Magnus Norddahl
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fc65d43ae8
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Add code that should draw the mesh
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2023-10-19 22:09:26 +02:00 |
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Magnus Norddahl
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6dd72e5439
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Begin code for drawing the level mesh
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2023-10-19 22:09:26 +02:00 |
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dpjudas
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411b281e7c
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Remove multithreading RenderState as that seemed to be a poor approach
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2023-10-09 03:20:19 +02:00 |
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Magnus Norddahl
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bb7a33d7b1
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Add bindless texture support
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2023-09-19 23:58:17 +02:00 |
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Magnus Norddahl
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542dfd3666
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Delay creating the accel struct until frame start
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2023-09-11 14:55:31 +02:00 |
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RaveYard
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6f44e2b5d4
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Change surfaceIndices to surfaces
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2023-09-10 23:42:00 +02:00 |
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RaveYard
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6ccb92ef60
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Fix surface index passed to glsl
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2023-09-10 23:42:00 +02:00 |
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RaveYard
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b163901862
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WIP partial lightmapping
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2023-09-10 23:42:00 +02:00 |
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Magnus Norddahl
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375e71dc0d
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Namespace fixes
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2023-09-02 13:09:57 +02:00 |
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Magnus Norddahl
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cff50b8087
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Initialize lightmap texture in SetLevelMesh
Create VkLightmap class on VulkanRenderDevice
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2023-09-01 00:03:18 +02:00 |
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RaveYard
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18842eb30c
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GenerateLightmap in DFrameBuffer
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2023-08-31 22:57:57 +02:00 |
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RaveYard
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651903fe71
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WIP VkLightmap integration
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2023-08-31 22:57:56 +02:00 |
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Magnus Norddahl
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370bf24d2c
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Fix crash when frame buffers are resized
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2023-08-30 18:53:45 +02:00 |
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Magnus Norddahl
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7bdf3f7364
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Create a RenderState object for each thread
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2023-05-17 22:39:22 +02:00 |
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Magnus Norddahl
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79d958f665
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Add thread safe render pass and pipeline creation and fetching
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2023-05-17 00:46:43 +02:00 |
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Magnus Norddahl
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d74ee4088e
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Create RenderState buffers for each thread
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2023-05-12 03:30:40 +02:00 |
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Magnus Norddahl
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1d8f406162
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Let the backend manage the shadowmap buffers
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2023-05-01 02:10:43 +02:00 |
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Magnus Norddahl
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d7a7953d10
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Move bone buffer to backend
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2023-04-30 04:49:06 +02:00 |
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Magnus Norddahl
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f2585a3b17
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Manage the light buffer in the backend
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2023-04-30 03:43:38 +02:00 |
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Magnus Norddahl
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aadb1c31b6
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Manage viewpoint buffer internally in the backend
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2023-04-30 02:32:04 +02:00 |
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Magnus Norddahl
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6381280177
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Remove virtual inheritance
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2023-04-16 21:49:05 +02:00 |
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Magnus Norddahl
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6894eb013f
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Begin removing binding points from the hwrenderer layer.
Well known buffers should be created and managed by the backend, otherwise the backend just becomes an OpenGL emulator.
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2023-04-16 19:30:27 +02:00 |
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Magnus Norddahl
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184e73ab28
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Add GetDevice function instead of accessing device member directly
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2023-04-16 17:07:55 +02:00 |
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Magnus Norddahl
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295eb252ab
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Change the folder structure of the vulkan backend to better reflect what is going on
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2023-04-16 16:39:15 +02:00 |
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