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* starting to merge vulkan with the enginevimene2025-12-291-8/+19
| | | | | | | | | | | | | - refactored scene_main to be able to share code between software and hardware renderers, while still sharing code between terminal software renderer and graphical software renderer - made the hardware renderer use scene objects vertices and transforms, instead of hardcoded ones - made the hardware renderer use the scene's camera - made .obj parser create Vector3 instead of Vector4, which didn't made sense - removed unnecessary std:: - lots of small changes
* added depth buffervimene2025-12-281-2/+2
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* finished adding texturesvimene2025-12-271-1/+6
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* added uniform buffers, small tweaksvimene2025-12-241-1/+8
| | | | | | | | | | - fixed aspect ratio being the inverse of what it's supposed to be - use std::chrono::high_resolution_clock instead of system_clock - convert ellapsed time to float representing seconds - renamed engine::math::Matrix4::projection to perspective - use [0,1] instead of [-1,1] for the range of z values, to be aligned with vulkan - added engine::math::Matrix4::{look_at,transpose}
* added {vertex,index} buffersvimene2025-12-221-21/+13
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* added basic graphics pipeline and shadersvimene2025-12-181-0/+30