Kah Wei
d03780a9b3
Merge branch 'main' into SP3-6-c-scripting
2022-10-31 15:20:23 +08:00
Kah Wei
1d2b23d762
Fixed script deletion and OnDestroy never being called
2022-10-31 15:19:57 +08:00
maverickdgg
f5f9b80490
Added GetEntityByName to EntityManager
2022-10-31 15:06:08 +08:00
maverickdgg
ab46d0a96a
Decompose matrix WIP
2022-10-31 15:02:28 +08:00
Kah Wei
66529474cd
Added Application class equivalent to SHADE_Managed
2022-10-31 14:51:50 +08:00
Diren D Bharwani
ed88b9e5d3
Merge remote-tracking branch 'origin/main' into SP3-12-SceneGraph
2022-10-31 13:15:07 +08:00
Diren D Bharwani
ea516189d2
Merge remote-tracking branch 'origin/main' into SP3-2-Physics
2022-10-31 13:14:38 +08:00
Diren D Bharwani
d4dbb38dc4
Merge remote-tracking branch 'origin/main' into SP3-16-Math
2022-10-31 13:12:20 +08:00
Kah Wei
5eaf2b55aa
Added WIP Application class and adjustments to how ScriptStore destroys scripts (SpdLog errors)
2022-10-31 12:20:46 +08:00
Brandon Mak
94a57219da
Created CPU and GPU data for SSAO
...
Renderpass for SSAO not yet done (that's next)
2022-10-31 10:32:32 +08:00
Brandon Mak
997ce3011a
Screw you SPIRV-Reflect and screw you GLSL
...
- Pipeline layouts now have a parameter to decide if a binding with a buffer descriptor stores a dynamic type instead.
- SHRenderGraphNodeCompute has catered for this as well through its ctor params
2022-10-30 23:15:52 +08:00
Sri Sham Haran
d3dc87accb
can assign mesh
...
add bigobj option to command line till we find a better solution
2022-10-30 23:15:41 +08:00
Brandon Mak
647182241e
Fixed a buy with view space lighting calculations
2022-10-30 19:21:02 +08:00
Sri Sham Haran
0aebc3053f
Asset browser (currently only displays asset and can drag drop for setting of mesh. except setting mesh in inspector doesnt work)
2022-10-30 18:26:49 +08:00
Kah Wei
b1a933a2c3
Merge branch 'main' into SP3-1-SerialisedRenderable
...
# Conflicts:
# Assets/Shaders/TestCube_FS.shshaderb
# Assets/Shaders/TestCube_VS.shshaderb
# SHADE_Engine/src/Graphics/MiddleEnd/Interface/SHGraphicsSystem.cpp
2022-10-30 17:14:28 +08:00
Brandon Mak
39b5ac0774
LIGHTING NOW DONE IN VIEW SPACE
2022-10-30 16:52:40 +08:00
Brandon Mak
96112e5251
Merge remote-tracking branch 'origin/SP3-16-Math' into SP3-1-Rendering
2022-10-30 16:37:38 +08:00
Brandon Mak
4711a131eb
Shifted the lighting system run outside the viewport loop.
...
- Since lighting is only calculated in the world render graph for now, this will do just fine
- Renderer takes in a view and projection matrix and does the transpose of the multiplication in the renderer
2022-10-30 16:35:55 +08:00
Sri Sham Haran
13ad7d46c6
Fix crash when entity w no transform being set as child of entity w transform
...
Add select all
2022-10-30 15:19:42 +08:00
Diren D Bharwani
03c0d10014
Fixed bug where objects without transform causes a crash on reparenting
2022-10-30 15:10:39 +08:00
Sri Sham Haran
ca659e272b
Designate keys for Copy/Paste of entities in hierarchy panel
...
