0fcfcbd467
Added gpu config flag, completed light sampling methods
2026-09-02 09:41:14 +01:00
1b8ca71b0e
Continuing migration to new pointer API and finishing light implementation
2026-09-01 15:02:53 +01:00
46a4edaee5
Continuing migration to index and GVec based usage of objects
2026-08-31 15:35:55 +01:00
8e8a3845f8
Moving to index based access of resources and instances
2026-08-31 13:10:53 +01:00
7db434535b
Very, utterly broken
2026-06-08 16:32:59 +01:00
dac5d2c28f
Very broken
2026-06-07 18:53:23 +01:00
4e1b3619f4
Major overhaul to Texture handling
2026-06-06 18:34:29 +01:00
3d95ff4c92
A lot of fixes, rendering is somewhat working. CAREFUL: REMOVED as_ref, need to sub by get but got lazy
2026-05-25 15:30:14 +01:00
226ff88874
Fixing rendering issues, unifying rendering pipeline
2026-05-21 23:47:37 +01:00
050698c1d0
Finished work on the shared side. Now moving to host code. May god have mercy on my soul
2026-05-19 19:58:21 +01:00
5b4928e1aa
Continuing refactoring, deleted camera construction on host side
2026-05-19 01:44:38 +01:00
31106696bd
Continuing refactoring
2026-05-19 00:54:29 +01:00
a4c751bbcd
Just changing var names
2026-05-18 22:59:31 +01:00
731a37abae
More fixes to allow for spirv compilation. Namely,
...
issues with array initialization with functions ([object::default()]),
initializing arrays from a function (implemented a simple gpu version
using manual MaybeUninit pointers),
changing enums with distinct types to structs or changing the selection
logic, changing pointer subtraction in light samplers to a scan (this
will come back to bite me in the ass), and ignoring the data module,
since SPIR-V cant use pointers in statics.
2026-02-20 21:11:17 +00:00
7ebed27d4a
Cleanup of shared codebase to no_std and spirv compatibility
2026-02-20 16:39:27 +00:00
640e17110a
Continuing cleanup of scene creation, texture ownership, and memory management
2026-01-25 18:15:48 +00:00
93bcd465eb
Fixing errors in CPU code
2026-01-22 14:18:57 +00:00
86c9a90f2e
Fixes
2026-01-18 16:29:27 +00:00
c412b6d668
Updated light creation, sampling types in shared code
2026-01-16 15:42:51 +00:00
f94c5d78c7
Implementing arena based memory allocation
2026-01-10 00:20:43 +00:00
f7c47be077
Some more refactoring
2026-01-01 09:45:00 +00:00
75655ed774
Continuing GPU migration, implemented new parallelization strategies, correcting some logic bugs in maths functions
2025-12-30 18:09:30 +00:00
4dbec9bc2c
Major overhaul to data management over CPU and GPU, clean up of incorrectly defined light creation methods, a lot of stuff in general. I should make smaller commits.
2025-12-22 22:54:49 +00:00
2e9d3c7301
Migrating to a more GPU friendly architecture, refactored texture handling, working on images and scene creation. God have mercy on my soul
2025-12-20 18:37:52 +00:00
8bcc2fb0c8
Very big change, preparing for gpu integration
2025-12-20 00:11:31 +00:00