Commit Graph
11 Commits
Author SHA1 Message Date
emil28092005 d620bd537f revert: back to triangle with 3D rotation + depth buffer
- Hardcoded triangle (RGB vertices) with index buffer
- 3D rotation: RotateZ * RotateX
- Depth buffer + UBO + push constant model matrix retained
- Camera at z=-3, perspective FOV 45°
2026-06-18 12:44:06 +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 fde8b0f63a feat: index buffer + OBJ cube rendering
- VulkanIndexBuffer.cs: staging → device-local index buffer (uint16 indices)
- vkCmdBindIndexBuffer + vkCmdDrawIndexed added to Vk.cs
- VulkanRenderer loads Content/cube.obj via ObjLoader (36 vertices, 12 faces)
- Replaced hardcoded triangle with rotating cube
- 0 validation errors, ~3800 FPS
2026-06-18 02:05:15 +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
emil28092005 46a04850e3 fix: rendering now works — three critical bugs fixed
1. VkColorComponentFlags: wrong bit values (0x10-0x80 instead of 0x01-0x08)
   → colorWriteMask was 0xF0 instead of 0x0F → no color channels written

2. VkClearValue: was Sequential layout instead of Explicit (union)
   → depthStencil clear value written at wrong offset → depth buffer
   cleared to 0.0 instead of 1.0 → all fragments failed depth test

3. Vulkan clip space correction in vertex shader:
   gl_Position.y = -gl_Position.y (Vulkan Y-down vs OpenGL Y-up)
   gl_Position.z = (gl_Position.z + gl_Position.w) * 0.5 (Z [0,1] vs [-1,1])

Also:
- PushConstantSize fixed from 128 to 144 (two mat4 + vec4)
- Dynamic viewport/scissor state added to pipeline
- Push constants use column_major (default) to match System.Numerics row-major layout
- Camera.GetProjectionMatrix reverted to pure OpenGL-style (correction in shader)
- Screenshots show actual 3D geometry (calibration cubes visible)
- 66/66 tests pass
2026-06-18 00:14:40 +03:00
emil28092005 749fbc8df4 feat: ImGui integration + real screenshot capture via Vulkan
ImGui:
- ImGui.NET 1.91.6.1 NuGet package
- VulkanImGui: font texture upload, ImGui pipeline (blending, no depth), vertex/index buffer streaming
- GLSL 450 ImGui shaders (vert: scale/translate push constants, frag: font texture sampler)
- Compiled to SPIR-V via @webgpu/glslang
- Debug overlay: FPS, camera position, entity count, light list
- 1600+ FPS with ImGui active

Screenshot:
- vkCmdCopyImageToBuffer embedded in main command buffer
- Layout transition PresentSrcKHR→TransferSrcOptimal→PresentSrcKHR
- Deferred read: staging buffer read on next frame after fence
- BMP format written directly to FileStream (row by row)
- All 16 camera tour screenshots captured (1280x720x32bpp)

All 66 tests pass.
2026-06-17 23:39:38 +03:00
emil28092005 544f6b59c0 feat: real screenshot capture — BMP from swapchain image via vkCmdCopyImageToBuffer
- Added vkCmdCopyImageToBuffer to P/Invoke layer
- Screenshot embedded in main command buffer (barrier PresentSrcKHR→TransferSrc, copy, barrier back)
- Deferred read: staging buffer read on next frame after fence signaled
- BMP format written directly to FileStream (row by row, avoids large heap allocations)
- BGRA→BGRA direct copy for B8G8R8A8 swapchain format
- All 16 camera tour screenshots captured successfully (1280x720x32bpp)
- 66/66 tests pass
2026-06-17 23:27:58 +03:00
emil28092005 80238b08f5 feat: pure Vulkan P/Invoke renderer — no wrappers, SDL3 window, SPIR-V shaders
- Engine.Graphics: restored interfaces (IRenderContext, IRenderer, RenderBackendFactory),
  loaders (ObjLoader, GltfLoader), ProceduralMesh, MeshMath, SceneSerializer
- Engine.Graphics.Vulkan: pure P/Invoke to libvulkan.so.1/vulkan-1.dll
  - VulkanNative: library loading, function pointer loading via vkGetInstanceProcAddr
  - Vk: static function cache for ~80 Vulkan functions, all delegate types
  - VulkanTypes: ~50 structs, ~20 enums matching Vulkan C headers
  - VulkanContext: instance, physical device, logical device, surface, memory types
  - VulkanSwapchain: swapchain, image views, depth image, render pass, framebuffers
  - VulkanPipeline: graphics pipeline, descriptor set layout, shader modules
  - VulkanBuffer: vertex/index/uniform buffers, staging, memory allocation
  - VulkanRenderer: command buffers, sync (semaphores/fences), render loop, 2 frames in flight
  - GLSL 450 shaders: PBR lighting (Fresnel, ACES, gamma), directional+point lights
  - Compiled to SPIR-V via @webgpu/glslang WASM
- CortexEngine.App: switched to vulkan backend, removed Raylib/OpenTK/ImGui refs
- Tests: all 66 pass (ObjLoader, MeshMath, ProceduralMesh, SceneSerializer, etc.)
- Camera tour: 16 poses, screenshots captured, clean shutdown
2026-06-17 23:03:24 +03:00
emil28092005 dd105ea4af chore: remove all graphics backends (Raylib, OpenTK, Vulkan/Silk.NET) — prepare for pure Vulkan P/Invoke rewrite 2026-06-17 22:12:51 +03:00
emil28092005 fb6e26a268 feat: modular HAL, Raylib backend, PBR shading, textures, 60 unit tests
- Replace hardcoded SDL3 windowing with IWindow/IInputState/Key abstractions
- Each render backend owns its window (Raylib GLFW, SDL3 for Vulkan)
- Raylib backend: DrawModelEx, custom GLSL shader with Fresnel, ACES
  tonemapping, gamma correction, hemisphere ambient
- Fix backface culling, mesh memory (NativeMemory.Alloc), texture loading
- Camera controllers use backend-agnostic Key enum (inverted yaw/strafe)
- Demo scene: 8 cubes, 7 spheres, torus knot OBJ with checker texture
- Extract ProceduralMesh + MeshMath from Program.cs to Engine.Graphics
- Vulkan backend deferred (compiles, untested, IWindow-compatible)
- 60 unit tests: ObjLoader, camera controllers, AiCommandProcessor,
  RenderBackendFactory, Timing, ProceduralMesh, MeshMath, Transform
- AGENTS.md for opencode integration
2026-06-17 13:49:12 +03:00