Change default brush for SHWindow so we don't flashbang everytime we run engine
2022-10-30 15:01:36 +08:00
Diren D Bharwani
605ff9710d
Added Matrix * Vec4
2022-10-30 14:37:30 +08:00
Sri Sham Haran
f21f501d5a
Merge branch 'main' into SP3-4-Editor
2022-10-30 14:23:39 +08:00
Sri Sham Haran
dd8d913071
Add widget for drag drop read only
...
field
Editor tweaks
2022-10-30 14:22:55 +08:00
Brandon Mak
fad9d37cd4
Lighting data is now copied to CPU buffer and GPU buffer every frame
...
Since lighting will be done in view space, the camera's constant movement will make it so that the light data is often changing. Keeping track of these changes for optimization might prove to be counter productive. Copying data every frame might just be more ideal.
2022-10-30 14:17:36 +08:00
Brandon Mak
94f579e8e3
CompileAsset function from Asset manager is working
2022-10-30 13:25:15 +08:00
Sri Sham Haran
86e8415845
Merge branch 'main' into SP3-4-Editor
2022-10-30 11:28:01 +08:00
Sri Sham Haran
04d3c6c9bb
Merge branch 'main' into SP3-8-serialization
2022-10-30 11:26:23 +08:00
Xiao Qi
087cbcabaf
Forgot function to actually retrieve root folder pointer hehe
2022-10-30 04:41:24 +08:00
Xiao Qi
2ebcd3fd47
Filesystem builds directory tree of asset folder to show all files and subfolders
2022-10-30 04:39:16 +08:00
Xiao Qi
d3b44f9c22
Merge branch 'main' into SP3-13-Assets-Manager
2022-10-30 03:08:36 +08:00
Xiao Qi
00d4d5d910
Removed code that accidentally calls delete on freed memory for asset loaders
2022-10-30 03:06:18 +08:00
Brandon Mak
b46b6b0b85
CompileAll uncommented and asset manager metadata writes commented
...
SHmeta files should now be identical to what's on main
Shaders themselves have some changes (binaries also updated)
2022-10-30 00:25:49 +08:00
Brandon Mak
7c5a24b8e1
Merge remote-tracking branch 'origin/main' into SP3-1-Rendering
2022-10-30 00:00:17 +08:00
Kah Wei
cac93b7df9
Fixed indentation issue in SHGraphicsSystem
2022-10-29 23:56:37 +08:00
Brandon Mak
5da7638c0a
Compute barriers
2022-10-29 22:52:15 +08:00
Brandon Mak
6f2ca54f7e
WIP compute barriers
2022-10-29 21:36:11 +08:00
Brandon Mak
25db4db99a
Catered to light comp deletion and solved minimize bugs
...
Editor can also now shift the viewport around without Vulkan vomiting validation layers
2022-10-29 17:00:35 +08:00
Diren D Bharwani
72cdbf55e5
Fixed boolean for updating entities in Transform system
2022-10-29 16:42:02 +08:00
Xiao Qi
c71a84cc59
Simple file deletion
2022-10-29 15:50:26 +08:00
Xiao Qi
219492dedd
Changed asset collection from vector to unordered_map for better id col check
...
Reduce use of for loops to iterate through asset collection
2022-10-29 15:36:34 +08:00
Diren D Bharwani
96bd982e4c
Merge remote-tracking branch 'origin/main' into SP3-12-SceneGraph
2022-10-29 14:51:48 +08:00
Xiao Qi
270205b0ba
Added line to write asset meta into file when saving
...
Does check for data write before saving
2022-10-29 14:50:44 +08:00
Xiao Qi
0182c90a21
Interface to create and save new assets that are internal: Prefabs, Scenes, Materials
2022-10-29 14:42:38 +08:00
Xiao Qi
cd62dbbb25
Material WIP
2022-10-29 11:58:14 +08:00
Kah Wei
dbf1b0b8de
Merge branch 'main' into SP3-6-c-scripting
...
