11 Commits

Author SHA1 Message Date
481512689b Rml initialization and rendering 2026-06-11 21:31:42 +03:00
eb79ff9879 Shaders SPIR-V compilation in SDK 2026-04-27 17:24:51 +03:00
55258615c5 Vulkan renderer 2026-04-01 15:51:37 +03:00
0f26b7423d Minor TODOs completed
- Rename states -> regions
- Threads unregistering from Logger
- Remove unnecessary references for primitive arguments in functions
- Marking classes as final for optimization
- Remove typo in Materials implementation file name
- Move some modules to partitions
2026-02-11 03:28:33 +03:00
6bcea3087a Rendering states in Magnum 2026-01-24 15:51:21 +03:00
0ff3a35ed3 Refactor and Magnum integration 2026-01-18 20:47:45 +03:00
945cf4b1cc UBO base 2026-01-14 15:26:09 +03:00
2e0369ee2b Vertex buffers
- Fix RenderObject comparator for storing in set
- RenderObjects get ID on register
- Transfer queue family and queue
- Command buffers for transfer queue
- PipelineFactory constructor parameters combined in PipelineBinding structure
- GPU_Vertex and GPU_Buffer structures to map GPU memory data
- Vertex buffers for world and UI RenderObjects with staging
2025-10-04 20:46:15 +03:00
1d65039e2f Swapchain presentation and GLFW
- Render objects list
- SDL2 replaced with GLFW
- Swapchain synchronization, presentation and recreation on resize
2025-09-27 12:30:00 +03:00
389ed599c8 Pipeline factory and materials
- AssetManager uses static assets ID from path hash
- PipelineFactory creates Vulkan pipelines using PipelineConfig structure depending on AssetMaterial and creation flags
- AssetMaterial describes pipelines (e.g. used shaders)
- Materials are described with JSON in sources with path references to other assets
- AssetMaterial is parsed from binary file with asset IDs in references
- compile_config tool compiles material JSON file to binary file with path references replaced with asset IDs
- Allocator supports type's constructors with arguments
- NativeFileSystem: fixed empty bufferSize and buffer trash
2025-08-29 13:13:11 +03:00
7ad2ec4dc8 Shaders assets and loading fix
- a = { ... } definitions replaced with a { ... }
- GetOverlappedResult replaced with waiting for event in Windows async file loading
- FileHandles and AssetHandles stored in heap for container element adresses consistence
- Shader assets examples
2025-08-24 14:56:17 +03:00