SeanOMik
77ec620adb
lua: remove unused fields in FreeFlyCamera
2024-10-09 10:30:45 -04:00
SeanOMik
6f65e2ce35
lua: add lua type defs for FreeFlyCamera and change name of field
2024-10-08 20:49:57 -04:00
SeanOMik
b90e19161d
lua: expose FreeFlyCamera
2024-10-07 16:28:38 -04:00
SeanOMik
e9cbb48653
lua: expose camera, support ToLua and FromLua structs in World:view
2024-10-07 15:20:13 -04:00
SeanOMik
140ca506d6
lua: create type defs for World, Entity, ActionHandler, all asset handlers, add globals file
2024-10-04 23:48:58 -04:00
SeanOMik
76b7cac699
lua: expose most fields for window component
2024-10-02 20:54:54 -04:00
SeanOMik
02f0c93aa2
game: fix some unhandled device events causing panics
2024-09-28 22:05:57 -04:00
SeanOMik
798719a7a2
game: remove unused enum InputEvent, remove some warnings
2024-09-27 21:09:33 -04:00
SeanOMik
d6d6b2df72
game: improve event system
2024-09-27 21:03:57 -04:00
SeanOMik
9b1cc8c364
game: improve event handling, update input systems to use new event handling
CI / build (push) Failing after 12m37s
Details
2024-09-24 20:43:08 -04:00
SeanOMik
33ddf689be
game: create sync window system, handle more window events in the winit plugin
2024-09-22 21:17:40 -04:00
SeanOMik
393b4206d3
game: start on updated WindowOptions component and window_sync_system
2024-09-21 14:09:24 -04:00
SeanOMik
2107b8f7b0
engine: move winit ApplicationHandler to winit plugin
2024-09-19 17:30:30 -04:00
SeanOMik
8b1077cab7
engine: get a window showing and things rendered
2024-09-18 21:45:15 -04:00
SeanOMik
45fd190409
update wgpu and winit to latest versions
...
need to make a WinitPlugin though, so no window currently
2024-09-18 19:47:55 -04:00
SeanOMik
2b44d7f354
render: implement wgsl-preprocessor, split shaders
CI / build (push) Failing after 7m56s
Details
2024-09-14 20:08:18 -04:00
SeanOMik
8545e7e27d
render: rewrite PCF for spot lights to somehow fix PCSS directional lights
CI / build (pull_request) Successful in 9m48s
Details
2024-08-09 22:01:57 -04:00
SeanOMik
a85178eeea
Revert "render: shadow maps and PCF for spot lights"
...
This reverts commit 8c1738334c
.
2024-08-09 21:51:56 -04:00
SeanOMik
8c1738334c
render: shadow maps and PCF for spot lights
2024-07-24 20:10:32 -04:00
SeanOMik
fefcf58765
render: make shadow depth bias configurable per light source
2024-07-21 21:53:02 -04:00
SeanOMik
b0a6d30afc
render: fix directional light shadows
2024-07-21 21:09:29 -04:00
SeanOMik
fef709d5f1
render: implement PCF for point lights, support per-light shadow settings
2024-07-21 12:02:35 -04:00
SeanOMik
c91ee67961
render: improve shadow settings to make it possible to switch between PCF, PCSS, hardware 2x2 PCF, or disable filtering all together
2024-07-19 17:56:27 -04:00
SeanOMik
c961568b96
render: update the shadow filting poisson disc when shadow settings are modified
2024-07-19 16:07:40 -04:00
SeanOMik
4449172c2b
render: implement PCSS for directional lights
2024-07-18 23:43:08 -04:00
SeanOMik
4c6c6c4dd5
render: PCF with poisson disc on directional lights
2024-07-14 22:14:08 -04:00
SeanOMik
27bc88c5a7
render: pass shadow settings to gpu
2024-07-14 19:46:15 -04:00
SeanOMik
ff06bd55f3
render: simple PCF
2024-07-14 19:06:38 -04:00
SeanOMik
d02258224a
render: fix bug with texture atlas not packing textures in last column
2024-07-14 12:24:13 -04:00
SeanOMik
b45c2f4fab
render: point light shadows in texture atlas, fix bug with unaligned GpuSlotBuffer
2024-07-13 00:56:09 -04:00
SeanOMik
40fa9c09da
render: fix shadow map atlas packing by writing my own skyline packer
2024-07-12 14:58:18 -04:00
SeanOMik
87aa440691
render: create a GpuSlotBuffer for stable indices in a gpu buffer
2024-07-11 20:00:46 -04:00
SeanOMik
cc1c482c40
render: provide shadow texture atlas frame for each shadow casting light
2024-07-11 18:27:26 -04:00
SeanOMik
a4ce4cb432
render: implement packed texture atlas for shadow maps
2024-07-10 20:16:21 -04:00
SeanOMik
e2b554b4ef
render: implement simple texture atlas for the shadow maps
2024-07-05 17:29:38 -04:00
SeanOMik
6d57b40629
render: cull back faces, code cleanup to fix warnings
2024-07-04 23:28:21 -04:00
SeanOMik
fd65f754cf
render: get simple directional shadow maps working
2024-07-04 13:43:36 -04:00
SeanOMik
6c6893149a
render: bind direction light projection matrix to meshes shader
2024-06-30 21:58:08 -04:00
SeanOMik
1c649b2eb6
render: bind the shadow map atlas to the meshes shaders
2024-06-30 21:42:08 -04:00
SeanOMik
7b2d2424a3
render: start moving to a shadow map atlas texture and expose the resources as slots
2024-06-30 20:56:41 -04:00
SeanOMik
e8974bbd44
render: create a depth map for the directional light
2024-06-30 19:33:51 -04:00
SeanOMik
3a80c069c9
render: move most of the mesh processing to a MeshPrepare node
...
Moving that out of the MeshesPass makes the rendering meshes accessible to other passes/nodes. The shadow pass will need access to them which is why this was done now
2024-06-29 22:23:49 -04:00
SeanOMik
c4aebdb25d
render: implement fxaa ( #8 )
CI / build (push) Successful in 3m33s
Details
2024-06-28 15:26:14 -04:00
SeanOMik
2eeca335e2
game: run clippy
2024-06-28 13:25:48 -04:00
SeanOMik
96dea5b1f9
render: code cleanup
2024-06-28 13:16:47 -04:00
SeanOMik
007b1047ef
render: implement view target chains for post processing steps
2024-06-27 23:48:24 -04:00
SeanOMik
545da71cda
render: create ViewTarget to make it easier to render to a non-surface texture and chain together postprocess steps
2024-06-26 21:33:39 -04:00
SeanOMik
0e71c5734f
render: make it easier to get Frame from RenderTarget
2024-06-26 17:14:31 -04:00
SeanOMik
6c1bff5768
render: get sub render graphs working and create a simple test of them
2024-06-25 21:32:29 -04:00
SeanOMik
5f1a61ef52
render: create RenderTarget and Frame, making it easier to render to a non-surface texture
2024-06-23 20:25:57 -04:00