Commit Graph

220 Commits

Author SHA1 Message Date
Xiao Qi 1b4397c76d Updated all compiled models
Fixed UV mappings
2023-01-17 14:38:50 +08:00
Kah Wei bce7237e20 Modified shader to support instanced bone first index and system to support runtime updating of animations 2023-01-16 21:02:37 +08:00
Xiao Qi 7f9991038a Working commit 2023-01-16 14:34:59 +08:00
Kah Wei 7ecb8b11ad Added support for rendering bone-less models using the animated shader 2023-01-13 21:26:05 +08:00
Kah Wei d1a41ea194 Fixed raccoon not rendering for animated material 2023-01-13 20:33:25 +08:00
Kah Wei 19ba71e51c Added animated raccoon material and deleted unused skinned vertex shader 2023-01-09 17:05:10 +08:00
Xiao Qi 67db3e636c Updated racoon model and files 2023-01-08 12:37:48 +08:00
Xiao Qi 1a2a514f98 Updated all models 2023-01-07 22:00:46 +08:00
Xiao Qi de0dc5db61 Recompiled models 2023-01-07 21:48:31 +08:00
Kah Wei 9d17328262 Added bone animation supported vertex shader 2023-01-04 18:20:04 +08:00
Kah Wei 7da89def50 Refactored SHBatch to support animation data in the same descriptor set 2023-01-04 17:42:02 +08:00
Kah Wei 3ca6859fcb Merge branch 'main' into SP3-17-animation-system
# Conflicts:
#	SHADE_Engine/src/Graphics/MiddleEnd/Batching/SHBatch.cpp
#	SHADE_Engine/src/Graphics/MiddleEnd/Batching/SHBatch.h
#	SHADE_Engine/src/Graphics/MiddleEnd/Interface/SHGraphicsSystem.cpp
2023-01-04 15:52:08 +08:00
Brandon Mak 8e2c32d110 Graphics refactor more or less tested and working
- Descriptors sets are now independent from a set index. Camera matrices for example can be bound to set index 1 for the batching system but index 2 for compute shaders.
- Truly global descriptors sets (misc data, textures and light data) are now manually bound to a global static class that allows retrieval of these sets to be bound whenever in the middle end. 
- Predefined descriptor set layouts (but not truly global such as camera data, materials and font) have their layouts predefined in a class and used for descriptor set initialization within the middle end. The sets themselves are allocated using these layouts (also accessible globally). 
- Descriptor sets that are more flexible with their bindings such as render graph resources are introspected from shaders and not predefined at all (though their types are recorded in SHGraphicsPredefinedData to avoid magic numbers when binding descriptor sets in some systems).
- Systems now have fixed mappings for descriptors used in shaders and these are defined in SHGraphicsPredefinedData. Batching for example has 3 fixed descriptors: Static global bound at 0, camera data bound at 1, materials bound at 2.
- Viewports no longer contain renderers and renderers no longer contain render graphs. The graphics system only has 1 render graph and subpasses can have both viewports and renderers bound to them to have options for viewport/scissor and camera settings. 
- Light data is now bound before every compute system.
- There is only 1 render graph in the entire system and contains only 6 nodes: G-Buffer pass (with lighting compute pass), debug draw with depth, debug draw, screen space pass, dummy pass for transition to input attachment for imGui and lastly the imGui pass for rendering editor to swapchain.
2022-12-29 14:29:25 +08:00
Brandon Mak 99e7dbfa01 WIP 2022-12-28 20:47:20 +08:00
Brandon Mak 3bfec1e54f WIP will update later, afraid for BSOD again
- All Shaders now take in a single projection matrix. The type of projection matrix is dependent on the SHRenderer projection type.
- SHGraphicsSystem now only has a single render graph.
- SHGlobalDescriptorSets now store a descriptor set for static global data and a handle to the lighting system. Functions to bind their descriptor sets are also available. 
- Font desc set layout is added back into SHPredefinedData because while its possible to introspect the layouts from the shaders, the layouts is required beforehand to generate the font objects
- SHRenderers and SHViewport are now 2 separate entities, both passable to SHSubpass to be contained and used to set viewport/scissor and send camera matrices to shaders.
-  SHRenderer descriptor sets are now updated separately from the binding. They happen directly before the render graph executes.
