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2h 24m logged

I haven’t done much work on getting textures or anything, however I was able to re-do the shaders. Just some framework stuff like abstracting the shader models so each renderer can implement them to their need. I also spent some more time getting some generic formatting stuff like naming conventions (mostly naming conventions)

I also made an “architecture” diagram, as I was requested for one (plus I needed one anyways).

  • Anything purple (besides the background) is a temporary connection/file.
  • Anything green needs re-worked
  • The “Services” group contains files that are completely static in use, and are accessible globally.

It’s still a bit messy, but that’s partly due to the temporary/need re-worked files. There’s a still some spaghetti code due to that. The shader files do look a lot like spaghetti as well, but that is mostly do to positioning.

It’s pretty basic, as the ui/ and system/ dirs aren’t in there either (system/ is simulations + any computations that would need to be done (ex. translating data for one renderer to another)).

I made the image in Obsidian’s canvas, sadly the wakatime add-on wasn’t working for me, so that time didn’t get counted, but oh well. And if the image is cut-off for you, the Services block has Input.cpp, Timer.cpp, and Logger.cpp.

I still have a lot of shader work to redo, but I might try to get textures working soon for the Rasterizer, as I’m wanting them more & more.

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