454b8e6c28Implemented basic normal-dot product shading, preparing for more complex methods such as Blinn-Phong and PBR
master
Lillian Salehi2024-12-04 23:11:15 -0600
c42133f426Added vertex normal to the Agnosia_T::Vertex definition, pre-calculated using TinyObjLoader's built in vertex normal calculatorLillian Salehi2024-12-04 01:55:40 -0600
d862068c6eMultiple 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.Lillian Salehi2024-12-03 01:57:55 -0600
d5190c8207Replaced 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 constantsLillian Salehi2024-11-27 15:54:35 -0600
f8bd7fdf3bMajor refactoring, removed the usage of the global header and replaced with getters and setters. Cleaned up headers and what is included.Lillian Salehi2024-11-24 18:12:29 -0600
d8c82d3351Updated ImGUI configuration to hook into the GLM math functions that control the Model, View, and Projection matrixLillian Salehi2024-11-22 22:36:04 -0600
a1544ce989update 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 performanceLillian Salehi2024-11-22 00:52:22 -0600
aa53a80fceMultisampling implementation using the max samples the GPU supportsLillian Salehi2024-11-21 23:54:07 -0600
9878070b4cAdd Texture loading and extend original functionality! this needs HEAVY documentation, which I will do tomorrow.Lillian Salehi2024-10-13 04:56:45 -0500
cb4500d97fUpdate documentation and clean code for Uniform Buffers, added time variable to descriptor set, preparing for Texture mapping.Lillian Salehi2024-10-12 04:14:22 -0500
086adae47aUniform buffer creation, set up rudimentary MVP matrixLillian Salehi2024-10-11 22:41:29 -0500
edfbddea55Index buffer support to allow for reusing of the same vertices. Next commits will be refactors and documentation, graphs and flows of executionLillian Salehi2024-10-10 02:26:13 -0500
0fefb85d0aMajorly cleaned up unnecessary includes and reformatted makefile to include shaders now.Lillian Salehi2024-10-09 02:53:44 -0500
5fca2134feFinally 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 wellLillian Salehi2024-10-08 23:42:30 -0500
db832a7daeRefactored main function to use a singleton pattenLillian Salehi2024-10-08 23:26:45 -0500
29599e4b9aTriangle finally renderedgit add . Swap ChainRecreation is up next, to allow for resizing. Then, it will be on to buffers for non-hardcoded shadersLillian Salehi2024-10-08 06:02:47 -0500
a8cbb97fd0Fixed Function pipeline settings, prepping for Render passes then rendering to the screenLillian Salehi2024-10-07 17:02:47 -0500
fa14b3fd8fImplemented image view system for.. viewing imagesLillian Salehi2024-10-07 05:09:46 -0500
3bb747bfaeSwap Chain's setup rudimentarily, resizing the window is not available as of yet, because that would invalidate the swap chain, but now we have a target to render to.Lillian Salehi2024-10-06 20:17:19 -0500
ee0b68588cUpdate Documentation and remove duplicate includes caused by global headersLillian Salehi2024-10-06 04:52:10 -0500
3e0206b581Major refactoring to fix spaghetti code, hook sanitizers in when debug building, and set up window surfaces.Lillian Salehi2024-10-06 04:35:53 -0500
9a6a351e23Added Logical Device setup, currently there are a few errors thrown because we don't enable any extensions, but DO enable optional features, which rely on those extensions. It seems like vulkan can deal with these errors without crashing, but this will be addressed shortly regardlessLillian Salehi2024-10-05 19:59:15 -0500
f161504410Support queue families and physical devices, choose a GPU that we can use based on what ops it can do basicallyLillian Salehi2024-10-05 16:53:36 -0500
4d16ae606dMajorly revamp the debug system, setting up a validation layer with a debug messenger, document it all, clean up main and VulkanDebugLibsLillian Salehi2024-10-05 05:50:37 -0500