Commit Graph
11 Commits
Author SHA1 Message Date
emil28092005 b162d681aa debug: albedo-only fragment shader — tests if vp matrix works with 128B UBO
If objects are colored: vp matrix is fine, problem is in lighting
If objects are black: vp matrix is broken by 128B UBO change
2026-06-18 19:46:05 +03:00
emil28092005 4771371021 fix: restore MemoryCopy for UBO + PBR shader with point light
- UBO packing: MemoryCopy for vp (64B) + lightPos (16B) + lightColor (16B)
- PBR fragment shader with Cook-Torrance BRDF + point light
- No directional light, near-zero ambient — only point light illuminates
- Guards against div-by-zero in attenuation and specular
- Depth buffer properly configured in pipeline + rendering info
2026-06-18 19:43:31 +03:00
emil28092005 e37e7a4eed debug: fragment shader outputs light position as color — test UBO
- If objects are colored (not black/artifacts), UBO data reaches fragment shader
- Also: manual float-by-float UBO packing instead of MemoryCopy
- vp matrix packed as M11..M44 (row-major, no row_major in GLSL = transpose)
2026-06-18 19:36:57 +03:00
emil28092005 321b1f62cc debug: simple diffuse fragment shader to test point light UBO 2026-06-18 19:33:37 +03:00
emil28092005 6a7d6ee3eb feat: single point light only — dark scene, dynamic light ball visible
- Removed directional light from fragment shader
- Ambient reduced to near-zero (0.01) — scene is dark
- Only light source is the physics LightBall falling from y=15
- Objects near the ball are illuminated, far objects are in darkness
- Dramatic contrast shows dynamic lighting clearly
2026-06-18 19:27:05 +03:00
emil28092005 f718e6de49 feat: PBR point light — Unity-style attenuation, warm glow
- UBO expanded from 64 to 128 bytes: vp(64) + lightPos(16) + lightColor(16)
- Vertex shader: passes point light UBO data through
- Fragment shader: refactored calcLight() function, shared by directional + point
  - Point light: Unity-style attenuation pow(1 - dist/range, 2)
  - Directional light reduced intensity (0.4) to balance with point light
  - Point light: position (0,8,0), warm color (1,0.9,0.7), intensity 15, range 25
- Renderer: reads Light component from ECS, packs into UBO with Marshal.StructureToPtr
- Scene: MainLight entity with Light.Point at (0,8,0)
- 0 C# struct changes — pure UBO layout + shader upgrade
2026-06-18 19:23:00 +03:00
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 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 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 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