# Conflicts:
# SHADE_Managed/src/Components/Collider.hxx
2022-10-29 02:32:21 +08:00
Kah Wei
15e9aaa57d
Modified SHSerialization to load Material using SHResourceManager
2022-10-29 01:54:43 +08:00
Kah Wei
3c2e51cb0b
Built-in shaders are now fully loaded via the SHResourceManager
2022-10-29 01:38:29 +08:00
Kah Wei
e4394b6170
Generalised SHResourceManager
2022-10-28 21:32:05 +08:00
Xiao Qi
22b0a2f97b
Changed tabs/spacing
2022-10-28 21:20:59 +08:00
Xiao Qi
6ce143665a
Added scene and prefab asset classes
...
Added scene and prefab text based loaders
Added write functions to all asset loaders to overwrite data
2022-10-28 20:48:50 +08:00
Sri Sham Haran
001c25f554
fix camera not updating when undock/dock
2022-10-28 20:47:28 +08:00
Sri Sham Haran
f9f818b49c
Merge branch 'main' into SP3-4-Editor
2022-10-28 20:31:51 +08:00
Sri Sham Haran
ea9f90f60d
Serialize Collider Component done
2022-10-28 19:39:39 +08:00
Xiao Qi
017cbf90c5
Changed filesystem interface in preparation for asset browser functionalities
2022-10-28 19:07:48 +08:00
Kah Wei
541f44c039
Fixed bugs in SHMaterial, SHMeshLibrary and removed unused functions in SHTextureLibrary
2022-10-28 19:02:54 +08:00
Kah Wei
199897adb4
Added GenericHandles to SHADE_Managed
2022-10-28 19:02:26 +08:00
Sri Sham Haran
04d372b9b8
Merge branch 'main' into SP3-8-serialization
2022-10-28 18:00:08 +08:00
Sri Sham Haran
fa6e3cf1df
Light Component Serialization & Inspector
2022-10-28 17:58:16 +08:00
XiaoQiDigipen
ade24b904f
Merge pull request #127 from SHADE-DP/SP3-2-Physics
...
SP3-2 Colliders use relative size
NEW
Colliders have materials. The material system is intended to emulate Unity's physics materials.
UPDATE
Colliders now show relative size on the Editor. This change has not been reflected in Scripting.
Colliders will deep copy the shape in case it was not already doing so.
If this doesn't compile, beat me. I swear I just compiled, ran and tested for functionality.
2022-10-28 16:38:44 +08:00
XiaoQiDigipen
f276595202
Merge pull request #126 from SHADE-DP/SP3-1-SerialisedRenderable
...
All Vec3 and Vec4s in materials are now automatically set to full 1.0 Vectors
2022-10-28 16:38:17 +08:00
Diren D Bharwani
270f69572c
Replaced cout with SHLOG
2022-10-28 16:25:57 +08:00
Brandon Mak
f110f9b16b
Removed isActive from component
2022-10-28 15:56:22 +08:00
Diren D Bharwani
b0175dba31
Ensured a deep copy (recreation) of collision shapes
2022-10-28 15:29:28 +08:00
Diren D Bharwani
1a4b15feb2
Changed ColliderBound to CollisionShape because ColliderBound sounds weird
2022-10-28 14:29:05 +08:00
Brandon Mak
baa77e5d37
setter for culling mask
2022-10-28 14:10:08 +08:00
Diren D Bharwani
d4f775843c
Merge remote-tracking branch 'origin/main' into SP3-2-Physics
2022-10-28 14:08:18 +08:00
Brandon Mak
5ab2ebbff4
Getters for light
2022-10-28 13:54:46 +08:00
Kah Wei
621dae4c40
All Vec3 and Vec4s in materials are now automatically set to full 1.0 vectors
2022-10-28 13:32:13 +08:00
Sri Sham Haran
a04e57d048
Merge branch 'main' into SP3-8-serialization
2022-10-28 13:17:22 +08:00
Sri Sham Haran
c35f3d5e15
fix hierarchy panel menu bar padding
2022-10-28 12:47:17 +08:00
XiaoQiDigipen
c750bffd1d
Merge pull request #125 from SHADE-DP/SP3-1-SerialisedRenderable
...
