Tags: gazed/vu
Tags
split update callbacks into fixed and frame. The original update was based called before a frame render and was not suitable for processing animations and continuous user input. It has been relabled UpdateFrame and an additional UpdateFixed callback was added for fixed timestamp callbacks prior to the engine physics update. Other changes included: - change spotlight cutoff angle to float64 - fine tune engine FPS for the windows runloop. - add KEsc for quitting the eg examples.
Add hard shadows using ray query. Large update to add Vulkan acceleration structures and ray query in order to get shadows (without needing shadow maps). Half the work was updating the bindings produced with genvk in order to use Vulkan 1.3 and the ray query feature. - switch to vulkan vkGetPhysicalDeviceProperties2. - switch to dynamic rendering. - merge 3D and 2D into a single render pass. - create storage buffers for acceleration data. - get BLAS building for 3D models. - get TLAS builds working. - rework PBR shaders to add shadows. - get "./eg cr" working with shadows. - add config.Raytrace(on) method for engine startup. Cleanup the amount of vulkan vertex attribute buffers by putting all vertex attributes into a single buffer, including the instance attributes. Keep the separate vulkan buffer for triangle indexes.
Convert glsl shaders to slang. o Repurposed "shd" files to hold generated json shader reflection data. The slang files are the only ones now committed to source control. o Update vu test cases to match shader changes. o Change to MIT license and add copyright header to shaders. o Ensure all shaders use tabs. o Fix shader packet bug where the sampler uniform was overwriting the model color uniform. o Add a noise shader example. Add 2D and 3D shader noise modules. o Converted the shader compiler from go:generate to a go program that checks timestamps.
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