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* Added logger and basic shader * Safe uniform setting * Fixed segfault * Added vibe tests * oops test fix * Updated for PR requested changes * Add Shader + Logger class (#25) * Deriv Function implementation for ODE solver, (default gravity applied) (#26) * Implement derivative functions and testing framework for animation module * Add default gravity affect on derivative functions and unit tests for animation module * Add computeCOM method to AnimationProperties for centre of mass computation (#19) * Update class declaration for COM computation * Implement computeCentreOfMassAndVolume * Make computeCentreOfMassAndVolume static * Add computeCenterOfMassAndVolume tests * Add coverage related files to gitignore * Implement ODE solver (Euler method) (#23) * made ODE solver and test folders * made ODE solver and test folders * finished ODE Classs * fixed fractional time left * actually fixed it --------- Co-authored-by: Tymofiy Sompura <77696830+P0k3rf4ce@users.noreply.github.com> * Fixed compiler warning * 16 modeling meshclass (#33) * Mesh class textbook code * mesh class tests * Remove Textures vector from Mesh class Textures should be handled in the Model, not the Mesh --------- Co-authored-by: Noah Freelove <90488068+NoahFreelove@users.noreply.github.com> * Basic draft for material class (#27) * draft for material class * v2 design. Uses textures instead of pure colors * fixed include error * should not compile * Added model class * Reworked material texture names * Added additional object constructors * Changed Texture Names for Material * 4 inertia tensor (#41) * Inertia tensor and inverse added * Added inertia tests * Removed redundant comments * 4 - Rewrote the function to use the Eigen Library. Also got rid of the constructor stuff * 4 - Added inverse functionality * 4-Modified the corresponding header file * Fix the code so it compiles * 4-Rewrote to use indices * 4 - Changed the header to match * 4-Rewrote the unit tests, and modified the function accordingly * removed unnessisary print statement * Bug fix --------- Co-authored-by: Tymofiy Sompura <tsompura2@gmail.com> * 50 camera (#52) * Camera class * Rotation functions * Camera: Switch to Eigen from glm * Added update method for model props * Added skeleton for model loading * Added camera to scene * mesh loading, generation of normal vectors WIP * Draft for asset-management-system (#66) * Mesh Loading * Add collision detection and response for rigid bodies (#64) * 41 bounding box (#74) * 41 - Initial Ideas for bounding box * 41- bounding box logic added * 41- Added tests * 41 Now uses eigen's alignedBox * Added Tag extraction (#77) * implemented Material loading (#75) * implemented Material loading * Fixed texture loads & logging improvements --------- Co-authored-by: QA1S <qais.alkhatib@mail.utoronto.ca> Co-authored-by: Noah Freelove <90488068+NoahFreelove@users.noreply.github.com> * ModelLoader Hotfix * Removed some debug comments, modified face count * Model Loader Bugfixez * Ode solver PLUS QP all in one (#84) * Add OSQP as submodule * finished qp and ode solver * finished making ode solver with odeint * Remove unused Boost submodules, keeping only odeint-v2 and osqp * sync (#114) * bug: fix return for getModelMatrix * Add Shader + Logger class (#25) (#31) ok * Fix Issue #29 (#30) Co-authored-by: Tymofiy Sompura <sompurat@mail.utoronto.ca> * feat: add quad rendering (#32) * add: method to set matrix4f uniform * Feat: Implement bloom (#35) * feat: implement bloom * fix: fix logger fmt * Fix linking errors * fix: rename test dir for utils * fix: address comments --------- Co-authored-by: Tymofiy Sompura <tsompura2@gmail.com> * add: method to set matrix4f uniform (#36) * fix: rename shaders and change paths (#43) * 18 model loading (#42) * Added logger and basic shader * Safe uniform setting * Fixed segfault * Added vibe tests * oops test fix * Updated for PR requested changes * Add Shader + Logger class (#25) * Fixed compiler warning * 16 modeling meshclass (#33) * Mesh class textbook code * mesh class tests * Remove Textures vector from Mesh class Textures should be handled in the Model, not the Mesh --------- Co-authored-by: Noah Freelove <90488068+NoahFreelove@users.noreply.github.com> * Implemented model loader. Testing remaining still. Update ModelProperties to better fit the structure for the loader * Implemented model loader. Testing remaining still. Update ModelProperties to better fit the structure for the loader * quick CMakeLists.txt fix --------- Co-authored-by: Noah Freelove <90488068+NoahFreelove@users.noreply.github.com> Co-authored-by: HaseebManzoor6 <42979246+HaseebManzoor6@users.noreply.github.com> Co-authored-by: root <root@DESKTOP-3MLASM6.localdomain> * feat: implement #14 (#38) * add pbr shaders * implements #14 (mostly) * add: define pi constant locally * [#13] feat: implement genIrradianceMap (#20) * Initial skeleton for genIrradianceMap * Configuring viewport to capture irradiance dimensions after binding FBO * Integrating shader into irradiance map generator * Created frag/vert for irradiancemap, decoupled irradiancemap logic off of renderproperties * Update RenderProperties.hpp * Implement genBRDFLUT (#40) * Implement genBRDFLUT * Cherrypicked Emmy's brdf shaders and restructured shader files * Render quad with coords * Gen prefilter map method implementation Resolves #11 (#37) * Pushing prefilter implementation * refactor: clean up (#44) * shader de-duplication + cleanup * reorganize default shaders * refactor genIrradianceMap into pbrPreProcessing * refactor genBRDFLUT into pbrPreProcessing * refactor genPrefilterMap + clean up documentation * fix: change shader names to reflect refactoring * model loader patch (#69) hotfix: Removed irrelevant files, patched model props * model loader patch (#69) (#70) hotfix: Removed irrelevant files, patched model props Co-authored-by: Noah Freelove <90488068+NoahFreelove@users.noreply.github.com> * Make libraries static (#80) This should fix the build error occuring on Windows systems where the linker was having trouble dealing with some of our circular dependencies * Make AnimationProperties::getModelMatrix const (#96) Co-authored-by: Tymofiy Sompura <sompurat@mail.utoronto.ca> * ff team branch (#97) * model loader patch (#69) hotfix: Removed irrelevant files, patched model props * Make libraries static (#80) This should fix the build error occuring on Windows systems where the linker was having trouble dealing with some of our circular dependencies * Make AnimationProperties::getModelMatrix const (#96) Co-authored-by: Tymofiy Sompura <sompurat@mail.utoronto.ca> --------- Co-authored-by: Noah Freelove <90488068+NoahFreelove@users.noreply.github.com> Co-authored-by: Tymofiy Sompura <77696830+P0k3rf4ce@users.noreply.github.com> Co-authored-by: Tymofiy Sompura <sompurat@mail.utoronto.ca> * Whatsgoingon (#107) * model loader patch (#69) hotfix: Removed irrelevant files, patched model props * Make libraries static (#80) This should fix the build error occuring on Windows systems where the linker was having trouble dealing with some of our circular dependencies * Make AnimationProperties::getModelMatrix const (#96) Co-authored-by: Tymofiy Sompura <sompurat@mail.utoronto.ca> --------- Co-authored-by: Noah Freelove <90488068+NoahFreelove@users.noreply.github.com> Co-authored-by: Tymofiy Sompura <77696830+P0k3rf4ce@users.noreply.github.com> Co-authored-by: Tymofiy Sompura <sompurat@mail.utoronto.ca> * i thought this was fixed * update team branch... again...? (#108) * model loader patch (#69) hotfix: Removed irrelevant files, patched model props * Make libraries static (#80) This should fix the build error occuring on Windows systems where the linker was having trouble dealing with some of our circular dependencies * Make AnimationProperties::getModelMatrix const (#96) Co-authored-by: Tymofiy Sompura <sompurat@mail.utoronto.ca> --------- Co-authored-by: Noah Freelove <90488068+NoahFreelove@users.noreply.github.com> Co-authored-by: Tymofiy Sompura <77696830+P0k3rf4ce@users.noreply.github.com> Co-authored-by: Tymofiy Sompura <sompurat@mail.utoronto.ca> * Fix: Use SSBO for lights (#67) * fix: use UBOs for lights * switch to ssbo for light data * update OpenGL to version 4.3 * Jarvis, revert that change * Add shadow test for directional lights * Add support for point lights * sync (#109) * model loader patch (#69) (#70) hotfix: Removed irrelevant files, patched model props Co-authored-by: Noah Freelove <90488068+NoahFreelove@users.noreply.github.com> * ff team branch (#97) * model loader patch (#69) hotfix: Removed irrelevant files, patched model props * Make libraries static (#80) This should fix the build error occuring on Windows systems where the linker was having trouble dealing with some of our circular dependencies * Make AnimationProperties::getModelMatrix const (#96) Co-authored-by: Tymofiy Sompura <sompurat@mail.utoronto.ca> --------- Co-authored-by: Noah Freelove <90488068+NoahFreelove@users.noreply.github.com> Co-authored-by: Tymofiy Sompura <77696830+P0k3rf4ce@users.noreply.github.com> Co-authored-by: Tymofiy Sompura <sompurat@mail.utoronto.ca> * Whatsgoingon (#107) * model loader patch (#69) hotfix: Removed irrelevant files, patched model props * Make libraries static (#80) This should fix the build error occuring on Windows systems where the linker was having trouble dealing with some of our circular dependencies * Make AnimationProperties::getModelMatrix const (#96) Co-authored-by: Tymofiy Sompura <sompurat@mail.utoronto.ca> --------- Co-authored-by: Noah Freelove <90488068+NoahFreelove@users.noreply.github.com> Co-authored-by: Tymofiy Sompura <77696830+P0k3rf4ce@users.noreply.github.com> Co-authored-by: Tymofiy Sompura <sompurat@mail.utoronto.ca> * i thought this was fixed * update team branch... again...? (#108) * model loader patch (#69) hotfix: Removed irrelevant files, patched model props * Make libraries static (#80) This should fix the build error occuring on Windows systems where the linker was having trouble dealing with some of our circular dependencies * Make AnimationProperties::getModelMatrix const (#96) Co-authored-by: Tymofiy Sompura <sompurat@mail.utoronto.ca> --------- Co-authored-by: Noah Freelove <90488068+NoahFreelove@users.noreply.github.com> Co-authored-by: Tymofiy Sompura <77696830+P0k3rf4ce@users.noreply.github.com> Co-authored-by: Tymofiy Sompura <sompurat@mail.utoronto.ca> --------- Co-authored-by: Noah Freelove <90488068+NoahFreelove@users.noreply.github.com> Co-authored-by: Tymofiy Sompura <77696830+P0k3rf4ce@users.noreply.github.com> Co-authored-by: Tymofiy Sompura <sompurat@mail.utoronto.ca> --------- Co-authored-by: Ethan Vince-Budan <ethan.vince.budan@gmail.com> Co-authored-by: su-ah <emmrald4@gmail.com> Co-authored-by: Noah Freelove <90488068+NoahFreelove@users.noreply.github.com> Co-authored-by: Tymofiy Sompura <77696830+P0k3rf4ce@users.noreply.github.com> Co-authored-by: Tymofiy Sompura <sompurat@mail.utoronto.ca> * 56 - Write shadow pass shaders (#79) * Copy over joey's shaders for shadow mapping * Update shadow_mapping_depth.frag * remove extra shaders --------- Co-authored-by: Ziad Zananiri <ziadzananirii@gmail.com> Co-authored-by: su-ah <emmrald4@gmail.com> * Fix build errors (#102) * Update scene object architecture (#103) * Swicth update methods for Object * Update the main file architecture * Fix infinite loop --------- Co-authored-by: Tymofiy Sompura <sompurat@mail.utoronto.ca> * Revert "Merge branch 'rendering-team-dev' into main" This reverts commit fcce2a4, reversing changes made to 6232759. yo github wtf was that * add workflow automation (#65) * Create branch-on-issue.yml add a workflow to automatically create a new branch whenever an issue is opened - the name of the branch is formatted as `[team]-#[issue no.]`, where the team is detected from the labels - this means that every new issue requires a team label on creation - the `nobranch` label can be used to prevent creation of a branch for certain issues * fix: new branch sources from team branch * add: workflow also creates draft pr. also uses github cli where convenient * add: workflow which marks issues as "in progress" on commit to its pr * fix: set token correctly * add: adds comment on new issue to reference generated pr * add: bot id * add: workflow to delete issue branches on merge * fix: easier way to get issue closed by pr * implemented stuff * copy over actions, change ids, remove unnecessary debug vars * accidentally did rendering ticket on this branch lmao --------- Co-authored-by: Eric Ryu <ericryu19@gmail.com> Co-authored-by: Noah Freelove <90488068+NoahFreelove@users.noreply.github.com> Co-authored-by: Tymofiy Sompura <77696830+P0k3rf4ce@users.noreply.github.com> Co-authored-by: Tymofiy Sompura <sompurat@mail.utoronto.ca> Co-authored-by: Eric Ryu <47423409+ryu-kyu@users.noreply.github.com> Co-authored-by: Tymofiy Sompura <tsompura2@gmail.com> Co-authored-by: QA1S <77554399+QA1S@users.noreply.github.com> Co-authored-by: HaseebManzoor6 <42979246+HaseebManzoor6@users.noreply.github.com> Co-authored-by: root <root@DESKTOP-3MLASM6.localdomain> Co-authored-by: Ziad Zananiri <ziadzananirii@gmail.com> Co-authored-by: Rowel Eshan <94141074+rowel-eshan@users.noreply.github.com> Co-authored-by: TrueDescription <65911416+TrueDescription@users.noreply.github.com> Co-authored-by: Ethan Vince-Budan <ethan.vince.budan@gmail.com> * fix (#117) * bug: fix return for getModelMatrix * Add Shader + Logger class (#25) (#31) ok * Fix Issue #29 (#30) Co-authored-by: Tymofiy Sompura <sompurat@mail.utoronto.ca> * feat: add quad rendering (#32) * add: method to set matrix4f uniform * Feat: Implement bloom (#35) * feat: implement bloom * fix: fix logger fmt * Fix linking errors * fix: rename test dir for utils * fix: address comments --------- Co-authored-by: Tymofiy Sompura <tsompura2@gmail.com> * add: method to set matrix4f uniform (#36) * fix: rename shaders and change paths (#43) * 18 model loading (#42) * Added logger and basic shader * Safe uniform setting * Fixed segfault * Added vibe tests * oops test fix * Updated for PR requested changes * Add Shader + Logger class (#25) * Fixed compiler warning * 16 modeling meshclass (#33) * Mesh class textbook code * mesh class tests * Remove Textures vector from Mesh class Textures should be handled in the Model, not the Mesh --------- Co-authored-by: Noah Freelove <90488068+NoahFreelove@users.noreply.github.com> * Implemented model loader. Testing remaining still. Update ModelProperties to better fit the structure for the loader * Implemented model loader. Testing remaining still. Update ModelProperties to better fit the structure for the loader * quick CMakeLists.txt fix --------- Co-authored-by: Noah Freelove <90488068+NoahFreelove@users.noreply.github.com> Co-authored-by: HaseebManzoor6 <42979246+HaseebManzoor6@users.noreply.github.com> Co-authored-by: root <root@DESKTOP-3MLASM6.localdomain> * feat: implement #14 (#38) * add pbr shaders * implements #14 (mostly) * add: define pi constant locally * [#13] feat: implement genIrradianceMap (#20) * Initial skeleton for genIrradianceMap * Configuring viewport to capture irradiance dimensions after binding FBO * Integrating shader into irradiance map generator * Created frag/vert for irradiancemap, decoupled irradiancemap logic off of renderproperties * Update RenderProperties.hpp * Implement genBRDFLUT (#40) * Implement genBRDFLUT * Cherrypicked Emmy's brdf shaders and restructured shader files * Render quad with coords * Gen prefilter map method implementation Resolves #11 (#37) * Pushing prefilter implementation * refactor: clean up (#44) * shader de-duplication + cleanup * reorganize default shaders * refactor genIrradianceMap into pbrPreProcessing * refactor genBRDFLUT into pbrPreProcessing * refactor genPrefilterMap + clean up documentation * fix: change shader names to reflect refactoring * model loader patch (#69) hotfix: Removed irrelevant files, patched model props * model loader patch (#69) (#70) hotfix: Removed irrelevant files, patched model props Co-authored-by: Noah Freelove <90488068+NoahFreelove@users.noreply.github.com> * Make libraries static (#80) This should fix the build error occuring on Windows systems where the linker was having trouble dealing with some of our circular dependencies * Make AnimationProperties::getModelMatrix const (#96) Co-authored-by: Tymofiy Sompura <sompurat@mail.utoronto.ca> * ff team branch (#97) * model loader patch (#69) hotfix: Removed irrelevant files, patched model props * Make libraries static (#80) This should fix the build error occuring on Windows systems where the linker was having trouble dealing with some of our circular dependencies * Make AnimationProperties::getModelMatrix const (#96) Co-authored-by: Tymofiy Sompura <sompurat@mail.utoronto.ca> --------- Co-authored-by: Noah Freelove <90488068+NoahFreelove@users.noreply.github.com> Co-authored-by: Tymofiy Sompura <77696830+P0k3rf4ce@users.noreply.github.com> Co-authored-by: Tymofiy Sompura <sompurat@mail.utoronto.ca> * Whatsgoingon (#107) * model loader patch (#69) hotfix: Removed irrelevant files, patched model props * Make libraries static (#80) This should fix the build error occuring on Windows systems where the linker was having trouble dealing with some of our circular dependencies * Make AnimationProperties::getModelMatrix const (#96) Co-authored-by: Tymofiy Sompura <sompurat@mail.utoronto.ca> --------- Co-authored-by: Noah Freelove <90488068+NoahFreelove@users.noreply.github.com> Co-authored-by: Tymofiy Sompura <77696830+P0k3rf4ce@users.noreply.github.com> Co-authored-by: Tymofiy Sompura <sompurat@mail.utoronto.ca> * i thought this was fixed * update team branch... again...? (#108) * model loader patch (#69) hotfix: Removed irrelevant files, patched model props * Make libraries static (#80) This should fix the build error occuring on Windows systems where the linker was having trouble dealing with some of our circular dependencies * Make AnimationProperties::getModelMatrix const (#96) Co-authored-by: Tymofiy Sompura <sompurat@mail.utoronto.ca> --------- Co-authored-by: Noah Freelove <90488068+NoahFreelove@users.noreply.github.com> Co-authored-by: Tymofiy Sompura <77696830+P0k3rf4ce@users.noreply.github.com> Co-authored-by: Tymofiy Sompura <sompurat@mail.utoronto.ca> * Fix: Use SSBO for lights (#67) * fix: use UBOs for lights * switch to ssbo for light data * update OpenGL to version 4.3 * Jarvis, revert that change * Add shadow test for directional lights * Add support for point lights * sync (#109) * model loader patch (#69) (#70) hotfix: Removed irrelevant files, patched model props Co-authored-by: Noah Freelove <90488068+NoahFreelove@users.noreply.github.com> * ff team branch (#97) * model loader patch (#69) hotfix: Removed irrelevant files, patched model props * Make libraries static (#80) This should fix the build error occuring on Windows systems where the linker was having trouble dealing with some of our circular dependencies * Make AnimationProperties::getModelMatrix const (#96) Co-authored-by: Tymofiy Sompura <sompurat@mail.utoronto.ca> --------- Co-authored-by: Noah Freelove <90488068+NoahFreelove@users.noreply.github.com> Co-authored-by: Tymofiy Sompura <77696830+P0k3rf4ce@users.noreply.github.com> Co-authored-by: Tymofiy Sompura <sompurat@mail.utoronto.ca> * Whatsgoingon (#107) * model