Commit Graph

110 Commits

Author SHA1 Message Date
682dd2c794 vxgi optimizations (to-do: fix the stuttering again from the UBO lagging or something) 2026-05-06 20:47:54 -05:00
ec2122ab12 sanity fixes for gltf conversion (and LOD generation), (mostly) repaired streaming in mesh data (barycentric-deferred rendering would desync because of separated indirection buffers), streamed in mesh data picks the correct LOD (mostly working), squashed hidden bug where meshes were constantly destroying/creating the physics mesh and updating buffers 2026-05-05 19:48:18 -05:00
a145bae065 updates to imgui integration (added thread metrics, moved things to a behavior, fixed bug i dont remember existing where imgui doesn't render for new scenes because it doesnt rebind to the new gui mode 2026-05-05 14:54:34 -05:00
f0d552c47b the other thing I was working on (main thread metrics) 2026-05-04 21:49:29 -05:00
89ca3efb3e rewrote meshopt (again) to actually perform vertex optimizations, and fixed LOD generation), fixed LOD level calculation (because Vulkan's -Y ruined things), some tweaks and fixes to the memory pool / allocator (it will still segfault on termination because of how things are ordered) 2026-05-04 21:14:04 -05:00
60527c4e6b more physics fixes (somewhat finished hulls, gravity-related jitter-bounces from position correction (removed it), fixed BVH bugs, islands/bodies always being awake, refit/rebuild strategies, non-flattened BVHs not working, spheres not rolling, etc) 2026-04-30 22:44:32 -05:00
3965d3f719 cleaned up GUI system ((re)added simple anchoring system, although I need to actually utilize it), fixed SDFs looking like shit 2026-04-28 22:56:10 -05:00
84f2b63a8f revamped meshopt-based mesh optimizations, fixed mesh slicer/gridder, added LOD system (i think it works), physics tweaks (to-do: make meshMesh viable) 2026-04-27 17:09:26 -05:00
fc36c77167 physics fixes 2026-04-26 20:27:14 -05:00
2c3da15a4d fake frames (and cleaning up swapchain code) 2026-04-25 00:37:19 -05:00
8803034a60 added frame-gen via FFX-SDK (naively) 2026-04-24 00:18:59 -05:00
a6c74572c6 a shoddy depth-of-field effect, repaired FFX-FSR integration (and upgraded to FFX-FSR3.1 upscale) 2026-04-22 22:37:37 -05:00
6d05ab865a neurotic optimizations (overhauled depth pyramid and bloom to ffx-sdp), more fixes 2026-04-21 20:49:47 -05:00
fd9036ee39 repaired occlusion culling via depth pyramids 2026-04-20 23:40:55 -05:00
42aaf444ff lots of changes (physics tweaks, actually use dynamic buffers for UBOs, perf bottleneck fixed, bug fixes, etc) 2026-04-20 17:33:22 -05:00
012cddd37f more fixes before I lose my mind again (something something making VXGI look actually nice, correctness, fixing graphs, etc etc) 2026-02-21 21:26:37 -06:00
de44a6083d fixes 2026-02-16 18:10:36 -06:00
593bdc93cd physics optimizations (lots...) 2025-09-02 21:51:00 -05:00
a66f56ad9f refractor to try and minimize differences between reactphysics and internal physics engine (that i really need to optimize now), reverted some things with the graph system to get it to work again on scenes with more than one mesh (because for some reason instance IDs need to be global and i cant for the life of me figure out how to properly remap them) 2025-09-01 23:16:43 -05:00
65cf3887b7 finally nailed a memory leak because past me made assumptions RP3D cleared the triangle parts on body destruction per the documentation (although I still crash after a while on the DC build from fragmentation at 9MiB consumed......), crammed filetype preference to resolveURI since everything should be using that anyways, some other cruft I forget trying to nail down this memory leak 2025-08-24 20:47:32 -05:00
