emil28092005
d6939e9efa
fix: video without UI + correct colors
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1. No UI in video: end render pass before ImGui, capture, start new
render pass with loadOp=LOAD for ImGui, end again. Video captures
only the 3D scene.
2. Acid colors fixed: swapchain format changed from B8G8R8A8_SRGB to
B8G8R8A8_UNORM. SRGB format stores gamma-compressed values that
vkCmdCopyImageToBuffer reads raw — FFmpeg treated them as linear
causing acid colors. UNORM stores linear values, copy gives linear
data, FFmpeg bgra→yuv420p conversion is correct.
2026-06-19 09:13:04 +03:00
emil28092005
ab1a2d05c3
fix: enable imageCubeArray feature + transition all 24 shadow layers
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Two validation errors fixed:
1. imageCubeArray feature not enabled → added VkPhysicalDeviceImageCubeArrayFeatures
to device creation chain (pNext: cubeArray → sync2 → dynamicRendering)
2. Shadow layers 18-23 in UNDEFINED layout → transition ALL 24 layers
(MaxShadowLights * 6) instead of only numShadowLights * 6
Descriptor references all 24 layers via CubeArray view
2026-06-19 08:59:22 +03:00
emil28092005
4f3810010a
feat: push constants + UBO descriptor sets — rotating triangle with VP matrix
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- 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)
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- 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
749fbc8df4
feat: ImGui integration + real screenshot capture via Vulkan
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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
80238b08f5
feat: pure Vulkan P/Invoke renderer — no wrappers, SDL3 window, SPIR-V shaders
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- 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
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- 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