loader patch (#69) hotfix: Removed irrelevant files, patched model props * Make libraries static (#80) This should fix the build error occuring on Windows systems where the linker was having trouble dealing with some of our circular dependencies * Make AnimationProperties::getModelMatrix const (#96) Co-authored-by: Tymofiy Sompura <sompurat@mail.utoronto.ca> --------- Co-authored-by: Noah Freelove <90488068+NoahFreelove@users.noreply.github.com> Co-authored-by: Tymofiy Sompura <77696830+P0k3rf4ce@users.noreply.github.com> Co-authored-by: Tymofiy Sompura <sompurat@mail.utoronto.ca> * i thought this was fixed * update team branch... again...? (#108) * model loader patch (#69) hotfix: Removed irrelevant files, patched model props * Make libraries static (#80) This should fix the build error occuring on Windows systems where the linker was having trouble dealing with some of our circular dependencies * Make AnimationProperties::getModelMatrix const (#96) Co-authored-by: Tymofiy Sompura <sompurat@mail.utoronto.ca> --------- Co-authored-by: Noah Freelove <90488068+NoahFreelove@users.noreply.github.com> Co-authored-by: Tymofiy Sompura <77696830+P0k3rf4ce@users.noreply.github.com> Co-authored-by: Tymofiy Sompura <sompurat@mail.utoronto.ca> --------- Co-authored-by: Noah Freelove <90488068+NoahFreelove@users.noreply.github.com> Co-authored-by: Tymofiy Sompura <77696830+P0k3rf4ce@users.noreply.github.com> Co-authored-by: Tymofiy Sompura <sompurat@mail.utoronto.ca> --------- Co-authored-by: Ethan Vince-Budan <ethan.vince.budan@gmail.com> Co-authored-by: su-ah <emmrald4@gmail.com> Co-authored-by: Noah Freelove <90488068+NoahFreelove@users.noreply.github.com> Co-authored-by: Tymofiy Sompura <77696830+P0k3rf4ce@users.noreply.github.com> Co-authored-by: Tymofiy Sompura <sompurat@mail.utoronto.ca> * 56 - Write shadow pass shaders (#79) * Copy over joey's shaders for shadow mapping * Update shadow_mapping_depth.frag * remove extra shaders --------- Co-authored-by: Ziad Zananiri <ziadzananirii@gmail.com> Co-authored-by: su-ah <emmrald4@gmail.com> * Fix build errors (#102) * Update scene object architecture (#103) * Swicth update methods for Object * Update the main file architecture * Fix infinite loop --------- Co-authored-by: Tymofiy Sompura <sompurat@mail.utoronto.ca> * Revert "Merge branch 'rendering-team-dev' into main" This reverts commit fcce2a4, reversing changes made to 6232759. yo github wtf was that * add workflow automation (#65) * Create branch-on-issue.yml add a workflow to automatically create a new branch whenever an issue is opened - the name of the branch is formatted as `[team]-#[issue no.]`, where the team is detected from the labels - this means that every new issue requires a team label on creation - the `nobranch` label can be used to prevent creation of a branch for certain issues * fix: new branch sources from team branch * add: workflow also creates draft pr. also uses github cli where convenient * add: workflow which marks issues as "in progress" on commit to its pr * fix: set token correctly * add: adds comment on new issue to reference generated pr * add: bot id * add: workflow to delete issue branches on merge * fix: easier way to get issue closed by pr * implemented stuff * copy over actions, change ids, remove unnecessary debug vars * accidentally did rendering ticket on this branch lmao * fix project info --------- Co-authored-by: Eric Ryu <ericryu19@gmail.com> Co-authored-by: Noah Freelove <90488068+NoahFreelove@users.noreply.github.com> Co-authored-by: Tymofiy Sompura <77696830+P0k3rf4ce@users.noreply.github.com> Co-authored-by: Tymofiy Sompura <sompurat@mail.utoronto.ca> Co-authored-by: Eric Ryu <47423409+ryu-kyu@users.noreply.github.com> Co-authored-by: Tymofiy Sompura <tsompura2@gmail.com> Co-authored-by: QA1S <77554399+QA1S@users.noreply.github.com> Co-authored-by: HaseebManzoor6 <42979246+HaseebManzoor6@users.noreply.github.com> Co-authored-by: root <root@DESKTOP-3MLASM6.localdomain> Co-authored-by: Ziad Zananiri <ziadzananirii@gmail.com> Co-authored-by: Rowel Eshan <94141074+rowel-eshan@users.noreply.github.com> Co-authored-by: TrueDescription <65911416+TrueDescription@users.noreply.github.com> Co-authored-by: Ethan Vince-Budan <ethan.vince.budan@gmail.com> * ee (#118) * bug: fix return for getModelMatrix * Add Shader + Logger class (#25) (#31) ok * Fix Issue #29 (#30) Co-authored-by: Tymofiy Sompura <sompurat@mail.utoronto.ca> * feat: add quad rendering (#32) * add: method to set matrix4f uniform * Feat: Implement bloom (#35) * feat: implement bloom * fix: fix logger fmt * Fix linking errors * fix: rename test dir for utils * fix: address comments --------- Co-authored-by: Tymofiy Sompura <tsompura2@gmail.com> * add: method to set matrix4f uniform (#36) * fix: rename shaders and change paths (#43) * 18 model loading (#42) * Added logger and basic shader * Safe uniform setting * Fixed segfault * Added vibe tests * oops test fix * Updated for PR requested changes * Add Shader + Logger class (#25) * Fixed compiler warning * 16 modeling meshclass (#33) * Mesh class textbook code * mesh class tests * Remove Textures vector from Mesh class Textures should be handled in the Model, not the Mesh --------- Co-authored-by: Noah Freelove <90488068+NoahFreelove@users.noreply.github.com> * Implemented model loader. Testing remaining still. Update ModelProperties to better fit the structure for the loader * Implemented model loader. Testing remaining still. Update ModelProperties to better fit the structure for the loader * quick CMakeLists.txt fix --------- Co-authored-by: Noah Freelove <90488068+NoahFreelove@users.noreply.github.com> Co-authored-by: HaseebManzoor6 <42979246+HaseebManzoor6@users.noreply.github.com> Co-authored-by: root <root@DESKTOP-3MLASM6.localdomain> * feat: implement #14 (#38) * add pbr shaders * implements #14 (mostly) * add: define pi constant locally * [#13] feat: implement genIrradianceMap (#20) * Initial skeleton for genIrradianceMap * Configuring viewport to capture irradiance dimensions after binding FBO * Integrating shader into irradiance map generator * Created frag/vert for irradiancemap, decoupled irradiancemap logic off of renderproperties * Update RenderProperties.hpp * Implement genBRDFLUT (#40) * Implement genBRDFLUT * Cherrypicked Emmy's brdf shaders and restructured shader files * Render quad with coords * Gen prefilter map method implementation Resolves #11 (#37) * Pushing prefilter implementation * refactor: clean up (#44) * shader de-duplication + cleanup * reorganize default shaders * refactor genIrradianceMap into pbrPreProcessing * refactor genBRDFLUT into pbrPreProcessing * refactor genPrefilterMap + clean up documentation * fix: change shader names to reflect refactoring * model loader patch (#69) hotfix: Removed irrelevant files, patched model props * model loader patch (#69) (#70) hotfix: Removed irrelevant files, patched model props Co-authored-by: Noah Freelove <90488068+NoahFreelove@users.noreply.github.com> * Make libraries static (#80) This should fix the build error occuring on Windows systems where the linker was having trouble dealing with some of our circular dependencies * Make AnimationProperties::getModelMatrix const (#96) Co-authored-by: Tymofiy Sompura <sompurat@mail.utoronto.ca> * ff team branch (#97) * model loader patch (#69) hotfix: Removed irrelevant files, patched model props * Make libraries static (#80) This should fix the build error occuring on Windows systems where the linker was having trouble dealing with some of our circular dependencies * Make AnimationProperties::getModelMatrix const (#96) Co-authored-by: Tymofiy Sompura <sompurat@mail.utoronto.ca> --------- Co-authored-by: Noah Freelove <90488068+NoahFreelove@users.noreply.github.com> Co-authored-by: Tymofiy Sompura <77696830+P0k3rf4ce@users.noreply.github.com> Co-authored-by: Tymofiy Sompura <sompurat@mail.utoronto.ca> * Whatsgoingon (#107) * model loader patch (#69) hotfix: Removed irrelevant files, patched model props * Make libraries static (#80) This should fix the build error occuring on Windows systems where the linker was having trouble dealing with some of our circular dependencies * Make AnimationProperties::getModelMatrix const (#96) Co-authored-by: Tymofiy Sompura <sompurat@mail.utoronto.ca> --------- Co-authored-by: Noah Freelove <90488068+NoahFreelove@users.noreply.github.com> Co-authored-by: Tymofiy Sompura <77696830+P0k3rf4ce@users.noreply.github.com> Co-authored-by: Tymofiy Sompura <sompurat@mail.utoronto.ca> * i thought this was fixed * update team branch... again...? (#108) * model loader patch (#69) hotfix: Removed irrelevant files, patched model props * Make libraries static (#80) This should fix the build error occuring on Windows systems where the linker was having trouble dealing with some of our circular dependencies * Make AnimationProperties::getModelMatrix const (#96) Co-authored-by: Tymofiy Sompura <sompurat@mail.utoronto.ca> --------- Co-authored-by: Noah Freelove <90488068+NoahFreelove@users.noreply.github.com> Co-authored-by: Tymofiy Sompura <77696830+P0k3rf4ce@users.noreply.github.com> Co-authored-by: Tymofiy Sompura <sompurat@mail.utoronto.ca> * Fix: Use SSBO for lights (#67) * fix: use UBOs for lights * switch to ssbo for light data * update OpenGL to version 4.3 * Jarvis, revert that change * Add shadow test for directional lights * Add support for point lights * sync (#109) * model loader patch (#69) (#70) hotfix: Removed irrelevant files, patched model props Co-authored-by: Noah Freelove <90488068+NoahFreelove@users.noreply.github.com> * ff team branch (#97) * model loader patch (#69) hotfix: Removed irrelevant files, patched model props * Make libraries static (#80) This should fix the build error occuring on Windows systems where the linker was having trouble dealing with some of our circular dependencies * Make AnimationProperties::getModelMatrix const (#96) Co-authored-by: Tymofiy Sompura <sompurat@mail.utoronto.ca> --------- Co-authored-by: Noah Freelove <90488068+NoahFreelove@users.noreply.github.com> Co-authored-by: Tymofiy Sompura <77696830+P0k3rf4ce@users.noreply.github.com> Co-authored-by: Tymofiy Sompura <sompurat@mail.utoronto.ca> * Whatsgoingon (#107) * model loader patch (#69) hotfix: Removed irrelevant files, patched model props * Make libraries static (#80) This should fix the build error occuring on Windows systems where the linker was having trouble dealing with some of our circular dependencies * Make AnimationProperties::getModelMatrix const (#96) Co-authored-by: Tymofiy Sompura <sompurat@mail.utoronto.ca> --------- Co-authored-by: Noah Freelove <90488068+NoahFreelove@users.noreply.github.com> Co-authored-by: Tymofiy Sompura <77696830+P0k3rf4ce@users.noreply.github.com> Co-authored-by: Tymofiy Sompura <sompurat@mail.utoronto.ca> * i thought this was fixed * update team branch... again...? (#108) * model loader patch (#69) hotfix: Removed irrelevant files, patched model props * Make libraries static (#80) This should fix the build error occuring on Windows systems where the linker was having trouble dealing with some of our circular dependencies * Make AnimationProperties::getModelMatrix const (#96) Co-authored-by: Tymofiy Sompura <sompurat@mail.utoronto.ca> --------- Co-authored-by: Noah Freelove <90488068+NoahFreelove@users.noreply.github.com> Co-authored-by: Tymofiy Sompura <77696830+P0k3rf4ce@users.noreply.github.com> Co-authored-by: Tymofiy Sompura <sompurat@mail.utoronto.ca> --------- Co-authored-by: Noah Freelove <90488068+NoahFreelove@users.noreply.github.com> Co-authored-by: Tymofiy Sompura <77696830+P0k3rf4ce@users.noreply.github.com> Co-authored-by: Tymofiy Sompura <sompurat@mail.utoronto.ca> --------- Co-authored-by: Ethan Vince-Budan <ethan.vince.budan@gmail.com> Co-authored-by: su-ah <emmrald4@gmail.com> Co-authored-by: Noah Freelove <90488068+NoahFreelove@users.noreply.github.com> Co-authored-by: Tymofiy Sompura <77696830+P0k3rf4ce@users.noreply.github.com> Co-authored-by: Tymofiy Sompura <sompurat@mail.utoronto.ca> * 56 - Write shadow pass shaders (#79) * Copy over joey's shaders for shadow mapping * Update shadow_mapping_depth.frag * remove extra shaders --------- Co-authored-by: Ziad Zananiri <ziadzananirii@gmail.com> Co-authored-by: su-ah <emmrald4@gmail.com> * Fix build errors (#102) * Update scene object architecture (#103) * Swicth update methods for Object * Update the main file architecture * Fix infinite loop --------- Co-authored-by: Tymofiy Sompura <sompurat@mail.utoronto.ca> * Revert "Merge branch 'rendering-team-dev' into main" This reverts commit fcce2a4, reversing changes made to 6232759. yo github wtf was that * add workflow automation (#65) * Create branch-on-issue.yml add a workflow to automatically create a new branch whenever an issue is opened - the name of the branch is formatted as `[team]-#[issue no.]`, where the team is detected from the labels - this means that every new issue requires a team label on creation - the `nobranch` label can be used to prevent creation of a branch for certain issues * fix: new branch sources from team branch * add: workflow also creates draft pr. also uses github cli where convenient * add: workflow which marks issues as "in progress" on commit to its pr * fix: set token correctly * add: adds comment on new issue to reference generated pr * add: bot id * add: workflow to delete issue branches on merge * fix: easier way to get issue closed by pr * implemented stuff * copy over actions, change ids, remove unnecessary debug vars * accidentally did rendering ticket on this branch lmao * fix project info * increase limit on project item query --------- Co-authored-by: Eric Ryu <ericryu19@gmail.com> Co-authored-by: Noah Freelove <90488068+NoahFreelove@users.noreply.github.com> Co-authored-by: Tymofiy Sompura <77696830+P0k3rf4ce@users.noreply.github.com> Co-authored-by: Tymofiy Sompura <sompurat@mail.utoronto.ca> Co-authored-by: Eric Ryu <47423409+ryu-kyu@users.noreply.github.com> Co-authored-by: Tymofiy Sompura <tsompura2@gmail.com> Co-authored-by: QA1S <77554399+QA1S@users.noreply.github.com> Co-authored-by: HaseebManzoor6 <42979246+HaseebManzoor6@users.noreply.github.com> Co-authored-by: root <root@DESKTOP-3MLASM6.localdomain> Co-authored-by: Ziad Zananiri <ziadzananirii@gmail.com> Co-authored-by: Rowel Eshan <94141074+rowel-eshan@users.noreply.github.com> Co-authored-by: TrueDescription <65911416+TrueDescription@users.noreply.github.com> Co-authored-by: Ethan Vince-Budan <ethan.vince.budan@gmail.com> * Implement #115 (#116) * Branch autogenerated (empty commit) * empty --------- Co-authored-by: GitHub Actions <actions@github.com> Co-authored-by: su-ah <emmrald4@gmail.com> * Implement #119 (#120) * Branch autogenerated (empty commit) * hi --------- Co-authored-by: GitHub Actions <actions@github.com> Co-authored-by: su-ah <emmrald4@gmail.com> * Created utils * Make all libraries static to fix linking errors * Prank'd * #90 modelprops camera (#93) * Send Camera's view matrix in modelprops update * update for new utils --------- Co-authored-by: Noah Freelove <90488068+NoahFreelove@users.noreply.github.com> * AassetManager: model loading integration (#101) * reworked asset-manager + model loading integration * added logging + new ile handling * added tests * fixed bug --------- Co-authored-by: Noah Freelove <90488068+NoahFreelove@users.noreply.github.com> * Integrated model loader * Fix compilation errors and warnings on mac * Issue #105 - Add cmd options for common app parameters (#123) * Implement option parsing * Fix warning in optionParser tests * Remove unistd.h import * Compute delta step from options --------- Co-authored-by: Tymofiy Sompura <sompurat@mail.utoronto.ca> * add launcher files * workflows * builds? * object drawing * set most uniforms - builds, not tested * Fix compiler error on MSVC with M_PI constant * Change AnimProp functions to use Meshes * modeling update * bind textures * debugging attempt * fixed model matrix type (asterisk) * kind of figured it out * test * temp movement code * broken mouse movement * fix crash on window close * CUBEEE * fix camera * move prejection matrix function to camera class * Claude fix for scaling. * Add bunny assets * Pre-Renderer * Pre-Renderer 2 * remove "vulkan-sdk-components" * Update README.md * Modify Vulkan SDK setup instructions in README * Fix vulkan compilation * fix order of some things * update pbr-dev with base changes (#139) * Rearrange drawing code into Renderer * Documentation for Renderer.hpp functions drawFrame and updateUniformBuffer * Documentation for RenderSurface and SwapChain --------- Co-authored-by: Tymofiy Sompura <sompurat@mail.utoronto.ca> Co-authored-by: Ziad Zananiri <ziadzananirii@gmail.com> Co-authored-by: Aaron <57018940+0dm@users.noreply.github.com> * Add base component class * entity class outline * added javadocs * Add camera empty implementation * rearranged todo comments * Purge Qt6 * fixed missing chrono include * basic frame for light calcs in shader * Hook up camera * Clean up Entity and Component classes * Create scene class and move camera logic to it * Added functions for camera movement. Had to move SauceEngineApp into namespace sauce to get RW ref to camera * model loader * Removed palantir malware * Added base imgui config * Removed more palantir spyware * implemented component methods for Entity * Revert "implemented component methods for Entity" This reverts commit cfca809. * implement entity component methods * Changed deltatime calculation to use std::Chrono * fix signatures * Removed herobrine * #144 Dir Light Implementation (#157) * #144 Dir Light Implementation * add future comment re: shininess * added color uniform --------- Co-authored-by: su-ah <emmrald4@gmail.com> * Maks is a king, finished making the function that combines all the lights (#149) * 140 camera impl (#156) * camera implementation * fix lookAt * euler angles stuff * Basic Button * Checkbox * Finished Components (still editing) * Oops I fixed a lot of bugs sorry... * undo unintended change to imgui.ini * also revert cmakelists.txt * undo the undos to cmakelists.txt * remove ui component demo code * draw cube and fix camera * [#145] Basic Spot Light Shader Functionality (#147) * Implemented standard functionality for spot light shader * Small comment for question * Changing light choking logic for spotlight * add note for future change for a param * Slight modifications based on feedback * re-add range into attenuation --------- Co-authored-by: su-ah <emmrald4@gmail.com> * slide to the left slide to the right (#160) * complete #151 (#164) * Point light methods (#162) * point light method * small change * Add ImGui Layout & Containers component abstractions (#163) - Window (Begin/End) - ChildWindow (BeginChild/EndChild) - TreeNode (TreeNode/TreePop) - CollapsingHeader - Separator - Spacing - SameLine - Columns (BeginColumns/EndColumns) - Group (BeginGroup/EndGroup) * Abstract ui components (#159) * Abstract ui components * Update CMakeLists.txt --------- Co-authored-by: Noah Freelove <90488068+NoahFreelove@users.noreply.github.com> * Add Vulkan resources to Mesh class (#169) * Add Vulkan resources to Mesh class * Fix error * Added vulkan resources to the texture class, hooray (#170) * added look at, physical device stuff, migrate sauceengine from hpp to cpp file * ImGui Validation layer fixes * editor initial commit * Lit and unlit mode, and