2022-12-28 12:19:30 +08:00
Kah Wei 12a46c4266 Merge branch 'main' into SP3-17-animation-system
# Conflicts:
#	SHADE_Engine/src/Graphics/MiddleEnd/Batching/SHBatch.cpp
#	SHADE_Engine/src/Graphics/MiddleEnd/Interface/SHDebugDrawSystem.cpp
#	SHADE_Engine/src/Graphics/MiddleEnd/Meshes/SHPrimitiveGenerator.cpp
#	SHADE_Engine/src/Graphics/MiddleEnd/Meshes/SHPrimitiveGenerator.h
2022-12-16 12:59:11 +08:00
Kah Wei 98ff16d00c Added deebug drawing of cubes of any transform 2022-12-15 01:45:44 +08:00
Kah Wei 06cc969658 Reworked DebugDraw system (only lines now) 2022-12-14 01:20:12 +08:00
Glence 81978a90b6 added more audio and tidy up folder
tidy up scripts folder
added more audio (cause burden randall cant make up his mind)
adjusted main scene abit
2022-11-26 08:28:37 +08:00
Glence cae8358341 updated scene changes 2022-11-25 23:10:17 +08:00
Glence 1302a7e58d added jump var changes
change jump to be in update
added audio for AI
2022-11-25 22:53:38 +08:00
Glence 92ce7c96a8 Merge branch 'main' into PlayerController 2022-11-25 22:34:49 +08:00
Glence fb512e7fc5 added the new banks in
removed unneeded bank
added new audio
2022-11-25 22:32:41 +08:00
mushgunAX 609be908f9 Revert "Made player jumping more responsive"
This reverts commit d6fab4439f.
2022-11-25 20:18:36 +08:00
mushgunAX a541565e55 Merge branch 'main' into AIFinalFixesGAM300M3 2022-11-25 20:17:11 +08:00
mushgunAX 5b41e832c6 Enhanced AI with better chase logic
- AI now keeps track of last waypoint he has seen player at and heads there in an attempt to chase him down
- AI can be made to reverse his chase/patrol path by running around him
- The scene with the AI fix is called "MainGameWithAIFixed"
2022-11-25 20:16:31 +08:00
Sri Sham Haran 27aadf67d3 threw in AI to maingame.shade 2022-11-25 19:03:23 +08:00
Glence 181af5b3e5 fix throw food bug
added inverse camera controls
2022-11-25 16:23:26 +08:00
mushgunAX 7499011ea2 Merge branch 'main' into ScriptingAI 2022-11-25 16:14:06 +08:00
mushgunAX 7003262a5d Fixed AI even after scene change
-More reliance on the blackboard for keeping variables among a tree's nodes
-Half extents of the AI fixed
2022-11-25 16:12:58 +08:00
Glence 413156dabb Merge branch 'main' into PlayerController 2022-11-25 15:45:35 +08:00
Glence 6ac9bc4e94 added breakables to the main game and fix issues with it 2022-11-25 14:45:19 +08:00
Diren D Bharwani afd2abf036 Fixed pre & post physics transforms update routines 2022-11-25 14:06:20 +08:00
Glence 9daaade56a Merge branch 'main' into PlayerController 2022-11-25 13:22:51 +08:00
Xiao Qi d72a532623 Added object checks in leaf scripts 2022-11-25 12:09:03 +08:00
mushgunAX c5d490b8b2 Added null checks for AI blackboard data
- Null checks added to prevent AI causing the engine to crash
2022-11-25 11:44:58 +08:00
maverickdgg f3e7f1747a Merge branch 'main' into SP3-141-Camera-System 2022-11-25 10:06:11 +08:00
maverickdgg 428f8f29c6 Camera collision. WIP 2022-11-25 10:06:02 +08:00
mushgunAX 4daaa8e897 Added SFX to AI
- Footsteps, alert yell and unalert humming
2022-11-25 00:56:40 +08:00
Glence c07fa3c5ae remove the clamp from the phsysicSystem routines
added cheats for maingame
added raycast for pick throw
2022-11-25 00:54:45 +08:00
Glence f71675ad0e Merge branch 'main' into PlayerController 2022-11-24 22:41:00 +08:00
mushgunAX d6fab4439f Made player jumping more responsive
- Changed the input check in the jump function from a GetKeyDown() / GetKeyUp() to a GetKey() / !GetKey()
- This makes jumping a lot more responsive
- This also means holding the jump button causes the raccoon to "bunny hop" until jump button is released
2022-11-24 21:56:06 +08:00
mushgunAX c0f3720fd2 AI expected to work with the scene. To Verify. 2022-11-24 21:26:05 +08:00
Glence 9473359076 added the base for raycast in pickandthrow 2022-11-24 14:05:02 +08:00
Glence 5ee8403e80 make starting scene mainmenu
change playercontroller to fixed dt
2022-11-24 01:08:08 +08:00
Glence d8b2addd1f added the fix for AI 2022-11-23 22:44:15 +08:00
Glence ff318cee2e added ai scripts and in the scene 2022-11-23 21:02:33 +08:00
Glence caefae3aac added the change scene into winscene 2022-11-23 20:51:22 +08:00
Glence 8469ebd960 setting the value into scripts 2022-11-23 20:48:40 +08:00
Glence af93e59d0e added text to maingame 2022-11-23 20:26:53 +08:00