Commit Graph
5 Commits
Author SHA1 Message Date
emil28092005 98a429710a feat: directional lighting with per-face normals
- Add Normal to Vertex struct and vertex input pipeline.
- Update vertex/fragment shaders with push-constant light data (direction, color, ambient).
- Compute per-face normals in ObjLoader and GltfLoader for flat shading.
- Add Transform.TransformNormal() using inverse-transpose of the model matrix.
- MeshRenderer builds world-space normals and pushes light constants each frame.
- Recompile SPIR-V shaders.
2026-06-16 20:18:20 +03:00
emil28092005 e1ab3a14be feat: add depth buffer, camera and MVP push constants
- Add Camera ECS component with view/projection matrices.
- Add Vulkan depth buffer to Swapchain: image, memory, view, render pass, framebuffers.
- Update VulkanPipeline with depth stencil testing and push-constant layout.
- Update vertex shader to use push-constant MVP matrix.
- MeshRenderer finds Camera, computes MVP per entity and pushes it.
- Program.cs creates a camera entity and keeps the cube rotating.

Build and run verified: window opens and FPS is reported.
2026-06-16 19:20:29 +03:00
emil28092005 05703f820f feat: Step 4 load .obj and glTF models into ECS
- Add Vertex struct and Mesh ECS component (vertices + indices).
- Add Vulkan IndexBuffer for indexed draws.
- Add MeshRenderer that draws Mesh + Transform entities with vkCmdDrawIndexed.
- Add minimal .obj loader (positions, faces) and glTF/glTF-binary loader via SharpGLTF.Core.
- Rewrite shaders to 3D position + color; recompile to SPIR-V.
- Update VulkanPipeline for new vertex format.
- Ship a sample Content/cube.obj and wire Program.cs to load it.
- Remove TriangleRenderer (replaced by MeshRenderer).
2026-06-16 19:15:20 +03:00
emil28092005 b32469d42d fix: migrate to Silk.NET.Vulkan so the window actually runs on Kubuntu 2026-06-16 18:29:35 +03:00
emil28092005 4627c96814 feat: Step 2 colored triangle with Vulkan graphics pipeline 2026-06-16 17:49:29 +03:00