49 Commits

Author SHA1 Message Date
8fa5c63039 Load external textures for scenes 2024-02-28 17:16:44 +04:00
7b15f55173 Support odd sized textures, fix segfault in AssetManager 2024-02-28 16:43:44 +04:00
35ff95e694 Make it easier to define materials in code 2024-02-28 00:34:40 +04:00
eebc26e7fb Load normal maps 2024-02-27 21:13:26 +04:00
d33d6b2454 Load gltf with embedded albedo, metallic and roughness maps 2024-02-27 00:01:58 +04:00
2067a133f8 Extract textures from assimp too! 2024-02-26 04:27:58 +04:00
e0e951c46b Loading of complex scene graphs is now working well!
Managed to load a huge glb file, not included in commit cause I don't want to use
lots of storage in git lfs
2024-02-25 03:32:53 +04:00
892c2c643a Add GL debug logging (didn't help though), turns out my fences were in the wrong place, whoops 2024-02-25 00:32:04 +04:00
5f426c61de First scene loaded, discovered an issue with ubo's, weird stuff in fullscreen 2024-02-24 23:57:31 +04:00
96449b65d7 Remove some unused code, unify how files are output from assetc 2024-02-24 16:34:34 +04:00
59ccd86a5d Basic scene graph with inherited transforms 2024-02-23 22:04:46 +04:00
756f4fa6f9 Simplify build.zig, support installing multiple asset outputs 2024-02-23 21:27:08 +04:00
672bce7fe6 Revamp asset build process, split asset manifest generation into own step
This is a framework for outputting arbitrary number of cooked assets from a single
source asset. For example multiple meshes, textures, animations, etc. from a single gltf file.
2024-02-22 23:50:54 +04:00
e32387ca72 PBR!!! 2024-02-21 05:25:33 +04:00
73733776d8 Do lighting calculations in view space 2024-02-21 02:58:53 +04:00
1c5b0357a8 Fix mipmap gen for normal maps 2024-02-19 08:18:12 +04:00
8f40efc6a2 Working normal maps! 2024-02-19 08:05:00 +04:00
6e75910bef Add tangents 2024-02-19 04:12:19 +04:00
e764879f17 Fix incorrect double srgb conversion (stb already handles srgb->linear conversion) 2024-02-19 00:48:30 +04:00
d3370cc559 Custom mipmap gen, output linear textures from assetc 2024-02-19 00:38:04 +04:00
03c1d181e1 Fix texture compression bug, remove basisu 2024-02-16 04:07:38 +04:00
4b4ff4e176 Cleanup, start replacing basisu with ispc texture compressor
ISPC texcomp is so, so much faster and supports bc6 (hdr) as well as bc5 and others down to bc1.
2024-02-16 03:30:02 +04:00
c20834dbce Refactor renderer into separate file 2024-02-15 21:44:58 +04:00
9c441c067a Fancy bunny texture, use color if texture is not bound 2024-02-15 16:56:50 +04:00
406c40280c Working mipmaps 2024-02-15 16:38:16 +04:00
d3f0664da6 Almost working compressed textures 2024-02-15 04:23:18 +04:00
a3c93ef8cf Add gitattributes and first test texture 2024-02-13 03:29:55 +04:00
bbbc383535 Remove unused manymouse 2024-02-13 03:19:34 +04:00
ad3210a08f Add basisu texture compressor to assetc, improve build process for asset manifest, should cache faster now 2024-02-13 03:19:10 +04:00
2f3998ddfd Add toggle fullscreen and toggle vsync hotkeys, improve DPI awareness on windows 2024-02-12 22:38:15 +04:00
d21d128633 Got uvs 2024-02-12 19:39:14 +04:00
9277c010c8 Unified shaders, now vertex and fragment live in the same file 2024-02-12 17:58:50 +04:00
6e46c54e6e Gamma correction and add missing light intensity 2024-02-12 16:40:31 +04:00
70ff9c17b5 QOL improvements, add ground plane, add adjustable cam speed 2024-02-12 16:24:07 +04:00
117977b873 Multiple bunnies with multiple colored lights 2024-02-12 15:54:55 +04:00
b749d43415 Multiple meshes + 1 point light
almost went crazy debuggging issue with multiple UBOs block bindings :)))))

Turns out if you specify layout(binding=X) in shader and later call glUniformBlockBinding (cause you don't know what you're doing)
it will mess up all your bindings, and your camera UBO will be fed to a lights array ubo and good luck debugging that.
2024-02-12 03:56:36 +04:00
a4d78d36f6 Replace zlm with zalgebra, fix culling to be backface 2024-02-11 02:50:51 +04:00
9f60d48ae2 Add basic camera controls, try to fix terrible lag 2024-02-10 01:05:25 +04:00
1944338402 Deleted triangle stuff 2024-02-09 02:16:49 +04:00
d5bfda3300 Hot reload works again with the new asset system 2024-02-09 02:12:08 +04:00
a837984d55 Rewrite how all assets are loaded to make it easier to use 2024-02-09 01:34:33 +04:00
d91484e992 Redo how assets are loaded, remove explicit load/unload calls
This will make code simpler because game code will never explicitly
unload assets or retain runtime asset handles!
2024-02-08 21:48:18 +04:00
0a1d17cf9c Mesh loading and rendering 2024-02-07 02:28:43 +04:00
894e6e54c4 Bring back OpenGL version print 2024-02-04 21:45:17 +04:00
f227d4cedd Fix hot reload for gl 2024-02-04 21:39:21 +04:00
9945fa5b40 Remove glad, fix windows build, finally a good base 2024-02-03 04:27:10 +04:00
126a18b66b
First triangle, wow 2024-01-30 20:13:44 +04:00
0390109ff4
Add game_init_window, separate window and game hot reload 2024-01-30 17:34:43 +04:00
8d397f3941
Initial commit 2024-01-30 16:46:50 +04:00