some vulkan bugfixes * made the changes required as per the ticket (#171) * made the changes required as per the ticket * Add Vulkan resources to Mesh class (#169) * Add Vulkan resources to Mesh class * Fix error * Added vulkan resources to the texture class, hooray (#170) * maks is a king fr fr --------- Co-authored-by: Rowel Eshan <94141074+rowel-eshan@users.noreply.github.com> Co-authored-by: Luis <luisf.vbarro@gmail.com> * UI (#176) * Added base imgui config * Removed more palantir spyware * Removed herobrine * Basic Button * Checkbox * Finished Components (still editing) * Oops I fixed a lot of bugs sorry... * undo unintended change to imgui.ini * also revert cmakelists.txt * undo the undos to cmakelists.txt * remove ui component demo code * slide to the left slide to the right (#160) * complete #151 (#164) * Add ImGui Layout & Containers component abstractions (#163) - Window (Begin/End) - ChildWindow (BeginChild/EndChild) - TreeNode (TreeNode/TreePop) - CollapsingHeader - Separator - Spacing - SameLine - Columns (BeginColumns/EndColumns) - Group (BeginGroup/EndGroup) * Abstract ui components (#159) * Abstract ui components * Update CMakeLists.txt --------- Co-authored-by: Noah Freelove <90488068+NoahFreelove@users.noreply.github.com> * added look at, physical device stuff, migrate sauceengine from hpp to cpp file * ImGui Validation layer fixes --------- Co-authored-by: Damon Ma <damondma@gmail.com> Co-authored-by: Damon Ma <76179763+Damon-D-Ma@users.noreply.github.com> Co-authored-by: Aaron <57018940+0dm@users.noreply.github.com> Co-authored-by: git-commit-rm-rf <ray.nguyen@mail.utoronto.ca> Co-authored-by: K.Aujla <142739679+FriedricNietzsche@users.noreply.github.com> Co-authored-by: Rowel Eshan <94141074+rowel-eshan@users.noreply.github.com> * Changed code to use PBR shader (#182) * feat(shaders): add PBR shader with SSBO lights (task 8) Add shader_pbr.slang implementing a Cook-Torrance specular BRDF for physically based rendering with dynamic lights via SSBO. Shader features: - GGX/Trowbridge-Reitz Normal Distribution Function - Smith-Schlick Geometry Function (direct-lighting k remapping) - Fresnel-Schlick approximation - Energy-conserving Lambertian diffuse - TBN matrix construction from vertex tangent (w = handedness) - Normal mapping with configurable scale Light system: - Unified Light struct (directional, point, spot) in a single StructuredBuffer (SSBO, binding 2) replacing the old separate ConstantBuffer arrays from shader_lights.slang - Dynamic light count via push constant - Smooth range windowing and spotlight cone falloff Material system: - MaterialData UBO (binding 1) mirroring MaterialProperties from Material.hpp: baseColorFactor, metallicFactor, roughnessFactor, emissiveFactor, normalScale, occlusionStrength - 5 PBR texture samplers (bindings 3-12): baseColor, normal, metallicRoughness, occlusion, emissive - glTF 2.0 metallic-roughness packing (G=roughness, B=metallic) Outputs linear HDR; tonemapping and gamma correction are handled by the post-processing pass (postprocess.slang, tasks 11-12). IBL note: The shader contains a TODO and hardcoded constant ambient term (0.03 * albedo * ao). Task 10 IBL pre-compute shaders (ibl_irradiance, ibl_prefilter, ibl_brdf_lut) are now available. The TODO is kept as a reference point for when IBL sampling is integrated into the PBR shader. Descriptor layout (set 0): 0 - ConstantBuffer<UniformBuffer> (vert+frag) 1 - ConstantBuffer<MaterialData> (frag) 2 - StructuredBuffer<Light> (frag, SSBO) 3 - Texture2D baseColorMap (frag) 4 - SamplerState baseColorSampler (frag) 5 - Texture2D normalMap (frag) 6 - SamplerState normalSampler (frag) 7 - Texture2D metallicRoughnessMap (frag) 8 - SamplerState metallicRoughnessSampler (frag) 9 - Texture2D occlusionMap (frag) 10 - SamplerState occlusionSampler (frag) 11 - Texture2D emissiveMap (frag) 12 - SamplerState emissiveSampler (frag) push_constant - uint lightCount Build: registered shaderPBRTarget in shaders/CMakeLists.txt. Validated: compiles cleanly with slangc, passes spirv-val. * fix(shaders): re-add tonemap and gamma with TODOs for post-process integration Post-process shader (postprocess.slang) exists but is not yet wired into the renderer pipeline. Re-adding Reinhard tonemap and gamma correction in shader_pbr.slang so output is viewable in the meantime. Marked with TODO(tasks 11-12) for removal once integrated. * Updated shader to use the PBR shader --------- Co-authored-by: Krisvir Aujla <krisviraujla@gmail.com> * [PBR] shader with SSBO lights (task 8) (#180) * feat(shaders): add PBR shader with SSBO lights (task 8) Add shader_pbr.slang implementing a Cook-Torrance specular BRDF for physically based rendering with dynamic lights via SSBO. Shader features: - GGX/Trowbridge-Reitz Normal Distribution Function - Smith-Schlick Geometry Function (direct-lighting k remapping) - Fresnel-Schlick approximation - Energy-conserving Lambertian diffuse - TBN matrix construction from vertex tangent (w = handedness) - Normal mapping with configurable scale Light system: - Unified Light struct (directional, point, spot) in a single StructuredBuffer (SSBO, binding 2) replacing the old separate ConstantBuffer arrays from shader_lights.slang - Dynamic light count via push constant - Smooth range windowing and spotlight cone falloff Material system: - MaterialData UBO (binding 1) mirroring MaterialProperties from Material.hpp: baseColorFactor, metallicFactor, roughnessFactor, emissiveFactor, normalScale, occlusionStrength - 5 PBR texture samplers (bindings 3-12): baseColor, normal, metallicRoughness, occlusion, emissive - glTF 2.0 metallic-roughness packing (G=roughness, B=metallic) Outputs linear HDR; tonemapping and gamma correction are handled by the post-processing pass (postprocess.slang, tasks 11-12). IBL note: The shader contains a TODO and hardcoded constant ambient term (0.03 * albedo * ao). Task 10 IBL pre-compute shaders (ibl_irradiance, ibl_prefilter, ibl_brdf_lut) are now available. The TODO is kept as a reference point for when IBL sampling is integrated into the PBR shader. Descriptor layout (set 0): 0 - ConstantBuffer<UniformBuffer> (vert+frag) 1 - ConstantBuffer<MaterialData> (frag) 2 - StructuredBuffer<Light> (frag, SSBO) 3 - Texture2D baseColorMap (frag) 4 - SamplerState baseColorSampler (frag) 5 - Texture2D normalMap (frag) 6 - SamplerState normalSampler (frag) 7 - Texture2D metallicRoughnessMap (frag) 8 - SamplerState metallicRoughnessSampler (frag) 9 - Texture2D occlusionMap (frag) 10 - SamplerState occlusionSampler (frag) 11 - Texture2D emissiveMap (frag) 12 - SamplerState emissiveSampler (frag) push_constant - uint lightCount Build: registered shaderPBRTarget in shaders/CMakeLists.txt. Validated: compiles cleanly with slangc, passes spirv-val. * fix(shaders): re-add tonemap and gamma with TODOs for post-process integration Post-process shader (postprocess.slang) exists but is not yet wired into the renderer pipeline. Re-adding Reinhard tonemap and gamma correction in shader_pbr.slang so output is viewable in the meantime. Marked with TODO(tasks 11-12) for removal once integrated. * Update shaders/shader_pbr.slang Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com> * Update shaders/shader_pbr.slang hmm good catch clanker Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com> --------- Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com> Co-authored-by: su-ah <emmrald4@gmail.com> * Scene loading and saving * fix merge target (#192) * Add collider stuff * Add unimplemented collision methods/classes * solver? i hardly know 'er * Update XPBD.hpp * Pushing bloom shader file * Pushing cmake file change --------- Co-authored-by: Tymofiy Sompura <sompurat@mail.utoronto.ca> Co-authored-by: Aaron <57018940+0dm@users.noreply.github.com> Co-authored-by: Ziad Zananiri <ziadzananirii@gmail.com> * Load scenes from command line * im not gui anymore * 168 vulkan model (#199) * Starting to figure out the model vulkan thing * modified material and model to help * Fix compilation errors * Fix post-merge compilation error --------- Co-authored-by: Tymofiy Sompura <sompurat@mail.utoronto.ca> Co-authored-by: Tymofiy Sompura <77696830+P0k3rf4ce@users.noreply.github.com> * Implement HDR Environment Map Loading (#200) * Implement HDR Environment Map Loading * seg fault workaround * Revert "seg fault workaround" This reverts commit 29cdaee. * capitalized the HDR in getHDRData() bc thats acc probably a good idea --------- Co-authored-by: su-ah <emmrald4@gmail.com> * Implemented skeleton functionality for integrating IBL Map Generation * finished shape presets buttons (#201) * [#184] Add remove component button to editor inspector (#204) * Added a way to replace current Model. Modified function signatures to include filepath (#203) * FIX --------- Co-authored-by: Noah Freelove <90488068+NoahFreelove@users.noreply.github.com> Co-authored-by: MauoHardy <113133868+MauoHardy@users.noreply.github.com> Co-authored-by: raynimish <66944002+raynimish@users.noreply.github.com> Co-authored-by: HaseebManzoor6 <42979246+HaseebManzoor6@users.noreply.github.com> Co-authored-by: git-commit-rm-rf <ray.nguyen@mail.utoronto.ca> Co-authored-by: Maksym-W <113399768+Maksym-W@users.noreply.github.com> Co-authored-by: Haseeb <haseebmanzoor6@gmail.com> Co-authored-by: QA1S <77554399+QA1S@users.noreply.github.com> Co-authored-by: QA1S <qais.alkhatib@mail.utoronto.ca> Co-authored-by: su-ah <emmrald4@gmail.com> Co-authored-by: Eric Ryu <ericryu19@gmail.com> Co-authored-by: Tymofiy Sompura <sompurat@mail.utoronto.ca> Co-authored-by: Eric Ryu <47423409+ryu-kyu@users.noreply.github.com> Co-authored-by: root <root@DESKTOP-3MLASM6.localdomain> Co-authored-by: Ziad Zananiri <ziadzananirii@gmail.com> Co-authored-by: Rowel Eshan <94141074+rowel-eshan@users.noreply.github.com> Co-authored-by: TrueDescription <65911416+TrueDescription@users.noreply.github.com> Co-authored-by: Ethan Vince-Budan <ethan.vince.budan@gmail.com> Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com> Co-authored-by: GitHub Actions <actions@github.com> Co-authored-by: Aaron <57018940+0dm@users.noreply.github.com> Co-authored-by: varoniba <luis.varoni@mail.utoronto.ca> Co-authored-by: James McCallum <jamesgrm081@gmail.com> Co-authored-by: James <119550406+jamesgrm-mccallum@users.noreply.github.com> Co-authored-by: Luis <luisf.vbarro@gmail.com> Co-authored-by: Damon Ma <damondma@gmail.com> Co-authored-by: Damon Ma <76179763+Damon-D-Ma@users.noreply.github.com> Co-authored-by: K.Aujla <142739679+FriedricNietzsche@users.noreply.github.com> Co-authored-by: Krisvir Aujla <krisviraujla@gmail.com> Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com>
