Commit f357a0c
authored
add particle sim (#13)
* Add the ability to add a compute pass
* Add particles gameobject (does nothing yet)
* feat: Add particle system with WebGPU rendering and basic movement
* refactor: Update particle rendering and shader structure
* Rendering one particle!!
* feat: Add DrawInstanced method to RenderPass for instanced rendering support
* refactor: Implement Draw using DrawInstanced with single instance
* feat: Add parent pointer to GameObject and set parent references in get_gameobjects
* refactor: Implement recursive game object traversal with proper parent handling
* Reorder
* refactor: Split CalculateMVP into separate model, view, and projection functions
* feat: Add MVP() method to GameObject for easy matrix calculation
* feat: Add parent transform inheritance to GameObject MVP calculation
* use MVP
* feat: Add VertexBufferLayouts template for composing multiple vertex buffer layouts
* refactor: Update RenderPipeline to support multiple vertex buffer layouts
* tweak
* refactor: Fix VertexBufferLayouts to handle move-only VertexBufferInfo
* hmm
* Instancing works!
* confetti!!
* Initial compute shader
* refactor: Update BindGroupLayout to include buffer count in getId and setEntry methods
* fix: Resolve type conversion and narrowing issues in BindGroupLayout
* feat: Add WorldInfo struct to pass deltaTime and mouse position to compute shader
* feat: Add worldInfo uniform buffer to Particles constructor
* feat: Add gravitational mouse attraction to particle simulation
* play with gravity
* increase workgroup size
* feat: Add SceneGeometry class for managing 3D scene geometry
* refactor: Extract scene geometry computation to SceneGeometry class
* refactor: Split computeSceneGeometry into separate wall and invisibility path functions
* refactor: Inline getFlattenedBounds and computeInvisibilityPaths methods
* simplify
* refactor: Simplify visibility computation method signature
* feat: Add BVH acceleration structure for line intersection tests in wall paths
* fix: Remove duplicate AABB constructor and improve comments
* feat: Add line intersection method to BVHNode for efficient line segment intersection checks
* refactor: Move BVH implementation to separate source file
* feat: Add ray intersection method to BVH for efficient ray-segment intersection
* refactor: Remove unused `cull_frontfaces` flag in visibility polygon computation
* refactor: Modify visibility polygon computation to use BVH acceleration structure
* Use BVH acceleration structure when computing FoW
* feat: Add BVH debug visualization with recursive AABB drawing
* Flattenable-BVH
* feat: Add shader include processing functionality
* Rearrange
* More compact BVHNode
* weird
* Can't believe that was it
* bring force back
* refactor: Add normal to SegmentIntersection struct for improved ray tracing
* feat: Implement realistic particle wall bouncing with reflection physics
* update buffer
* only spawn particles when p is pressed
* buffer upload resize should be based on capacity
* push rather than emplace
* hmm1 parent 45484b7 commit f357a0c
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37 files changed
+1634
-284
lines changed- .vscode
- OpenGL
- res/shaders
- src
- game_objects
- enemies
- geometry
- rendering
37 files changed
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-284
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