Kevin Trogant
1b4a17f01a
Get it to compile again
2024-06-05 11:54:35 +02:00
Kevin Trogant
88da8ec889
Render a triangle
2024-05-19 12:48:50 +02:00
Kevin Trogant
656b21d1ef
Loading and caching effects
2024-05-14 14:07:04 +02:00
Kevin Trogant
5d988d15b7
give passes views instead of lists
...
A view is a collection of lists. This is useful for a shadow mapping
pass that generates more than one shadow map.
Each view would create lists of objects visible in one shadow map.
2024-05-07 08:12:45 +02:00
Kevin Trogant
388b747a04
Executing the simplest possible render graph
2024-04-18 17:06:11 +02:00
Kevin Trogant
e93847b187
Begin and end pass
2024-04-03 22:56:31 +02:00
Kevin Trogant
2035f73f3e
init dx11 and basic present
2024-04-02 19:47:28 +02:00
Kevin Trogant
3bc192b281
dump state
...
this will be the basis of the framegraph rewrite, because the current
state is fucked
2024-03-25 17:55:03 +01:00
Kevin Trogant
6f89dd4c46
Try to improve resource layout transition
2024-03-17 15:10:45 +01:00
Kevin Trogant
9008d08d9f
Chain framegraph semaphores together
...
Quick RenderDoc check suggests that this works as intended :-)
2024-02-27 14:35:48 +01:00
Kevin Trogant
ee24cd4903
Differentiate between graphics and compile passes
2024-02-27 10:00:00 +01:00
Kevin Trogant
bc6076b786
Seems like a valid chain of image transitions.
...
Now we need to draw something and also have the correct semaphore waits
to establish dependencies.
2024-02-20 13:47:47 +01:00
Kevin Trogant
c23f03e622
Add single-threaded framegraph execute function
2024-02-09 00:07:35 +01:00
Kevin Trogant
abe05f3780
Add basic infrastructure for running update and render threads
...
Communicate progress via a pair of semaphores
2024-02-08 23:06:23 +01:00
Kevin Trogant
4f27819fa2
Improve dll build
...
Still not perfect, but more user friendly now.
2024-02-08 16:57:01 +01:00
Kevin Trogant
027ef8a46f
Restructure the project
...
Move asset_compiler into its own (static) library.
This removes the dependency on it from the runtime and makes it possible
to have a standalone asset_compiler tool (useful for modding support).
Split meson.build into sub-files to improve readability.
Give each target its own pch directory.
This is more inline with what the meson manual recommends.
Export dependencies to make it possible to use the engine as a meson
subproject.
This is currently untested.
2024-02-07 13:56:06 +01:00
Kevin Trogant
cc49a017f9
Load framegraphs from resource files
2024-02-06 17:57:14 +01:00
Kevin Trogant
bdd3db98bb
Add creation function for framegraphs and render targets
...
- The framegraph code currently does not attempt to alias render
targets, but this should be pretty straightforward to add.
2024-02-05 21:49:09 +01:00
Kevin Trogant
abb367dffc
rename the engine to recreational.tech
2024-01-16 16:10:56 +01:00
Kevin Trogant
19f7e29215
Progress on assetc
2023-12-10 23:09:19 +01:00
Kevin Trogant
97adb0dffa
various updates
2023-11-22 11:23:52 +01:00
Kevin Trogant
904a26374b
feat: create vulkan device, surface etc.
...
- Next up: swapchain
- Use volk
2023-10-23 23:12:45 +02:00
Kevin Trogant
4b97f8ff33
fix: Linux build
...
- Prepare for supporting Xlib and Wayland (in the future), by having a
option for 'use_xlib'
- Fixed a few compile errors
2023-10-17 15:22:02 +02:00
Kevin Trogant
81798df3e9
ref, feat: Restructure
...
- The renderer backend is now its own library, loaded at runtime.
- Removed GLFW dependency, instead use win32 directly.
- Broke linux window creation, because it's not implemented yet.
- Maybe use GLFW for linux?
2023-10-17 00:54:51 +02:00