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* Refactor includes & improve compile timeladevieq2022-07-1110-44/+25
| | | | Add platform defined to CMakeLists.txt
* Thirdparty includes flagged as SYSTEMladevieq2022-07-105-27816/+3
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* Improve compilation timeladevieq2022-07-1014-72/+70
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* Fix formatting and lintingladevieq2022-06-155-31/+29
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* Primitive renderpass api & use handle for low level api resourcesQuentin LADEVIE2022-03-036-79/+178
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* Make bindless descriptor a private member of vkapiQuentin LADEVIE2022-02-241-3/+4
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* Choose a device queue based on queue usagesQuentin LADEVIE2022-02-241-1/+1
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* Select a physical based on supported vulkan featuresQuentin LADEVIE2022-02-172-0/+10
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* Fixes artifacts when moving in the sceneQuentin LADEVIE2022-02-161-3/+5
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* High level buffer classladevieq2022-02-145-45/+99
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* Improve image barrier codeladevieq2022-02-133-64/+70
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* Compute shader render pass apiladevieq2022-02-074-13/+75
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* Fix barriersladevieq2022-01-162-12/+12
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* Api manage resources lifetimeladevieq2021-09-273-22/+26
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* Refactor gltf loading and triangles attributesladevieq2021-09-266-57/+44
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* Load gltf materials + diffuse and specular brdfladevieq2021-09-066-9/+7933
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* White furnace test on gltf scenes & load normalsladevieq2021-09-015-74/+78
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* Refactored diffuse brdf & brdf computation done in tangentladevieq2021-08-224-84/+77
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* Use simd for vec3 computationsladevieq2021-08-204-49/+58
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* Improve gltf loadingladevieq2021-08-152-16/+24
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* Bindless graphics pipelineladevieq2021-08-092-33/+60
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* Bindless compute pipelinesladevieq2021-08-083-15/+30
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* Fix modifiers key on windowsladevieq2021-08-051-4/+4
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* Add space key to xcb windowladevieq2021-08-051-0/+1
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* Use buffer device address with push constantsladevieq2021-08-043-4/+4
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* Add copy_buffer functions to vk apiladevieq2021-08-031-0/+2
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* Make geometry and bvh buffer gpu onlyladevieq2021-08-011-7/+2
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* Pack bvh nodes, optimize vertices sizeladevieq2021-08-014-24/+34
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* Use SAH to generate BVH & fix ray triangle intersectionladevieq2021-08-014-52/+145
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* Allocate ressources based on virtual frames countladevieq2021-07-251-1/+2
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* Slowly rendering sponzaladevieq2021-07-253-54/+61
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* Use a different buffer for scene info, geometry, bvh and load gltfladevieq2021-07-257-37/+163
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* Clean up includes, scene class, simplify scene buffer access from mainladevieq2021-07-244-38/+52
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* Depth first ordered bvhladevieq2021-06-211-41/+98
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* Split on the largest axis on BVH generationladevieq2021-06-193-33/+56
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* Fix BVH traversal and use PCG instead of wang hashladevieq2021-05-251-50/+0
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* Add dof toggler & attempt to use bvhladevieq2021-05-231-1/+2
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* Naive BVH working + camera simple camera rotationladevieq2021-05-232-31/+59
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* Wip BVH + BVH debugging toolsladevieq2021-05-163-28/+124
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* Add light sources, use russian roulette for opti and infiniteladevieq2021-05-122-2/+6
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* Remove remaining pregenerated random numbersladevieq2021-04-011-2/+0
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* Fix linux buildladevieq2021-04-011-0/+1
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* Remove most precomputed random numbersladevieq2021-03-311-2/+0
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* BVH simple implementationladevieq2021-03-295-6/+89
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* Display frame time & add aabb ray hit function for future BVHladevieq2021-03-181-0/+13
| | | | implementation
* Make it compile on macQuentin Ladevie2021-03-143-2/+7
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* Fix accumulation textures format and reset accumulation on move/resizeladevieq2021-03-111-0/+2
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* Add naive tonemappingladevieq2021-03-101-0/+4
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* Fix TAA to have infinite accumulationladevieq2021-03-101-1/+1
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* Render ui on top of path tracer resultladevieq2021-03-092-2/+3
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