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Added logger and basic shader
Safe uniform setting
Fixed segfault
Added vibe tests
oops test fix
Updated for PR requested changes
Add Shader + Logger class (Add Shader + Logger class #25)
Deriv Function implementation for ODE solver, (default gravity applied) (Deriv Function implementation for ODE solver, (default gravity applied) #26)
Implement derivative functions and testing framework for animation module
Add default gravity affect on derivative functions and unit tests for animation module
Add computeCOM method to AnimationProperties for centre of mass computation (Add computeCOM method to AnimationProperties for centre of mass computation #19)
Update class declaration for COM computation
Implement computeCentreOfMassAndVolume
Make computeCentreOfMassAndVolume static
Add computeCenterOfMassAndVolume tests
Add coverage related files to gitignore
Implement ODE solver (Euler method) (Nimish animation #23)
made ODE solver and test folders
made ODE solver and test folders
finished ODE Classs
fixed fractional time left
actually fixed it
Fixed compiler warning
16 modeling meshclass (16 modeling meshclass #33)
Mesh class textbook code
mesh class tests
Remove Textures vector from Mesh class Textures should be handled in the Model, not the Mesh
Basic draft for material class (Basic draft for material class #27)
draft for material class
v2 design. Uses textures instead of pure colors
fixed include error
should not compile
Added model class
Reworked material texture names
Added additional object constructors
Changed Texture Names for Material
4 inertia tensor (4 inertia tensor #41)
Inertia tensor and inverse added
Added inertia tests
Removed redundant comments
4 - Rewrote the function to use the Eigen Library. Also got rid of the constructor stuff
4 - Added inverse functionality
4-Modified the corresponding header file
Fix the code so it compiles
4-Rewrote to use indices
4 - Changed the header to match
4-Rewrote the unit tests, and modified the function accordingly
removed unnessisary print statement
Bug fix
50 camera (50 camera #52)
Camera class
Rotation functions
Camera: Switch to Eigen from glm
Added update method for model props
Added skeleton for model loading
Added camera to scene
mesh loading, generation of normal vectors WIP
Draft for asset-management-system (Draft for the asset management system #66)
Mesh Loading
Add collision detection and response for rigid bodies (Add collision detection and response for rigid bodies #64)
41 bounding box (41 bounding box #74)
41 - Initial Ideas for bounding box
41- bounding box logic added
41- Added tests
41 Now uses eigen's alignedBox
Added Tag extraction (Added Tag extraction #77)
implemented Material loading (implemented Material loading #75)
implemented Material loading
Fixed texture loads & logging improvements
ModelLoader Hotfix
Removed some debug comments, modified face count
Model Loader Bugfixez
Ode solver PLUS QP all in one (Ode solver PLUS QP all in one #84)
Add OSQP as submodule
finished qp and ode solver
finished making ode solver with odeint
Remove unused Boost submodules, keeping only odeint-v2 and osqp
sync (sync #114)
bug: fix return for getModelMatrix
Add Shader + Logger class (Add Shader + Logger class #25) (Add Shader + Logger class (#25) #31)
ok
Fix Issue missing return statement prevents code compilation #29 (Fix Issue #29 #30)
feat: add quad rendering (Feat: Render quad onto scene #32)
add: method to set matrix4f uniform
Feat: Implement bloom (Feat: Implement bloom #35)
feat: implement bloom
fix: fix logger fmt
Fix linking errors
fix: rename test dir for utils
fix: address comments
add: method to set matrix4f uniform (add: method to set matrix4f uniform #36)
fix: rename shaders and change paths (Fix: Rename shaders #43)
18 model loading (18 model loading #42)
Added logger and basic shader
Safe uniform setting
Fixed segfault
Added vibe tests
oops test fix
Updated for PR requested changes
Add Shader + Logger class (Add Shader + Logger class #25)
Fixed compiler warning
16 modeling meshclass (16 modeling meshclass #33)
Mesh class textbook code
mesh class tests
Remove Textures vector from Mesh class Textures should be handled in the Model, not the Mesh
Implemented model loader. Testing remaining still. Update ModelProperties to better fit the structure for the loader
Implemented model loader. Testing remaining still. Update ModelProperties to better fit the structure for the loader
quick CMakeLists.txt fix
feat: implement Write genEnvCubemap method for environment cubemap generation #14 (feat: implement #14 #38)
add pbr shaders
implements Write genEnvCubemap method for environment cubemap generation #14 (mostly)
add: define pi constant locally
[Implement setShadersPBR method #13] feat: implement genIrradianceMap ([#13] Initial skeleton for genIrradianceMap #20)
Initial skeleton for genIrradianceMap
Configuring viewport to capture irradiance dimensions after binding FBO
Integrating shader into irradiance map generator
Created frag/vert for irradiancemap, decoupled irradiancemap logic off of renderproperties
Update RenderProperties.hpp
Implement genBRDFLUT (Implement genBRDFLUT #40)
Implement genBRDFLUT
Cherrypicked Emmy's brdf shaders and restructured shader files
Render quad with coords
Gen prefilter map method implementation Resolves Write genPrefilterMap method for PBR rendering #11 (Gen prefilter map method implementation Resolves #11 #37)
Pushing prefilter implementation
refactor: clean up (refactor: clean up #44)
shader de-duplication + cleanup
reorganize default shaders
refactor genIrradianceMap into pbrPreProcessing
refactor genBRDFLUT into pbrPreProcessing
refactor genPrefilterMap + clean up documentation
fix: change shader names to reflect refactoring
model loader patch (model loader patch #69)
hotfix: Removed irrelevant files, patched model props
hotfix: Removed irrelevant files, patched model props
This should fix the build error occuring on Windows systems where the linker was having trouble dealing with some of our circular dependencies
Make AnimationProperties::getModelMatrix const (Make AnimationProperties::getModelMatrix const #96)
ff team branch (ff team branch #97)
model loader patch (model loader patch #69)
hotfix: Removed irrelevant files, patched model props
This should fix the build error occuring on Windows systems where the linker was having trouble dealing with some of our circular dependencies
Whatsgoingon (Whatsgoingon #107)
model loader patch (model loader patch #69)
hotfix: Removed irrelevant files, patched model props
This should fix the build error occuring on Windows systems where the linker was having trouble dealing with some of our circular dependencies
i thought this was fixed
update team branch... again...? (update team branch... again...? #108)
model loader patch (model loader patch #69)
hotfix: Removed irrelevant files, patched model props
This should fix the build error occuring on Windows systems where the linker was having trouble dealing with some of our circular dependencies
Fix: Use SSBO for lights (Fix: Use SSBO for lights #67)
fix: use UBOs for lights
switch to ssbo for light data
update OpenGL to version 4.3
Jarvis, revert that change
Add shadow test for directional lights
Add support for point lights
sync (sync #109)
model loader patch (model loader patch #69) (model loader patch (#69) #70)
hotfix: Removed irrelevant files, patched model props
ff team branch (ff team branch #97)
model loader patch (model loader patch #69)
hotfix: Removed irrelevant files, patched model props
This should fix the build error occuring on Windows systems where the linker was having trouble dealing with some of our circular dependencies
Whatsgoingon (Whatsgoingon #107)
model loader patch (model loader patch #69)
hotfix: Removed irrelevant files, patched model props
This should fix the build error occuring on Windows systems where the linker was having trouble dealing with some of our circular dependencies
i thought this was fixed
update team branch... again...? (update team branch... again...? #108)
model loader patch (model loader patch #69)
hotfix: Removed irrelevant files, patched model props
This should fix the build error occuring on Windows systems where the linker was having trouble dealing with some of our circular dependencies
56 - Write shadow pass shaders (56 - Write shadow pass shaders #79)
Copy over joey's shaders for shadow mapping
Update shadow_mapping_depth.frag
remove extra shaders
Fix build errors (Fix build errors on rendering branch #102)
Update scene object architecture (Update scene object architecture #103)
Swicth update methods for Object
Update the main file architecture
Fix infinite loop
This reverts commit fcce2a4, reversing changes made to 6232759.
