Carter Anderson
5eb789ff77
Add Events. add WindowResize event to WgpuRenderer. remove Renderer from App
2020-03-29 22:44:38 -07:00
Carter Anderson
f814695b00
everything is a plugin!
2020-03-29 01:49:35 -07:00
Carter Anderson
3d261f72de
move plugin to app module
2020-03-29 01:15:47 -07:00
Carter Anderson
e2393de97c
move plugin to core
2020-03-29 01:04:27 -07:00
Carter Anderson
45d4f25a93
WinitPlugin
2020-03-29 00:53:47 -07:00
Carter Anderson
ec84a33b43
everything is a plugin
...
... well almost everything
2020-03-28 23:18:33 -07:00
Carter Anderson
5db5f6de9c
batched draw target works! embrace the "log" crate
2020-03-28 20:33:11 -07:00
Carter Anderson
ed9eb88835
only create wgpu swap chain when surface is ready
2020-03-28 13:57:41 -07:00
Carter Anderson
78de2fe2a1
fix dynamic uniforms and unit tests
2020-03-27 22:41:45 -07:00
Carter Anderson
a7704fda31
make winit optional and vsync configurable
2020-03-27 17:43:03 -07:00
Carter Anderson
0073f4a58b
refactor pipeline compilation into PipelineCompiler
2020-03-26 23:40:25 -07:00
Carter Anderson
d1db46ef54
begin bind group rework
...
global and local bind groups are set up the same way (RenderResourceAssignments). bind groups are reused whenever possible
2020-03-26 01:57:36 -07:00
Carter Anderson
0316efc909
add core Window resource
2020-03-25 21:27:32 -07:00
Carter Anderson
aec817c533
Rename BindGroup to BindGroupDescriptor. Add BindGroupDescriptorId
2020-03-25 18:17:48 -07:00
Carter Anderson
47ef339e7b
remove BindGroupInfo
2020-03-25 17:40:14 -07:00
Carter Anderson
64cd924413
refactor render resource assignments
2020-03-25 17:31:59 -07:00
Carter Anderson
4d17763c85
finish new uniform resource provider staging buffer. dynamic uniforms work again. both dynamic and non-dynamic uniforms perform better than the previous implementation.
2020-03-24 19:17:41 -07:00
Carter Anderson
55745b0812
renderable owns render resource assignments. refactor shader assignment logic. renderers are responsible for intializing during updates.
2020-03-22 18:22:35 -07:00
Carter Anderson
fb496a6172
validate VertexBufferDescriptors and fill in blanks when possible
2020-03-21 21:10:58 -07:00
Carter Anderson
a4eed18800
RenderGraph is now a Resource. RenderGraph owns vertex buffer descriptors. Assorted cleanup
2020-03-21 19:57:59 -07:00
Carter Anderson
7660b8bf3f
batched resource creation, vertex buffer macro
2020-03-21 18:12:30 -07:00
Carter Anderson
a55053cf14
Refactor / cleanup buffer metadata. Fix dynamic uniforms
2020-03-20 19:32:59 -07:00
Carter Anderson
ae0d5abf45
use RenderResourceAssignments in place of Entity
2020-03-20 17:49:29 -07:00
Carter Anderson
cbba656f16
replace appbuilder::new() with app::build()
2020-03-20 16:35:19 -07:00
Carter Anderson
43e69484ba
migrate entity render resources to RenderResourceAssignments
2020-03-20 14:17:50 -07:00
Carter Anderson
9881f64715
cargo fmt
2020-03-20 12:47:33 -07:00
Carter Anderson
d9663d740b
AsUniforms provide VertexBufferDescriptor. Initial macro work
2020-03-17 18:25:27 -07:00
Carter Anderson
28fb0fdfc8
Reflect Vertex Buffer Attributes
...
Must follow VertexBufferDescriptorName_AttributeName format
I_VertexBufferDescriptorName_AttributeName indicates that an attribute is instanced
Currently all attributes must be defined in shaders or offsets will be incorrect.
2020-03-17 13:20:54 -07:00
Carter Anderson
5d99f3a7e8
Add Handle<T> support to uniform resource provider. Use Handle<StandardMaterial> instead of StandardMaterial
2020-03-16 00:45:28 -07:00
Carter Anderson
0c3e83452d
remove empty buffer warning because its too noisey
2020-03-11 18:19:02 -07:00
Carter Anderson
41e15a2d90
make wgpu renderer optional
2020-03-10 22:20:49 -07:00
Carter Anderson
64b897016c
swap out remaining wgpu references
2020-03-10 21:57:57 -07:00
Carter Anderson
cfaee577e7
move bind type
2020-03-10 02:10:44 -07:00
Carter Anderson
aca17f15b7
start moving away from wgpu types
2020-03-10 00:53:07 -07:00
Carter Anderson
aa09e93980
reorganize render modules
2020-03-09 23:08:09 -07:00