Commit Graph

250 Commits

Author SHA1 Message Date
6b07173804 added OBB colliders, painfully trying to resolve issues with rotating bodies 2026-05-16 23:19:49 -05:00
142f584684 fixed odd regression where door collision broke (and trying to fix the weird flickering with using the aliased camera UBO for the deferred pass) 2026-05-15 20:37:10 -05:00
07f2a7d17b unneeded now (and this somehow caused vxgi to double-light up the voxels from constantly re-recording) 2026-05-15 14:30:50 -05:00
f132f5d6d2 refractored descriptor sets to properly handle multiple sets for a given shader 2026-05-15 14:18:50 -05:00
e35806bb04 painfully diagnosed a performance hit with vxgi from one line being commented out (and a bug from eyepos being wrong) 2026-05-14 22:00:17 -05:00
2afcacc9e1 fixed BARYCENTRIC_CALCULATE because it was actually stemming from not using the actual camera UBO used to render the scene (even though nsight showed the values matching so who knows) 2026-05-13 23:43:21 -05:00
dc192064b1 fixed the nagging problem of GUI elements being in their final position for one frame as i'm not setting them to their initial states pre-first tick, disabled BARYCENTRIC_CALCULATE until I can be assed to fix the 'reconstructed geometry data lags behind' issue 2026-05-13 22:34:30 -05:00
b3df72bfab validation errors squishing, finally bothered to seamlessly handle N-buffered UBOs, fixed shadowmapping not require a constant rebuild every time the lights changed (by instead binding all shadow textures and not-so-clever tricks), some other things 2026-05-13 22:14:46 -05:00
226f1fb77e vxgi fixed (because of a typo) 2026-05-12 09:59:49 -05:00
2475605941 VK_KHR_multiview support (but it broke VXGI) 2026-05-11 20:56:16 -05:00
2e018962ee fixed shadowmaps 2026-05-11 16:41:57 -05:00
c62240641a segregated descriptor set from pipeline (prerequisite for global/shared pipelines) 2026-05-09 20:55:22 -05:00
5f5bc08068 proper descriptor pooling (prerequisite for properly segregating pipelines as shareable and descriptor sets as not) 2026-05-09 14:02:15 -05:00
a10ed8bc60 alleged optimizations to vxgi (maybe), fixed crash with enabling shadowmapped lights (but they're broken still for some reason) 2026-05-08 21:09:22 -05:00
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
b37eb0ed62 added per-thread metrics 2026-05-03 00:27:47 -05:00
2a72cb42d8 more tweaks to the threading code (made scene loading much faster as a by-product), beginnings of allowing behaviors to specify thread name to use (to implement the latter half later) 2026-05-02 21:32:27 -05:00
4344323f13 further segregation and reorganization of physics system files 2026-05-01 14:54:09 -05:00
fe10395ce8 organized physics system 2026-05-01 11:51:24 -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
9c25bf9a9a added convex hull colliders (mesh colliders with fundamental differences), also fixed mesh v mesh because of some dumb assumption that the BVH was in worldspace 2026-04-29 23:19:54 -05:00
b523878912 revamped makefiles, overhauled memory pool allocator (instantiator works without memory pooling as a byproduct) 2026-04-29 19:04:49 -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
7fe261a36e added grounded state, attempted to try and snap velocities for grounded bodies with small enough velocities (but it doesn't seem to prevent jittering bodies that resolve collision-from-gravity......) 2025-09-22 20:44:00 -05:00
52fa565eb5 some more menial tasks (implemented triangleAabb as composing the AABB as a triangulated box since it seems better that way, added inertia calculations for meshes even though I think the approach for inertia tensors and rotations seems really wrong) 2025-09-21 19:30:11 -05:00
3ac3022f88 this is saner (although selectively querying for specific mesh attributes on view construction, just to have an interface to access them by name seems extremely silly), also triangleAabbSAT for stability (it's marginally more stable) 2025-09-17 12:34:11 -05:00
58dee945f8 proper pre-computing of mesh views (with equally horrid code) 2025-09-15 18:05:15 -05:00
16062f8135 fixed the bottleneck....... (mesh.makeViews incurred a very heavy penalty per triangle, currently naively caching the mesh views until I can be bothered to muck up the function headers) 2025-09-15 17:28:13 -05:00
1e548265ad more optimizations by making node bounds an AoS instead and some other tweaks and fixes (even though it doesn't seem to amount to much tangible results because the scene explodes when I make props in mds_mcdonalds dynamic) 2025-09-15 16:01:05 -05:00
7dee5ccd53 lol... 2025-09-15 07:13:26 -05:00
8dd83f7f49 I guess I'll try and do some work (something about trying to force inline the vector operators but failing, and ensuring the internal physics system should work for the dreamcast with its quantized meshes (maybe, it's still quite underperforming compared to RP3D), probably some other things from a week or so ago) 2025-09-14 20:37:34 -05:00
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
cb36936411 more refinements and optimizations for the physics 2025-09-05 19:08:07 -05:00
fff258917e fixed dynamic/static split BVHs because of some dumb assumptions, fixed contacts being order dependent from not flipping the normals for '*Mesh' contacts generated, some other things (scenes don't lag to high hell but my props and doors aren't collidable...) 2025-09-04 22:22:08 -05:00
e1d824a5ac further ironing out the underlying math lib / SIMD intrinsics (theoretically now if -march=native binaries are shipped they shouldn't crash through multi-versioning) 2025-09-04 19:39:22 -05:00
c87eac5e05 bigly refractors vector/quaternion/matrix all around (and beginning to ensure SIMD optimizations for physics) 2025-09-04 00:46:01 -05:00