yo github wtf was that
add workflow automation (add workflow automation #65)
Create branch-on-issue.yml
add a workflow to automatically create a new branch whenever an issue is opened
[team]-#[issue no.], where the team is detected from the labelsnobranchlabel can be used to prevent creation of a branch for certain issuesfix: new branch sources from team branch
add: workflow also creates draft pr. also uses github cli where convenient
add: workflow which marks issues as "in progress" on commit to its pr
fix: set token correctly
add: adds comment on new issue to reference generated pr
add: bot id
add: workflow to delete issue branches on merge
fix: easier way to get issue closed by pr
implemented stuff
copy over actions, change ids, remove unnecessary debug vars
accidentally did rendering ticket on this branch lmao
fix (fix #117)
bug: fix return for getModelMatrix
Add Shader + Logger class (Add Shader + Logger class #25) (Add Shader + Logger class (#25) #31)
ok
Fix Issue missing return statement prevents code compilation #29 (Fix Issue #29 #30)
feat: add quad rendering (Feat: Render quad onto scene #32)
add: method to set matrix4f uniform
Feat: Implement bloom (Feat: Implement bloom #35)
feat: implement bloom
fix: fix logger fmt
Fix linking errors
fix: rename test dir for utils
fix: address comments
add: method to set matrix4f uniform (add: method to set matrix4f uniform #36)
fix: rename shaders and change paths (Fix: Rename shaders #43)
18 model loading (18 model loading #42)
Added logger and basic shader
Safe uniform setting
Fixed segfault
Added vibe tests
oops test fix
Updated for PR requested changes
Add Shader + Logger class (Add Shader + Logger class #25)
Fixed compiler warning
16 modeling meshclass (16 modeling meshclass #33)
Mesh class textbook code
mesh class tests
Remove Textures vector from Mesh class Textures should be handled in the Model, not the Mesh
Implemented model loader. Testing remaining still. Update ModelProperties to better fit the structure for the loader
Implemented model loader. Testing remaining still. Update ModelProperties to better fit the structure for the loader
quick CMakeLists.txt fix
feat: implement Write genEnvCubemap method for environment cubemap generation #14 (feat: implement #14 #38)
add pbr shaders
implements Write genEnvCubemap method for environment cubemap generation #14 (mostly)
add: define pi constant locally
[Implement setShadersPBR method #13] feat: implement genIrradianceMap ([#13] Initial skeleton for genIrradianceMap #20)
Initial skeleton for genIrradianceMap
Configuring viewport to capture irradiance dimensions after binding FBO
Integrating shader into irradiance map generator
Created frag/vert for irradiancemap, decoupled irradiancemap logic off of renderproperties
Update RenderProperties.hpp
Implement genBRDFLUT (Implement genBRDFLUT #40)
Implement genBRDFLUT
Cherrypicked Emmy's brdf shaders and restructured shader files
Render quad with coords
Gen prefilter map method implementation Resolves Write genPrefilterMap method for PBR rendering #11 (Gen prefilter map method implementation Resolves #11 #37)
Pushing prefilter implementation
refactor: clean up (refactor: clean up #44)
shader de-duplication + cleanup
reorganize default shaders
refactor genIrradianceMap into pbrPreProcessing
refactor genBRDFLUT into pbrPreProcessing
refactor genPrefilterMap + clean up documentation
fix: change shader names to reflect refactoring
model loader patch (model loader patch #69)
hotfix: Removed irrelevant files, patched model props
hotfix: Removed irrelevant files, patched model props
This should fix the build error occuring on Windows systems where the linker was having trouble dealing with some of our circular dependencies
Make AnimationProperties::getModelMatrix const (Make AnimationProperties::getModelMatrix const #96)
ff team branch (ff team branch #97)
model loader patch (model loader patch #69)
hotfix: Removed irrelevant files, patched model props
This should fix the build error occuring on Windows systems where the linker was having trouble dealing with some of our circular dependencies
Whatsgoingon (Whatsgoingon #107)
model loader patch (model loader patch #69)
hotfix: Removed irrelevant files, patched model props
This should fix the build error occuring on Windows systems where the linker was having trouble dealing with some of our circular dependencies
i thought this was fixed
update team branch... again...? (update team branch... again...? #108)
model loader patch (model loader patch #69)
hotfix: Removed irrelevant files, patched model props
This should fix the build error occuring on Windows systems where the linker was having trouble dealing with some of our circular dependencies
Fix: Use SSBO for lights (Fix: Use SSBO for lights #67)
fix: use UBOs for lights
switch to ssbo for light data
update OpenGL to version 4.3
Jarvis, revert that change
Add shadow test for directional lights
Add support for point lights
sync (sync #109)
model loader patch (model loader patch #69) (model loader patch (#69) #70)
hotfix: Removed irrelevant files, patched model props
ff team branch (ff team branch #97)
model loader patch (model loader patch #69)
hotfix: Removed irrelevant files, patched model props
This should fix the build error occuring on Windows systems where the linker was having trouble dealing with some of our circular dependencies
Whatsgoingon (Whatsgoingon #107)
model loader patch (model loader patch #69)
hotfix: Removed irrelevant files, patched model props
This should fix the build error occuring on Windows systems where the linker was having trouble dealing with some of our circular dependencies
i thought this was fixed
update team branch... again...? (update team branch... again...? #108)
model loader patch (model loader patch #69)
hotfix: Removed irrelevant files, patched model props
This should fix the build error occuring on Windows systems where the linker was having trouble dealing with some of our circular dependencies
56 - Write shadow pass shaders (56 - Write shadow pass shaders #79)
Copy over joey's shaders for shadow mapping
Update shadow_mapping_depth.frag
remove extra shaders
Fix build errors (Fix build errors on rendering branch #102)
Update scene object architecture (Update scene object architecture #103)
Swicth update methods for Object
Update the main file architecture
Fix infinite loop
This reverts commit fcce2a4, reversing changes made to 6232759.
yo github wtf was that
add workflow automation (add workflow automation #65)
Create branch-on-issue.yml
add a workflow to automatically create a new branch whenever an issue is opened
[team]-#[issue no.], where the team is detected from the labelsnobranchlabel can be used to prevent creation of a branch for certain issuesfix: new branch sources from team branch
add: workflow also creates draft pr. also uses github cli where convenient
add: workflow which marks issues as "in progress" on commit to its pr
fix: set token correctly
add: adds comment on new issue to reference generated pr
add: bot id
add: workflow to delete issue branches on merge
fix: easier way to get issue closed by pr
implemented stuff
copy over actions, change ids, remove unnecessary debug vars
accidentally did rendering ticket on this branch lmao
fix project info
ee (ee #118)
bug: fix return for getModelMatrix
Add Shader + Logger class (Add Shader + Logger class #25) (Add Shader + Logger class (#25) #31)
ok
Fix Issue missing return statement prevents code compilation #29 (Fix Issue #29 #30)
feat: add quad rendering (Feat: Render quad onto scene #32)
add: method to set matrix4f uniform
Feat: Implement bloom (Feat: Implement bloom #35)
feat: implement bloom
fix: fix logger fmt
Fix linking errors
fix: rename test dir for utils
fix: address comments
add: method to set matrix4f uniform (add: method to set matrix4f uniform #36)
fix: rename shaders and change paths (Fix: Rename shaders #43)
18 model loading (18 model loading #42)
Added logger and basic shader
Safe uniform setting
Fixed segfault
Added vibe tests
oops test fix
Updated for PR requested changes
Add Shader + Logger class (Add Shader + Logger class #25)
Fixed compiler warning
16 modeling meshclass (16 modeling meshclass #33)
Mesh class textbook code
mesh class tests
Remove Textures vector from Mesh class Textures should be handled in the Model, not the Mesh
Implemented model loader. Testing remaining still. Update ModelProperties to better fit the structure for the loader
Implemented model loader. Testing remaining still. Update ModelProperties to better fit the structure for the loader
quick CMakeLists.txt fix
feat: implement Write genEnvCubemap method for environment cubemap generation #14 (feat: implement #14 #38)
add pbr shaders
implements Write genEnvCubemap method for environment cubemap generation #14 (mostly)
add: define pi constant locally
[Implement setShadersPBR method #13] feat: implement genIrradianceMap ([#13] Initial skeleton for genIrradianceMap #20)
Initial skeleton for genIrradianceMap
Configuring viewport to capture irradiance dimensions after binding FBO
Integrating shader into irradiance map generator
Created frag/vert for irradiancemap, decoupled irradiancemap logic off of renderproperties
Update RenderProperties.hpp
Implement genBRDFLUT (Implement genBRDFLUT #40)
Implement genBRDFLUT
Cherrypicked Emmy's brdf shaders and restructured shader files
Render quad with coords
Gen prefilter map method implementation Resolves Write genPrefilterMap method for PBR rendering #11 (Gen prefilter map method implementation Resolves #11 #37)
Pushing prefilter implementation
refactor: clean up (refactor: clean up #44)
shader de-duplication + cleanup
reorganize default shaders
refactor genIrradianceMap into pbrPreProcessing
refactor genBRDFLUT into pbrPreProcessing
refactor genPrefilterMap + clean up documentation
fix: change shader names to reflect refactoring
model loader patch (model loader patch #69)
hotfix: Removed irrelevant files, patched model props
hotfix: Removed irrelevant files, patched model props
This should fix the build error occuring on Windows systems where the linker was having trouble dealing with some of our circular dependencies
Make AnimationProperties::getModelMatrix const (Make AnimationProperties::getModelMatrix const #96)
ff team branch (ff team branch #97)
model loader patch (model loader patch #69)
hotfix: Removed irrelevant files, patched model props
This should fix the build error occuring on Windows systems where the linker was having trouble dealing with some of our circular dependencies
Whatsgoingon (Whatsgoingon #107)
model loader patch (model loader patch #69)
hotfix: Removed irrelevant files, patched model props
This should fix the build error occuring on Windows systems where the linker was having trouble dealing with some of our circular dependencies
i thought this was fixed
update team branch... again...? (update team branch... again...? #108)
model loader patch (model loader patch #69)
hotfix: Removed irrelevant files, patched model props
This should fix the build error occuring on Windows systems where the linker was having trouble dealing with some of our circular dependencies
Fix: Use SSBO for lights (Fix: Use SSBO for lights #67)
fix: use UBOs for lights
switch to ssbo for light data
update OpenGL to version 4.3
Jarvis, revert that change
Add shadow test for directional lights
Add support for point lights
sync (sync #109)
model loader patch (model loader patch #69) (model loader patch (#69) #70)
hotfix: Removed irrelevant files, patched model props
ff team branch (ff team branch #97)
model loader patch (model loader patch #69)
hotfix: Removed irrelevant files, patched model props
This should fix the build error occuring on Windows systems where the linker was having trouble dealing with some of our circular dependencies
Whatsgoingon (Whatsgoingon #107)
model loader patch (model loader patch #69)
hotfix: Removed irrelevant files, patched model props
This should fix the build error occuring on Windows systems where the linker was having trouble dealing with some of our circular dependencies
i thought this was fixed
update team branch... again...? (update team branch... again...? #108)
model loader patch (model loader patch #69)
hotfix: Removed irrelevant files, patched model props
This should fix the build error occuring on Windows systems where the linker was having trouble dealing with some of our circular dependencies
56 - Write shadow pass shaders (56 - Write shadow pass shaders #79)
Copy over joey's shaders for shadow mapping
Update shadow_mapping_depth.frag
remove extra shaders
Fix build errors (Fix build errors on rendering branch #102)
Update scene object architecture (Update scene object architecture #103)
Swicth update methods for Object
Update the main file architecture
Fix infinite loop
This reverts commit fcce2a4, reversing changes made to 6232759.
