00
d075fd5d5f
Fix test failure caused by invalid pointer free, remove unused dependencies
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2023-12-28 22:54:19 -05:00
09bba5b3b3
Switch to lyra-ecs systems, move ecs mod to scene mod, reexport lyra-ecs as ecs 2023-12-26 23:48:46 -05:00
2805399fe4
Switch to use lyra-ecs 2023-12-26 14:12:53 -05:00
e95a45fd53
Implement a single point light with blinn-phong lighting 2023-11-10 09:14:18 -05:00
b9b2c9f8e7
Finish fixed rate transform interpolation for the renderer
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2023-11-03 19:50:00 -04:00
7ae59c0415
Loading textures from gltf blob and gltf.bin's, fix loading multiple meshses in a single model 2023-10-21 22:19:34 -04:00
fd9f4bee2a
Implement loading material textures from gltf and rendering them 2023-10-17 22:04:25 -04:00
8f7288339d
Add default texture which fixes render error, fix cube rendering 2023-10-05 11:42:24 -04:00
dabc051b58
Add ModelComponent, add model loader to resource manager's default loaders 2023-09-26 17:14:38 -04:00
38e7b543c0
Start working on gltf 2023-09-21 14:22:46 -04:00
bd21e62cba
Use resources from the resource manager, implement startup systems 2023-09-14 12:58:59 -04:00
a1c3cd6d99
Write resource managers request function, needs testing 2023-09-12 19:07:03 -04:00
e21490cd6a
Start working on assets 2023-09-12 14:25:33 -04:00
32689e77ce
Convert the engine into a lib package 2023-09-08 01:06:50 -04:00
2e225ccd09
Some code cleanup 2023-09-08 01:06:49 -04:00
81c3b5be55
Fix the logger to include info logs from other crates 2023-09-08 01:06:48 -04:00
ec960b8f94
Fix rendering multiple entities
this is done by using a large dynamic uniform buffer for storing all transforms of entities
2023-09-08 01:06:44 -04:00
73b44857eb
Switch ecs to edict 2023-09-08 01:06:42 -04:00