Added Serialized Renderable
2022-10-27 23:27:00 +08:00
Kah Wei
e733cd2e1c
Fixed bug where changes to meshes were not saved by batching system
2022-10-27 23:18:02 +08:00
Brandon Mak
0cab0107b2
Fixed minimizing by resetting command pools and fences
2022-10-27 19:37:05 +08:00
Kah Wei
cc1fe71d4b
Serialization and deserialization of SHRenderable to use default material for now
2022-10-27 19:31:00 +08:00
Kah Wei
003a99ae07
Merge branch 'main' into SP3-1-SerialisedRenderable
...
# Conflicts:
# SHADE_Engine/src/Graphics/MiddleEnd/Interface/SHGraphicsSystem.cpp
# SHADE_Engine/src/Graphics/MiddleEnd/Interface/SHRenderable.h
# SHADE_Engine/src/Graphics/RenderGraph/SHRenderGraphNode.cpp
# SHADE_Engine/src/Graphics/RenderGraph/SHSubpass.cpp
# SHADE_Engine/src/Graphics/RenderGraph/SHSubpass.h
2022-10-27 19:30:54 +08:00
Brandon Mak
09c5843cdb
Ambient lighting added
2022-10-27 19:02:55 +08:00
Sri Sham Haran
c7e2116df0
Fix editor component view bug where fields from different components that have the same name clash
2022-10-27 18:34:19 +08:00
Kah Wei
392ecae434
Merge branch 'main' into SP3-6-c-scripting
2022-10-27 17:52:52 +08:00
Kah Wei
623e964160
Fixed bug causing issues with debugging not working
2022-10-27 17:51:30 +08:00
Diren D Bharwani
a354928e0d
Merge remote-tracking branch 'origin/main' into SP3-2-Physics
2022-10-27 17:41:01 +08:00
maverickdgg
b0f28f98c5
WIP camera arm component
2022-10-27 15:01:18 +08:00
Xiao Qi
2102835629
Added function to manually compile shaders by path
2022-10-27 14:24:03 +08:00
Xiao Qi
b10da2d160
Merge branch 'main' into SP3-13-Assets-Manager
2022-10-27 14:19:22 +08:00
Xiao Qi
e1de423483
Treat all shaders as built in for now to facilitate getting shader module by name
2022-10-27 14:12:53 +08:00
Xiao Qi
b5a1d5ea88
SP3-282 Restructured loaders and compilers
...
Completed shader compiling and loading
2022-10-27 12:54:58 +08:00
Kah Wei
97432b8666
Accounted for updating collider storage when a collider is removed
2022-10-27 12:46:42 +08:00
Kah Wei
d45d621701
Collider now will have it's sub collider list updated based on events
2022-10-27 12:32:06 +08:00
Kah Wei
cd04132fd7
Merge branch 'main' into SP3-6-c-scripting
2022-10-27 11:41:14 +08:00
Brandon Mak
b7b3ef08ab
Some lighting fixes
2022-10-27 11:31:11 +08:00
maverickdgg
dee4e9acbd
Fixed RTTR registration. Added back Camera Clamp
2022-10-27 10:33:54 +08:00
Kah Wei
d2c7630af4
Merge branch 'main' into SP3-6-c-scripting
2022-10-27 10:12:52 +08:00
Kah Wei
2108d9e1f6
Added triple buffering to SHDebugDrawSystem
2022-10-27 10:12:30 +08:00
maverickdgg
0c2d020f89
Merge branch 'main' into SP3-141-Camera-System
2022-10-27 09:26:53 +08:00
maverickdgg
012070ba6d
Added RTTR registration
2022-10-27 09:26:49 +08:00
Sri Sham Haran
a854a50fb2
Fix error from shader graph preventing compilation on main
2022-10-27 09:22:42 +08:00
maverickdgg
d8086edbe2
Merge branch 'main' into SP3-141-Camera-System
2022-10-27 08:55:06 +08:00
Diren D Bharwani
75fd02c08a
small change to where forces are cleared (1 less comparison)
2022-10-27 03:35:32 +08:00
Diren D Bharwani
371ffc52da
Colliders now use relative sizes
2022-10-27 03:14:46 +08:00
Brandon Mak
da3edb2b6b
Working abit more now. Error with device extension thingy.
