SeanOMik
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8c1738334c
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render: shadow maps and PCF for spot lights
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2024-07-24 20:10:32 -04:00 |
SeanOMik
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fefcf58765
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render: make shadow depth bias configurable per light source
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2024-07-21 21:53:02 -04:00 |
SeanOMik
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fef709d5f1
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render: implement PCF for point lights, support per-light shadow settings
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2024-07-21 12:02:35 -04:00 |
SeanOMik
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4449172c2b
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render: implement PCSS for directional lights
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2024-07-18 23:43:08 -04:00 |
SeanOMik
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4c6c6c4dd5
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render: PCF with poisson disc on directional lights
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2024-07-14 22:14:08 -04:00 |
SeanOMik
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ff06bd55f3
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render: simple PCF
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2024-07-14 19:06:38 -04:00 |
SeanOMik
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b45c2f4fab
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render: point light shadows in texture atlas, fix bug with unaligned GpuSlotBuffer
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2024-07-13 00:56:09 -04:00 |
SeanOMik
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40fa9c09da
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render: fix shadow map atlas packing by writing my own skyline packer
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2024-07-12 14:58:18 -04:00 |
SeanOMik
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6d57b40629
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render: cull back faces, code cleanup to fix warnings
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2024-07-04 23:28:21 -04:00 |
SeanOMik
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fd65f754cf
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render: get simple directional shadow maps working
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2024-07-04 13:43:36 -04:00 |
SeanOMik
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7ff67a194b
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create an example for testing shadow maps
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2024-06-28 16:15:21 -04:00 |
SeanOMik
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6182a4b9c8
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render: simplify light buffer updating
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2024-06-15 23:52:46 -04:00 |
SeanOMik
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c846d52b0d
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render: finally get meshes and entities rendering again with the render graph!
ci/woodpecker/pr/debug Pipeline failed
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ci/woodpecker/pr/release Pipeline failed
Details
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2024-05-31 20:11:35 -04:00 |
SeanOMik
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bccf6287c0
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render: get first image from RenderGraph, just a simple hard coded triangle
ci/woodpecker/pr/debug Pipeline failed
Details
ci/woodpecker/pr/release Pipeline failed
Details
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2024-05-08 18:27:10 -04:00 |
SeanOMik
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daa6fc3d4b
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move profiles to root workspace Cargo.toml so they aren't ignored
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2024-05-08 18:25:12 -04:00 |
SeanOMik
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669cc7590c
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examples: remove some warnings
ci/woodpecker/push/debug Pipeline failed
Details
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2024-04-27 19:45:59 -04:00 |
SeanOMik
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29c68abbbb
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scripting: fix lua scripting (#13), create an example for it
ci/woodpecker/push/debug Pipeline failed
Details
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2024-04-27 00:52:47 -04:00 |
SeanOMik
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db501015d0
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Create an example project to test transform interpolation
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2024-04-24 00:30:30 -04:00 |
SeanOMik
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8eac563229
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render: significantly improve performance of TransformBuffers
Before the changes, a release build of 'many-lights' was running at about 130fps, now its 430fps
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2024-04-21 00:54:45 -04:00 |
SeanOMik
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24e1c0281e
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Make tracy profiling an optional feature, create 'many-lights' example
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2024-04-20 00:08:25 -04:00 |
SeanOMik
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25aa902e02
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render: use WorldTransforms in the renderer
ci/woodpecker/push/debug Pipeline failed
Details
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2024-04-17 20:46:46 -04:00 |
SeanOMik
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a3118f32e2
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resource: implement retrieving loaded SceneGraph dependencies
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2024-03-31 13:37:25 -04:00 |
SeanOMik
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aa8d94851c
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game: rewrite EventQueue due to new ecs requirement of Send + Sync for resources, use new SceneGraph in renderer
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2024-03-31 13:24:32 -04:00 |
SeanOMik
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e00d0d71d1
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examples: move assets outside of testbed for other examples
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2024-03-30 22:20:53 -04:00 |
SeanOMik
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763d51ae36
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move some stuff out of testbed into lyra-game
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2024-03-22 22:55:22 -04:00 |
SeanOMik
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0f11fe2e6d
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render: fix spot light culling
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2024-03-22 10:46:52 -04:00 |
SeanOMik
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e2844a11a6
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render: create toggleable debug light cull view
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2024-03-20 19:03:39 -04:00 |
SeanOMik
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f0b413d9ae
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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 :(
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2024-03-20 11:41:40 -04:00 |
SeanOMik
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65ff7c4f23
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render: retrieve light properties from components
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2024-03-19 22:40:15 -04:00 |
SeanOMik
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014abcf7e6
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render: fix the tile frustum used for culling lights
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2024-03-19 21:07:39 -04:00 |
SeanOMik
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5c1ce809ff
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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
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2024-03-17 15:20:17 -04:00 |
SeanOMik
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c73c1a7f43
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render: fix segfault in LightCullCompute
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2024-03-16 22:58:38 -04:00 |
SeanOMik
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1818a0b48b
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position the camera in a good position in the scene
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2024-03-16 18:50:22 -04:00 |
SeanOMik
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aa3a4a17d7
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resource: implement waiting for resource dependencies to be loaded
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2024-03-10 00:11:15 -05:00 |
SeanOMik
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1c29e6fa72
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cleanup some simple compiler warnings
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2024-03-09 00:48:23 -05:00 |
SeanOMik
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5331cfc2c4
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resource, render: load in texture sampler from gltf and use them in the renderer
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2024-03-09 00:46:42 -05:00 |
SeanOMik
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fba925512b
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render: process GltfScenes and Node local transforms
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2024-03-09 00:46:42 -05:00 |
SeanOMik
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70fecc8cdd
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fixes across crates after changes to ecs
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2024-03-02 22:55:13 -05:00 |
SeanOMik
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de4fb76f31
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scripting: update for elua and new wip support for teal
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2024-02-28 21:10:52 -05:00 |
SeanOMik
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aadc8e5094
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scripting: expose all other ActionHandler methods to Lua
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2024-02-25 20:53:20 -05:00 |
SeanOMik
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d0179cda69
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scripting: get FreeFlyCamera working with ActionHandler created by Lua
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2024-02-25 17:42:14 -05:00 |
SeanOMik
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5521d4a659
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scripting: start work on exposing InputActions to lua, implement inserting reflected resource
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2024-02-25 17:06:53 -05:00 |
SeanOMik
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388f686917
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scripting: create `FN_NAME_INTERNAL_AS_COMPONENT` for implicitly converting some types as components
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2024-02-24 15:27:01 -05:00 |
SeanOMik
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6731fcd7f2
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scripting: implement spawning entity with loaded 3d models
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2024-02-24 14:32:06 -05:00 |
SeanOMik
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90b821f95c
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scripting: implement loading assets in lua
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2024-02-24 11:16:09 -05:00 |
SeanOMik
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1f43a9d4da
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fix compiler errors after some changes to game crate
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2024-02-23 16:43:23 -05:00 |
SeanOMik
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e354528942
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scripting: Implement LuaVec3:move_by, and add more methods for Lua on math types
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2024-02-19 23:14:38 -05:00 |
SeanOMik
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e6b4e83dee
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scripting: fix math type wrapper macro for lua. Expose math types as userdata through LuaProxy trait
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2024-02-19 17:57:48 -05:00 |
SeanOMik
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ea958f9f18
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scripting: convert LuaDeltaTime into a Lua Number instead of using it as userdata
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2024-02-19 11:27:49 -05:00 |
SeanOMik
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20a36795dc
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scripting: update elua, change test lua script
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2024-02-17 19:08:11 -05:00 |