532c4054b6 audio cleanup or something (because it's lagging the dreamcast build when emitting sounds) 2025-08-24 11:38:37 -05:00
9f2f51c644 before overhauling the graph system to not depend on pod::Graph 2025-08-20 22:13:23 -05:00
e5de1491f2 skip rendering the next frame under vulkan, as this fixes the crash on scene load when the scene graph storage buffers need to be resized (even though nothing makes sense) 2025-08-20 15:22:35 -05:00
81a3125fcd fixed graph buffers not getting updated (for opengl, vulkan still crashes...) 2025-08-19 23:36:48 -05:00
8298fcec2d more cleanup, crammed DC texconv into here for later use 2025-08-18 20:47:25 -05:00
0a299a3fd2 removing unused dependencies, noted quirks with Dreamcast compilation 2025-08-17 17:53:10 -05:00
bc406d5b62 agony (added streaming in mesh data if it's out of range (but for the worldspawn only), re-enabled mesh slicing because I commented it out months ago and didn't remember why, some other things probably in the quest of getting this added) 2025-08-13 19:46:05 -05:00
cf9a4c9a9d some more cleanup, use march=native + lto for dev (non-release), only do mesh quantization when available (when using my GLdc fork), removed unused headers 2025-08-10 20:29:40 -05:00
acfadd5c2d barebones documentation, commit in case I butcher code migration 2025-08-10 18:31:20 -05:00
aeb648595f dreamcast build compiled and somewhat running (required patching kernel/arch/dreamcast/hardware/cdrom.c), also fixed GUI elements not rendering under opengl 2025-08-04 23:34:37 -05:00
81da764d6b added wav (from file) and PCM (from memory buffer) playback, modified hook to VALL-E TTS to now either directly play the audio or invoke a callback (currently only hooked via sound emitter) 2025-08-03 13:45:31 -05:00
73ca9bb168 crammed in vall_e.cpp support to finally justify creating it (and a bunch of other things) 2025-08-02 23:02:49 -05:00
596affe488 nicer VXGI settings, updated reference screenshot 2025-08-01 23:58:25 -05:00
8ba6214cc4 repaired barycentric-based deferred rendering 2025-08-01 23:58:25 -05:00
mrq
85696bd8f6 some small vxgi tweaks 2025-08-01 23:58:25 -05:00
mrq
d519af9cc3 stabilized voxelization with a bunch of cringe 2025-08-01 23:58:25 -05:00
mrq
67f0456352 some tweaks or something 2025-08-01 23:58:25 -05:00
mrq
a566e07756 attempted to fix mouse look being agonizing, fixed doors not rotating because at some point physics state completely overridden local transforms (to-do: expose some interface that will magically handle this mess) 2025-08-01 23:58:25 -05:00
mrq
91cf9665fe small fixes (although gui on next scene transition breaks) 2025-08-01 23:58:24 -05:00
mrq
1ef5798017 Fixed bloom 2025-08-01 23:58:24 -05:00
mrq
e076b2f53d This one trick adds free FPS (do not do VXGI on completely transparent pixels) 2025-08-01 23:58:24 -05:00
mrq
6b37b2fa0e Repaired OpenGL / Dreamcast build 2025-08-01 23:58:24 -05:00
mrq
bb356ee399 Commit for 2024.12.01 23-07-01.7z 2024-12-01 23:07:00 -06:00
mrq
f1ab22c4a0 Commit for 2023.10.25 00-13-51.7z 2023-10-25 00:13:00 -05:00
mrq
1c8721f615 Commit for 2023.02.04 22-48-51.7z 2023-02-04 22:48:00 -06:00
mrq
fa1e54c7f7 Commit for 2023.01.27 22-55-56.7z 2023-01-27 22:55:00 -06:00
mrq
f3800abb21 Commit for 2023.01.06 12-19-28.7z 2023-01-06 12:19:00 -06:00
mrq
28cf6a7d8f Commit for 2022.12.30 20-20-07.7z 2022-12-30 20:20:00 -06:00
mrq
de54bcad8f Commit for 2022.12.21 16-25-26.7z 2022-12-21 16:25:00 -06:00
mrq
e816814186 Commit for 2022.11.27 13-25-40.7z 2022-11-27 13:25:00 -06:00