2022-10-27 02:46:38 +08:00
Brandon Mak
ae88c70936
Lighting shader kind of done (still has bugs)
2022-10-27 02:28:38 +08:00
Xiao Qi
5154b579d7
Re-restructured compilers to be more self contained
...
Loaders only load internal binary asset files
2022-10-26 23:07:01 +08:00
Brandon Mak
6e9f54987f
Prepared light global desc set layout data and render graph resources
...
- Fixed material padding
- Lighting desc sets now have a buffer at binding 0 to store light counts.
- Added position, normals, albedo resources in render graph
2022-10-26 22:40:04 +08:00
Sri Sham Haran
3518004266
Add Open File DIalog (WIP)
2022-10-26 21:06:09 +08:00
Sri Sham Haran
1018454f2e
Add Win32 MessageBox
...
Add Prefab Manager
2022-10-26 20:21:47 +08:00
Xiao Qi
f2e2b21d47
Merge branch 'main' into SP3-13-Assets-Manager
2022-10-26 18:40:10 +08:00
Diren D Bharwani
19ceab84df
Added events for adding and removing colliders
2022-10-26 18:35:41 +08:00
Xiao Qi
4eaa15d999
Added function to compile built in shaders
2022-10-26 17:16:09 +08:00
Diren D Bharwani
12758878c5
Fixed bug with multiple collider removals
2022-10-26 16:55:28 +08:00
Diren D Bharwani
4f28161e45
Merge remote-tracking branch 'origin/main' into SP3-2-Physics
2022-10-26 16:30:36 +08:00
Kah Wei
57027da80b
Integrated into SBApplication and accounted for case where number of points to draw is 0.
2022-10-26 16:27:58 +08:00
Diren D Bharwani
58491fcbff
Fixed physics bugs
...
1. Colliders are now properly deleted along with its component.
2. Forces and velocities are reset on stop.
2022-10-26 16:17:22 +08:00
Sri Sham Haran
51489ecb3b
Merge branch 'main' into SP3-4-editor_fix
2022-10-26 16:07:01 +08:00
Sri Sham Haran
1c099acccb
handle vec2/3/4 that contain values in radians
2022-10-26 16:05:52 +08:00
Kah Wei
550b8d85f0
Added SHDebugDrawSystem class
2022-10-26 16:05:50 +08:00
Kah Wei
632df80d06
Refactored SHPrimitiveGenerator and added Sphere generation support
2022-10-26 16:05:18 +08:00
Sri Sham Haran
b013d09f42
Tooltips. editor tweaks
2022-10-26 15:31:23 +08:00
Brandon Mak
43ea33cabf
Merge remote-tracking branch 'origin/main' into SP3-1-Rendering
2022-10-26 15:26:41 +08:00
Sri Sham Haran
d9584a0e39
Changed SHEditor.hpp to .h
...
Handle editor camera update when interacting with viewport window only
2022-10-26 14:32:00 +08:00
Brandon Mak
5637fb707f
Tested light component. Values reflected in renderdoc correctly
...
- Added pure copy compute shader (used instead of kirsch)
- Created sparse set for lights
- Note that while the instanced attribute contains both EID and layer light index and in the future potentially more, the objects still write to a uint framebuffer.
- Light layer index is in a different frame buffer than the eid one.
- Updated shaders to accommodate light layer index.
2022-10-26 02:14:43 +08:00
Xiao Qi
54796773b2
Added built in shader extension
...
Collision check for asset IDs
2022-10-26 01:53:26 +08:00
Xiao Qi
c0c6d35b29
Split function in shader module library to get vk flag conversion
...
Changed some calls to get build in modules
2022-10-26 01:53:08 +08:00
Diren D Bharwani
7ba02aeb0f
Removed unused functions, fixed RigidBody
2022-10-26 01:46:13 +08:00
Diren D Bharwani
fbb613b859
m dumb. it work.
