Commit Graph

17 Commits

Author SHA1 Message Date
d862068c6e 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. 2024-12-03 01:57:55 -06:00
d5190c8207 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 2024-11-27 15:54:35 -06:00
f8bd7fdf3b Major refactoring, removed the usage of the global header and replaced with getters and setters. Cleaned up headers and what is included. 2024-11-24 18:12:29 -06:00
d8c82d3351 Updated ImGUI configuration to hook into the GLM math functions that control the Model, View, and Projection matrix 2024-11-22 22:36:04 -06:00
a1544ce989 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 2024-11-22 00:52:22 -06:00
aa53a80fce Multisampling implementation using the max samples the GPU supports 2024-11-21 23:54:07 -06:00
2631bbbaba Implement volk meta loader and ImGui 2024-11-11 21:43:56 -06:00
4a8f6909a8 Properly set up transitioning image layouts to pair well with dynamic rendering, refactor some code. 2024-11-05 05:50:51 -06:00
5c2f82b995 Add stanford dragon model 2024-10-24 20:21:10 -05:00
af7b533f50 clean up a RIDICULOUS amount of shit code lmfao, instantiation < static calls (im dumb as hell) 2024-10-16 06:02:15 -05:00
ac402dbef8 Depth buffering set up! Needs documentation and cleanup (again...) 2024-10-14 05:26:02 -05:00
9878070b4c Add Texture loading and extend original functionality! this needs HEAVY documentation, which I will do tomorrow. 2024-10-13 04:56:45 -05:00
086adae47a Uniform buffer creation, set up rudimentary MVP matrix 2024-10-11 22:41:29 -05:00
edfbddea55 Index buffer support to allow for reusing of the same vertices. Next commits will be refactors and documentation, graphs and flows of execution 2024-10-10 02:26:13 -05:00
5fca2134fe 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 2024-10-08 23:42:30 -05:00
db832a7dae Refactored main function to use a singleton patten 2024-10-08 23:26:45 -05:00
29599e4b9a Triangle finally renderedgit add . Swap ChainRecreation is up next, to allow for resizing. Then, it will be on to buffers for non-hardcoded shaders 2024-10-08 06:02:47 -05:00