Commit Graph

167 Commits

Author SHA1 Message Date
36612f9ce9 fixed AABBs calculated from the graph system being wrong because for whatever reason i was transforming the bounds to world space, and this never mattered when using RP3D because it was always fed local extents...... 2025-09-05 21:25:59 -05:00
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
3b5db2c32c finally it works (to-do: support for reading from fp16/bf16/quantized vertex data, some method of emitting contact information to the colliding bodies, collision masking, per-body gravity, fix sinking occuring when using the collider offset, some other things) 2025-09-01 14:51:46 -05:00
461894741f using a PSG solver is almost stable sans some weird oddities, would love to use a block solver but the current one is flawed 2025-09-01 00:13:20 -05:00
40da94c422 wasted a week on trying to roll out my own physics system just to be humbled when it almost works but doesn't work well enough (probably a bad solver, will probably revisit it at a later date) 2025-08-30 15:52:30 -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
0fb2e3b750 removed storing model/prev-model matricies and color for every instance entry (by adding another indirection via objectID...), fixed rt pipeline because the BLAS's weren't being generated 2025-08-21 22:54:49 -05:00
a099c562a2 remove the weird redundancy of having drawcommands + instances + primitives (which store draw commands and instances) (although i should probably do the opposite to not tie instances to draw commands) 2025-08-21 18:25:29 -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
0a29063869 realized past me realized that aliasing buffers isn't foolproof and added a system to fetch buffer descriptors by name from a source, yet never used it (re-bind buffer descriptors on mesh updates, need to fix the crash for graph storage when it resizes...) 2025-08-19 19:18:12 -05:00
6d4837e3cc fixed DC texconv having some weird quad issue by just rebasing from the original file and de-QTing / reconverting 2025-08-19 00:30:34 -05:00
8298fcec2d more cleanup, crammed DC texconv into here for later use 2025-08-18 20:47:25 -05:00
ba9f5c8323 some fixups for the scene tick loop, try and reuse existing buffers when reading buffers into them to avoid unnecessary allocations, fixed non-safe running a lua script because I didn't pass in the env 2025-08-17 23:13:29 -05:00
c9448f9b74 lua optimizations to remove as much overhead as possible (to almost nothing), adjusted how metadata is accessed in lua (it requires explicit pasting of macros) 2025-08-17 20:48:20 -05:00
0a299a3fd2 removing unused dependencies, noted quirks with Dreamcast compilation 2025-08-17 17:53:10 -05:00
f7fba27753 fixed OpenGL crash + Dreamcast oddities (past me did in fact realize that userdata never called destructors and handled it for opengl pseudo-command buffers) 2025-08-16 15:56:41 -05:00
5f8a80c25f resolved an oversight past me never realized where you still need to call destructors on placement new'd memory (and other things to resolve a memory leak that was very noticeable with 16MB of RAM) 2025-08-16 12:19:55 -05:00
cb1d9c4daf some gui hook cleanup, added keyboard/controller input for selecting gui options, fixed a crash when loading larger scenes because of low buffer size (or at least I believe it was that) 2025-08-16 00:25:06 -05:00
d5e58ccb9b somehow broke and fixed mesh quantization breaking again after streaming mesh data (need to dequantize first because naively just resetting the descriptors is wrong) (although I might need to update RP3D because collision breaks only when streaming mesh data and DC uses an older version) 2025-08-15 00:07:13 -05:00
ab9aa0ae13 fixed oversight in uf::Mesh::convert, fixed texture streaming not working in OpenGL (the graphic.material.textures weren't updated) fixed missing texture being used in VXGI for vulkan (think it was from reinitializing the texture object itself if it was aliased rather than just resetting the handles) 2025-08-14 23:32:08 -05:00
9ec35a26e6 added texture/animation streaming (to-do: fix textures for OpenGL), serendipitously fixed animations when loading from a graph 2025-08-14 19:09:58 -05:00
eadf732ee5 more agony (oversight fixes and dreamcast build works again (although it doesn't resolve my outstanding issues of too large of a scene mesh......)) 2025-08-13 22:12:38 -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
a9b5a03f94 shuffled code around for when I figure out how I want to stream a partitioned mesh (even though this defeats the purpose of re-implementing the chunk/region system because I do not want to go about splitting each region into its own model-entity-graph-whatever) 2025-08-11 21:14:30 -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
0b40786798 properly color a gui element under opengl, some cleanup for dead code that's not needed 2025-08-09 13:35:04 -05:00
2186e41641 fixed text rendering in opengl (and the culling issue), use libtremor for dreamcast because vorbis is too taxing on the SH4, fixed uf::io::exists by just trying to open the file instead of stating it, probably some other things 2025-08-05 18:39:56 -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
c49dfb9b8c some stuff to get the dreamcast build working again (or at least compiling, reading from the CD through KOS in emulators broke so I can't test much) 2025-08-04 17:51:43 -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
4063105847 trimming things 2025-08-01 23:58:25 -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
a521f045ba Repaired meshopt integration, it's preferable to instead optimize on meshlets instead of the raw mesh 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