Commit Graph
11 Commits
Author SHA1 Message Date
emil28092005 22748ed9ba feat: PBR shading — Cook-Torrance BRDF with ACES tonemapping
- Vertex shader: passes world position, world normal, albedo to fragment
- Fragment shader: full PBR implementation
  - D term: Trowbridge-Reitz GGX distribution
  - G term: Smith geometry with Schlick-GGX
  - F term: Schlick Fresnel approximation
  - kD/kS split based on metallic
  - Directional light (0.5, 0.8, 0.3) with warm color
  - Ambient term (0.15, 0.18, 0.22) for fill light
  - ACES filmic tonemapping
  - Gamma 2.2 correction
- Fixed roughness=0.5, metallic=0.1 (per-object materials = future)
- No C# code changes — pure shader upgrade
2026-06-18 19:18:01 +03:00
emil28092005 e36cbc7774 feat: diffuse lighting — normals passed to fragment shader
- Vertex shader: pass normal through mat3(model) to fragment
- Fragment shader: directional light (0.5, 0.8, 0.3) with 0.25 ambient
  + 0.75 diffuse = faces now have depth and 3D form
- Torus knot has smooth normals (vn in OBJ), cubes have face normals
- 0 validation errors, ~2300 FPS
2026-06-18 17:03:15 +03:00
emil28092005 398cc88ae2 fix: remove row_major from GLSL — fixes fish-eye and broken projection
Root cause: System.Numerics.Matrix4x4 uses row-major storage with row-vector
convention (v * M). GLSL with layout(row_major) does column-vector (M * v),
which effectively transposes the matrix, breaking the projection.

Fix: remove row_major from layout qualifiers. GLSL then interprets the
row-major data as column-major (effectively transposing it), so M * v in
GLSL equals v * M in System.Numerics — correct result.

The Y-flip (M22 *= -1) is still needed for Vulkan's Y-down clip space.
2026-06-18 16:56:44 +03:00
emil28092005 edfcf33578 feat: render 2 rotating cubes side by side
- Push constant changed from float angle (4B) to mat4 model (64B)
- Two draw calls with different model matrices (x=-1.5 and x=+1.5)
- Both cubes rotate around Y axis at 0.2 rad/s
- 0 validation errors
2026-06-18 13:20:22 +03:00
emil28092005 0541f5d13c feat: rotate cube around Y axis instead of Z 2026-06-18 13:18:07 +03:00
emil28092005 233041ab00 fix: VK_INDEX_TYPE_UINT32 (was UINT16) + remove unused depth from pipeline
- vkCmdBindIndexBuffer indexType changed from 0 (UINT16) to 1 (UINT32)
  to match uint[] index data — this was causing black screen
- Removed depth stencil state, depth attachment format, and depth
  rendering attachment from pipeline/renderer (depth buffer still
  created in swapchain but unused)
2026-06-18 12:59:01 +03:00
emil28092005 aca8d1ab4d fix: correct matrix order (proj*view) + Z depth range for Vulkan
- VP matrix order: proj*view (GLSL column-vector convention)
- Z correction in vertex shader: gl_Position.z = (z+w)*0.5 (OpenGL [-1,1] → Vulkan [0,1])
- Depth test temporarily disabled for debugging
2026-06-18 12:47:20 +03:00
emil28092005 d6ca80c678 fix: add normal-based diffuse lighting so cube is visible as 3D
- Fragment shader: directional light dot(normal, lightDir) with 0.2 ambient
- Vertex shader: pass normal through mat3(model) to fragment
- Same-color faces now have different shading based on orientation
2026-06-18 12:39:51 +03:00
emil28092005 d6bd1807cf feat: depth buffer + 3D model matrix — rotating cube now looks correct
- Depth image (D32_SFLOAT) + image view created in VulkanSwapchain
- VkPipelineDepthStencilStateCreateInfo: depth test + write enabled, CompareOp=Less
- Push constant changed from float angle (4B) to mat4 model (64B)
- 3D rotation: RotateY * RotateX in renderer, applied via push constant
- Vertex shader: gl_Position = vp * model * vec4(pos, 1.0)
- Depth attachment in VkRenderingInfo + depth clear (1.0)
- Depth image layout transition (Undefined → DepthStencilAttachmentOptimal)
- New Vulkan functions: vkCreateImage, vkDestroyImage, vkGetImageMemoryRequirements, vkBindImageMemory
- New structs: VkPipelineDepthStencilStateCreateInfo, VkStencilOpState, VkImageCreateInfo
- New enums: VkCompareOp, VkImageType, VkImageTiling
- 0 validation errors
2026-06-18 02:14:54 +03:00
emil28092005 4f3810010a feat: push constants + UBO descriptor sets — rotating triangle with VP matrix
- Push constants: rotation angle (float) sent to vertex shader via vkCmdPushConstants
- UBO + descriptor sets: VP matrix (mat4) in uniform buffer, bound via VkDescriptorSet
- New Vulkan functions: vkCreateDescriptorSetLayout, vkCreateDescriptorPool,
  vkAllocateDescriptorSets, vkUpdateDescriptorSets, vkCmdBindDescriptorSets,
  vkCmdPushConstants
- New structs: VkPushConstantRange, VkDescriptorSetLayoutBinding,
  VkDescriptorSetLayoutCreateInfo, VkDescriptorPoolCreateInfo,
  VkDescriptorPoolSize, VkDescriptorSetAllocateInfo, VkWriteDescriptorSet,
  VkDescriptorBufferInfo
- Per-frame UBO buffers (HOST_VISIBLE|HOST_COHERENT, 64 bytes each)
- Perspective projection + look-at camera (static, no ECS yet)
- Cleaned up debug logging in VulkanContext
- Zero validation errors
2026-06-18 01:59:41 +03:00
emil28092005 2e0970e769 feat: rebuild Vulkan renderer from scratch — pure P/Invoke triangle (Vulkan 1.3)
- Complete rewrite of Engine.Graphics.Vulkan with pure P/Invoke (no wrapper libs)
- Vulkan 1.3: dynamic rendering (vkCmdBeginRendering/vkCmdEndRendering),
  synchronization2 (vkQueueSubmit2, vkCmdPipelineBarrier2)
- Split types into VulkanHandles.cs, VulkanEnums.cs, VulkanStructs.cs
- Staging buffer → device-local vertex buffer pattern
- Correct swapchain semaphore indexing (per-image, not per-frame-in-flight)
- VK_EXT_debug_utils debug messenger with validation layer fallback
- Dynamic viewport/scissor (no pipeline recreation on resize)
- Simplified Program.cs to triangle-only rendering
- Removed old Silk.NET renderer, ImGui, PBR shaders, screenshot code
- Updated VULKAN_IMPLEMENTATION_PLAN.md with full architecture decisions
2026-06-18 01:49:25 +03:00