| Commit message (Collapse) | Author | Age | Files | Lines |
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- moved slang shaders to spvshaders to separate software and hardware
shaders
- split Makefile.am into Makefile.am, src/Makefile.am and
src/spvshaders/Makefile.am
- build shaders as DATA primary, instead of both PROGRAMS and SCRIPTS,
which greatly simplifies building. Before that, we had to first build
them as PROGRAMS, and then copy them as SCRIPTS to remove executable
extensions (i.e. ".exe" for Windows)
- changed final executable dir from enginedir to bindir, which makes
automake see it as an exec instead of data
- compute relative paths from C++, which makes it possible to change
dirs arbitrarily when running make while still having a relocatable
executable
- updated README.md to reflect changes in dirs
- use AX_COMPARE_VERSION() to simplify checking if Vulkan headers
version is correct
- factored out most of paths computation in engine::path_utils::Paths
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- use automake's way of defining dirs instead of doing it manually
- fixed a bug where NDEBUG was set for debug builds, instead of the
inverse
- expanded tabs into space in configure.ac
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Makefile.am is too ugly, but I don't have a better solution right now.
- fused Makefile.am and src/Makefile.am
- adding back windows cross-compilation
- improved README.md a lot
- added configure option to enable debug, which greatly simplifies
development when writing shaders
- removed dependency on LunarG's Vulkan SDK by having dependency only on
Vulkan headers, library and slangc
- removed print C++ header because I have an old MinGW which doesn't
support it. It will be restored in the future
- make every assets path relative to be able to build anywhere and run
elsewhere
- moved stb_image.h inside source directory instead of making it a
dependency, which is more aligned with stb philosophy
- moved assets inside source code to make it easy to compile and run the
engine
- improved configure.ac by checking Vulkan headers version directly in
the configure script instead of within C code, which allows us to also
do theses checks when cross-compiling
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- removed "using" directive in .hpp
- reverse order of arguments for quaternion rotation, i.e. q.rot(v)
instead of v.rot(q), where q is a quaterinon and v a vector
- pass the inverse of the view matrix to render_and_present_frame, to
allow light calculation in shaders (we used to just pass the matrix of
the quaternion of the transformation, i.e. discard scaling and
translations)
- added another mesh and texture (viking_room) for testing purposes
- added transparent background option
- added Quaternion::look_towards(), which is the equivalent of
Matrix4::look_at() but only for rotations
- various improvement to .obj parsing
- load texture coordinates from .obj file
- merged duplicate vertices in Mesh::linearize_indices()
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It seems like datarootdir is more appropriate to access a sub-directory
(here, assets). Every -dir variable use this prefix instead of datadir.
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- added quaternions and rewrote all rotations to use them
- added transforms to put all object transforms in a single place
- added Wavefront .obj file parser
- removed frame buffer's abstract class
- improved vectors, matrices, triangles, vertices and vertices data by putting all code in header file
- added vector's operations
- changed from NULL to nullptr
- miscellaneous improvements
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- In the context of mesh definition, splited
indices into vertex index, normal index and
vertex data index to be able to specify
different normals and vertex data for
different faces using the same vertex
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- Added renderer to unify frame buffers
- Added FrameBuffer class as a parent for frame buffers' classes
- Improved formatting in Makefile.am
- Added const modifier in Matrix4's methods
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warnings' flags
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