Bill Currie
1745d3bccc
[vulkan] Implement mouse-picking for light entities
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Currently, only light entities get drawn to the entid buffer, and the
ids are simply displayed in a window for now (not very useful yet).
2023-08-07 17:47:49 +09:00
Bill Currie
25ac0ff303
[vulkan] Adapt the shaders for multi-view
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Multi-view will be used for shadows and fisheye.
2023-02-14 13:24:47 +09:00
Bill Currie
b7947b48a5
[vulkan] Move matrices uniform def to a header file
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Too many places to keep up to date.
2022-11-21 20:02:18 +09:00
Bill Currie
a08261c620
[vulkan] Use a buffer for entity transform and color data
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This allows the use of an entity id to index into the entity data and
fetch the transform and colormod data in the vertex shader, thus making
instanced rendering possible. Non-world brush entities are still not
rendered, but the world entity is using both the entity data buffer and
entid buffer.
2022-05-25 00:17:57 +09:00
Bill Currie
2740f6093b
[vulkan] Update shaders and layouts for new scheme
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Still need to work on the code, though.
2021-12-24 06:45:13 +09:00
Bill Currie
cbc8ad271a
[vulkan] Convert bsp and draw to deferred
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This has bsp and draw passing muster with the validation layers.
2021-02-19 11:14:54 +09:00