yo github wtf was that
add workflow automation (add workflow automation #65)
Create branch-on-issue.yml
add a workflow to automatically create a new branch whenever an issue is opened
[team]-#[issue no.], where the team is detected from the labelsnobranchlabel can be used to prevent creation of a branch for certain issuesfix: new branch sources from team branch
add: workflow also creates draft pr. also uses github cli where convenient
add: workflow which marks issues as "in progress" on commit to its pr
fix: set token correctly
add: adds comment on new issue to reference generated pr
add: bot id
add: workflow to delete issue branches on merge
fix: easier way to get issue closed by pr
implemented stuff
copy over actions, change ids, remove unnecessary debug vars
accidentally did rendering ticket on this branch lmao
fix project info
increase limit on project item query
Implement -- Demo Issue 2 -- #115 (Implement #115 #116)
Branch autogenerated (empty commit)
empty
Implement -- demo 3 -- #119 (Implement #119 #120)
Branch autogenerated (empty commit)
hi
Created utils
Make all libraries static to fix linking errors
Prank'd
Update camera method #90 modelprops camera (#90 modelprops camera #93)
Send Camera's view matrix in modelprops update
update for new utils
AassetManager: model loading integration (AassetManager: model loading integration #101)
reworked asset-manager + model loading integration
added logging + new ile handling
added tests
fixed bug
Integrated model loader
Fix compilation errors and warnings on mac
Issue Add command line options for common program parameters #105 - Add cmd options for common app parameters (Issue #105 - Add cmd options for common app parameters #123)
Implement option parsing
Fix warning in optionParser tests
Remove unistd.h import
Compute delta step from options
add launcher files
workflows
builds?
object drawing
set most uniforms - builds, not tested
Fix compiler error on MSVC with M_PI constant
Change AnimProp functions to use Meshes
modeling update
bind textures
debugging attempt
fixed model matrix type (asterisk)
kind of figured it out
test
temp movement code
broken mouse movement
fix crash on window close
CUBEEE
fix camera
move prejection matrix function to camera class
Claude fix for scaling.
Add bunny assets
Pre-Renderer
Pre-Renderer 2
remove "vulkan-sdk-components"
Update README.md
Modify Vulkan SDK setup instructions in README
Fix vulkan compilation
fix order of some things
update pbr-dev with base changes (update pbr-dev with base changes #139)
Rearrange drawing code into Renderer
Documentation for Renderer.hpp functions drawFrame and updateUniformBuffer
Documentation for RenderSurface and SwapChain
Add base component class
entity class outline
added javadocs
Add camera empty implementation
rearranged todo comments
Purge Qt6
fixed missing chrono include
basic frame for light calcs in shader
Hook up camera
Clean up Entity and Component classes
Create scene class and move camera logic to it
Added functions for camera movement. Had to move SauceEngineApp into namespace sauce to get RW ref to camera
model loader
Removed palantir malware
Added base imgui config
Removed more palantir spyware
implemented component methods for Entity
Revert "implemented component methods for Entity"
This reverts commit cfca809.
implement entity component methods
Changed deltatime calculation to use std::Chrono
fix signatures
Removed herobrine
Implement shader directional light method #144 Dir Light Implementation (#144 Dir Light Implementation #157)
Implement shader directional light method #144 Dir Light Implementation
add future comment re: shininess
added color uniform
Maks is a king, finished making the function that combines all the lights (Maks is a king, finished making the function that combines all the li… #149)
140 camera impl (140 camera impl #156)
camera implementation
fix lookAt
euler angles stuff
Basic Button
Checkbox
Finished Components (still editing)
Oops I fixed a lot of bugs sorry...
undo unintended change to imgui.ini
also revert cmakelists.txt
undo the undos to cmakelists.txt
remove ui component demo code
draw cube and fix camera
[Implement shader spot light method #145] Basic Spot Light Shader Functionality ([#145] Basic Spot Light Shader Functionality #147)
Implemented standard functionality for spot light shader
Small comment for question
Changing light choking logic for spotlight
add note for future change for a param
Slight modifications based on feedback
re-add range into attenuation
slide to the left slide to the right (drag and slide abstraction #160)
complete Abstract Some UI Components (pt. 2) #151 (151 Abstract Some UI Components (pt. 2) #164)
Point light methods (Point light methods #162)
point light method
small change
Add ImGui Layout & Containers component abstractions (152 abstract UI components #163)
Abstract ui components (Abstract ui components #159)
Abstract ui components
Update CMakeLists.txt
Add Vulkan resources to Mesh class (Add Vulkan resources to Mesh class #169)
Add Vulkan resources to Mesh class
Fix error
Added vulkan resources to the texture class, hooray (Add Vulkan resources to Texture class #170)
added look at, physical device stuff, migrate sauceengine from hpp to cpp file
ImGui Validation layer fixes
editor initial commit
Lit and unlit mode, and some vulkan bugfixes
made the changes required as per the ticket (made the changes required as per the ticket #171)
made the changes required as per the ticket
Add Vulkan resources to Mesh class (Add Vulkan resources to Mesh class #169)
Add Vulkan resources to Mesh class
Fix error
Added vulkan resources to the texture class, hooray (Add Vulkan resources to Texture class #170)
maks is a king fr fr
UI (UI #176)
Added base imgui config
Removed more palantir spyware
Removed herobrine
Basic Button
Checkbox
Finished Components (still editing)
Oops I fixed a lot of bugs sorry...
undo unintended change to imgui.ini
also revert cmakelists.txt
undo the undos to cmakelists.txt
remove ui component demo code
slide to the left slide to the right (drag and slide abstraction #160)
complete Abstract Some UI Components (pt. 2) #151 (151 Abstract Some UI Components (pt. 2) #164)
Add ImGui Layout & Containers component abstractions (152 abstract UI components #163)
Abstract ui components (Abstract ui components #159)
Abstract ui components
Update CMakeLists.txt
added look at, physical device stuff, migrate sauceengine from hpp to cpp file
ImGui Validation layer fixes
Changed code to use PBR shader (Changed code to use PBR shader #182)
feat(shaders): add PBR shader with SSBO lights (task 8)
Add shader_pbr.slang implementing a Cook-Torrance specular BRDF for physically based rendering with dynamic lights via SSBO.
Shader features:
Light system:
Material system:
Outputs linear HDR; tonemapping and gamma correction are handled by the post-processing pass (postprocess.slang, tasks 11-12).
IBL note: The shader contains a TODO and hardcoded constant ambient term (0.03 * albedo * ao). Task 10 IBL pre-compute shaders (ibl_irradiance, ibl_prefilter, ibl_brdf_lut) are now available. The TODO is kept as a reference point for when IBL sampling is integrated into the PBR shader.
Descriptor layout (set 0):
0 - ConstantBuffer (vert+frag)
1 - ConstantBuffer (frag)
2 - StructuredBuffer (frag, SSBO)
3 - Texture2D baseColorMap (frag)
4 - SamplerState baseColorSampler (frag)
5 - Texture2D normalMap (frag)
6 - SamplerState normalSampler (frag)
7 - Texture2D metallicRoughnessMap (frag)
8 - SamplerState metallicRoughnessSampler (frag)
9 - Texture2D occlusionMap (frag)
10 - SamplerState occlusionSampler (frag)
11 - Texture2D emissiveMap (frag)
12 - SamplerState emissiveSampler (frag)
push_constant - uint lightCount
Build: registered shaderPBRTarget in shaders/CMakeLists.txt.
Validated: compiles cleanly with slangc, passes spirv-val.
Post-process shader (postprocess.slang) exists but is not yet wired into the renderer pipeline. Re-adding Reinhard tonemap and gamma correction in shader_pbr.slang so output is viewable in the meantime. Marked with TODO(tasks 11-12) for removal once integrated.
[PBR] shader with SSBO lights (task 8) ([PBR] shader with SSBO lights (task 8) #180)
feat(shaders): add PBR shader with SSBO lights (task 8)
Add shader_pbr.slang implementing a Cook-Torrance specular BRDF for physically based rendering with dynamic lights via SSBO.
Shader features:
Light system:
Material system:
Outputs linear HDR; tonemapping and gamma correction are handled by the post-processing pass (postprocess.slang, tasks 11-12).
IBL note: The shader contains a TODO and hardcoded constant ambient term (0.03 * albedo * ao). Task 10 IBL pre-compute shaders (ibl_irradiance, ibl_prefilter, ibl_brdf_lut) are now available. The TODO is kept as a reference point for when IBL sampling is integrated into the PBR shader.
Descriptor layout (set 0):
0 - ConstantBuffer (vert+frag)
1 - ConstantBuffer (frag)
2 - StructuredBuffer (frag, SSBO)
3 - Texture2D baseColorMap (frag)
4 - SamplerState baseColorSampler (frag)
5 - Texture2D normalMap (frag)
6 - SamplerState normalSampler (frag)
7 - Texture2D metallicRoughnessMap (frag)
8 - SamplerState metallicRoughnessSampler (frag)
9 - Texture2D occlusionMap (frag)
10 - SamplerState occlusionSampler (frag)
11 - Texture2D emissiveMap (frag)
12 - SamplerState emissiveSampler (frag)
push_constant - uint lightCount
Build: registered shaderPBRTarget in shaders/CMakeLists.txt.
Validated: compiles cleanly with slangc, passes spirv-val.
Post-process shader (postprocess.slang) exists but is not yet wired into the renderer pipeline. Re-adding Reinhard tonemap and gamma correction in shader_pbr.slang so output is viewable in the meantime. Marked with TODO(tasks 11-12) for removal once integrated.
Update shaders/shader_pbr.slang
Update shaders/shader_pbr.slang
hmm good catch clanker
Scene loading and saving
fix merge target (fix merge target #192)
Add collider stuff
Add unimplemented collision methods/classes
solver? i hardly know 'er
Update XPBD.hpp
Pushing bloom shader file
Pushing cmake file change
Load scenes from command line
im not gui anymore
168 vulkan model (168 vulkan model #199)
Starting to figure out the model vulkan thing
modified material and model to help
Fix compilation errors
Fix post-merge compilation error
Implement HDR Environment Map Loading (Implement HDR Environment Map Loading #200)
Implement HDR Environment Map Loading
seg fault workaround
Revert "seg fault workaround"
This reverts commit 29cdaee.
Implemented skeleton functionality for integrating IBL Map Generation
finished shape presets buttons ([#185] Editor: Add basic shape presets #201)
[Editor: Add capability to remove components from scene objects #184] Add remove component button to editor inspector ([#184] Add remove component button to editor inspector #204)
Added a way to replace current Model. Modified function signatures to include filepath ([#186] Editor: Change model on active objects #203)
FIX