Carter Anderson
64cd924413
refactor render resource assignments
2020-03-25 17:31:59 -07:00
Carter Anderson
e523dc92d8
shader_def: use to_upper instead of to_screaming_snake
2020-03-25 13:24:17 -07:00
Carter Anderson
a0fa4d2d79
cargo fmt
2020-03-22 11:06:08 -07:00
Carter Anderson
eaff311a80
simplify render graph builder interface
2020-03-22 03:06:08 -07:00
Carter Anderson
fb496a6172
validate VertexBufferDescriptors and fill in blanks when possible
2020-03-21 21:10:58 -07:00
Carter Anderson
7660b8bf3f
batched resource creation, vertex buffer macro
2020-03-21 18:12:30 -07:00
Carter Anderson
9881f64715
cargo fmt
2020-03-20 12:47:33 -07:00
Carter Anderson
ae72c2cdb0
Refactor and integrate AssetBatcher. Add AssignedBatchesDrawTarget shim
2020-03-19 17:57:07 -07:00
Carter Anderson
04590de678
separate albedo color and make it required
...
I worked really hard to make ColorSource work, but sadly we need color to be instanceable and making it optional would add too much complexity. Maybe at some point in the future we can add it back. On the plus side, albedo color now modulates the albedo texture
2020-03-17 22:02:01 -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
64b897016c
swap out remaining wgpu references
2020-03-10 21:57:57 -07:00
Carter Anderson
7342f96174
named pipelines (makes custom shaders easier)
2020-03-10 02:46:27 -07:00
Carter Anderson
fb4752532b
rename pipelinebuilder.build() to finish()
2020-03-10 02:16:01 -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