2022-10-26 01:16:49 +08:00
Brandon Mak
4b7a837469
Fixed some bugs in render graph
...
- Changed the eid buffer for instanced rendering to a vec2 (potentially vec3 or 4), to pass other types of data like light layer index.
- Renamed some render graph nodes and subpasses. Added a dummy render pass to transition the scene to read only optimal.
- offscreen buffer resource now transitions to eShaderReadOnlyOptimal instead of eGeneral
2022-10-26 01:08:02 +08:00
Brandon Mak
5016600397
Lights WIP
2022-10-25 23:39:35 +08:00
Diren D Bharwani
0defa58c77
Physics Component Synchronisation is now done through events
2022-10-25 23:09:46 +08:00
Diren D Bharwani
3c5a1b73d6
Fixed bug with destroying a rigidbody component
2022-10-25 22:26:07 +08:00
Diren D Bharwani
024ad44e84
Merge remote-tracking branch 'origin/main' into SP3-2-Physics
2022-10-25 22:14:04 +08:00
Diren D Bharwani
388795a2db
Transform Components are Enforced through the editor for certain components
2022-10-25 22:13:27 +08:00
Xiao Qi
84ce369607
Changed shader module library to Import shaders and reflect all on its own
...
Preparation for separation for built in shaders distinction
2022-10-25 21:04:21 +08:00
Sri Sham Haran
6d9a8e484c
Asset browser
2022-10-25 20:55:46 +08:00
Brandon Mak
0395df5c63
Lights WIP (bug fixes)
2022-10-25 19:59:16 +08:00
Sri Sham Haran
393422a0a3
Merge branch 'main' into SP3-4-editor_fix
2022-10-25 19:48:08 +08:00
Glence
d1d64ec167
added tooltips for the rest of the widgets
2022-10-25 18:48:45 +08:00
Kah Wei
416c571fd2
Added proper deletion of VKSamplers
2022-10-25 17:40:13 +08:00
maverickdgg
53fc0c970c
Added a DegreesToRadians when setting rotation of camera comp
2022-10-25 17:30:11 +08:00
Sri Sham Haran
0acd6a99a4
Tweaks to editor widgets
2022-10-25 17:08:15 +08:00
Kah Wei
73a85e4aab
Merge branch 'main' into SP3-6-c-scripting
...
# Conflicts:
# SHADE_Managed/src/Utility/Convert.cxx
# SHADE_Managed/src/Utility/Convert.hxx
2022-10-25 15:56:11 +08:00
Xiao Qi
b4726ae992
Removed Shader source library, changed header and enum type locations
2022-10-25 15:43:36 +08:00
Kah Wei
9f98bed4d1
Fixed batching renedering the wrong number of instances
2022-10-25 15:11:01 +08:00
Sri Sham Haran
d0714cee16
Merge branch 'main' into SP3-8-serialization
2022-10-25 15:10:35 +08:00
Sri Sham Haran
dfdd477a37
Merge branch 'main' into SP3-4-editor_fix
2022-10-25 15:10:20 +08:00
Sri Sham Haran
8466309e2f
Serialize/Deserialize SHCollider & SHColliderComponent
2022-10-25 15:09:45 +08:00
Kah Wei
c2e51dc603
Fixed deletion crash caused by Renderables
2022-10-25 14:31:28 +08:00
Brandon Mak
869916cb2a
Lights WIP
2022-10-25 13:47:27 +08:00
Sri Sham Haran
f64f13521b
SHVec to yaml node convert
2022-10-25 08:42:51 +08:00
Kah Wei
f6cbb18143
Added display of WIP CallbackEvents on the inspector
2022-10-25 01:34:46 +08:00
Brandon Mak
8fb0eddcc1
Lights WIP
2022-10-25 00:00:22 +08:00
Xiao Qi
2dbd2f6030
Split asset into 2 categories for internal assets to be loaded and external assets to be compiled
2022-10-24 22:46:01 +08:00