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d862068c6e
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Multiple Object renderinggit add .git add . Completely revamped the model loading system using Model class instances, uses a Material class to build textures, clean slated descriptor sets for bindless rendering, significantly shortening the amount of code needed to load VkImage, VkImageView, and VkSampler. Added multiple texture rendering, abstracted out model loading process to automatically collect all Model instances and render for each object.
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2024-12-03 01:57:55 -06:00 |
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d5190c8207
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Replaced Index and Vertex buffer descriptions using descriptor sets with the VMA Library, massively simplifying the creation of the Vertex and Index buffer, and uses push constants
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2024-11-27 15:54:35 -06:00 |
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f8bd7fdf3b
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Major refactoring, removed the usage of the global header and replaced with getters and setters. Cleaned up headers and what is included.
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2024-11-24 18:12:29 -06:00 |
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d8c82d3351
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Updated ImGUI configuration to hook into the GLM math functions that control the Model, View, and Projection matrix
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2024-11-22 22:36:04 -06:00 |
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a1544ce989
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update ImGui MSAA setting, which caused it to render on top of the top left corner rather than the whole view, and enable sample shading, MSAA needs some setting to choose the best optimal performance vs quality mode rather than max, for performance
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2024-11-22 00:52:22 -06:00 |
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aa53a80fce
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Multisampling implementation using the max samples the GPU supports
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2024-11-21 23:54:07 -06:00 |
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2631bbbaba
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Implement volk meta loader and ImGui
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2024-11-11 21:43:56 -06:00 |
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4a8f6909a8
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Properly set up transitioning image layouts to pair well with dynamic rendering, refactor some code.
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2024-11-05 05:50:51 -06:00 |
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5c2f82b995
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Add stanford dragon model
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2024-10-24 20:21:10 -05:00 |
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af7b533f50
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clean up a RIDICULOUS amount of shit code lmfao, instantiation < static calls (im dumb as hell)
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2024-10-16 06:02:15 -05:00 |
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ac402dbef8
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Depth buffering set up! Needs documentation and cleanup (again...)
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2024-10-14 05:26:02 -05:00 |
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9878070b4c
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Add Texture loading and extend original functionality! this needs HEAVY documentation, which I will do tomorrow.
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2024-10-13 04:56:45 -05:00 |
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086adae47a
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Uniform buffer creation, set up rudimentary MVP matrix
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2024-10-11 22:41:29 -05:00 |
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edfbddea55
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Index buffer support to allow for reusing of the same vertices. Next commits will be refactors and documentation, graphs and flows of execution
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2024-10-10 02:26:13 -05:00 |
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5fca2134fe
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Finally handle swap chain recreation! resizing the window is possible now. Need to comment about what is happening in draw frames. Rewrote the main function to use a Singleton framework as well
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2024-10-08 23:42:30 -05:00 |
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db832a7dae
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Refactored main function to use a singleton patten
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2024-10-08 23:26:45 -05:00 |
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29599e4b9a
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Triangle finally renderedgit add . Swap ChainRecreation is up next, to allow for resizing. Then, it will be on to buffers for non-hardcoded shaders
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2024-10-08 06:02:47 -05:00 |
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