Victor "multun" Collod
46636ed076
fix formatting
2020-08-18 19:48:03 -07:00
Carter Anderson
6ffe0696db
Merge pull request #203 from lachlansneff/ironing-out-uniforms
...
Replace vector of UniformProperty with a single UniformProperty
2020-08-18 13:44:10 -07:00
Lachlan Sneff
ccfa815cac
Use can_draw in can_draw_indexed
2020-08-17 10:56:27 -04:00
Lachlan Sneff
e24aaf3dd3
Add Draw command to RenderCommand
2020-08-16 16:28:52 -04:00
Victor "multun" Collod
e36b26c226
render: fix RenderResourceBinding PartialEq impl
2020-08-16 07:20:06 -07:00
Victor "multun" Collod
dfbdeeb27f
render: fix bind group PartialEq impl
2020-08-16 07:20:06 -07:00
Victor "multun" Collod
c38420f1e9
enforce clippy for all target and features
2020-08-16 07:20:06 -07:00
Victor "multun" Collod
d138647818
enforce cargo fmt --check
2020-08-16 05:02:06 -07:00
Lachlan Sneff
9883cd15cd
Replace vector of UniformProperty with a single property
2020-08-16 01:16:00 -04:00
ifletsomeclaire
c0d4877486
added draw.is_visible checks
2020-08-15 14:38:55 -05:00
John Mitchell
e11fa3e316
Added hack to allow all of the examples to work.
2020-08-15 15:03:57 -04:00
John Mitchell
eac53c1ab7
Fixed! 🎉
2020-08-14 23:21:38 -04:00
John Mitchell
76564a486e
Removed old comment.
2020-08-14 16:59:18 -04:00
John Mitchell
f3ef23bda7
Working on correctly reflecting shader stage for bind groups.
2020-08-14 14:02:56 -04:00
Carter Anderson
95dce3ac72
Merge pull request #154 from OptimisticPeach/master
...
Add Icospheres mesh generation
2020-08-13 19:44:50 -07:00
John Mitchell
3f5aae877e
Removed some whitespace.
2020-08-13 13:00:27 -04:00
John Mitchell
02b1907738
Use BindingShaderStage to pass which program the binding is attached to.
2020-08-13 12:44:21 -04:00
OptimisticPeach
86c20eb6df
Add Icospheres.
...
Additionally documents the shapes module.
2020-08-13 00:14:23 -04:00
Cameron Hart
5912206441
Upgrade glam to 0.9.3
2020-08-12 17:31:51 +12:00
caelunshun
58be36a09a
Fix compilation when png or hdr features are disabled
2020-08-11 00:49:17 -06:00
caelunshun
a694d9a1b6
Make audio/image dependencies optional through feature flags
2020-08-11 00:30:42 -06:00
Carter Anderson
3deeb05264
use bevy-glsl-to-spirv
2020-08-09 18:57:17 -07:00
Carter Anderson
34752a27bd
add "0.1" version to all bevy crate references
2020-08-09 17:39:28 -07:00
Carter Anderson
9aee5323e1
add crate metadata
2020-08-09 17:24:27 -07:00
Carter Anderson
3d09459813
add more doc comments and clean up some public exports
2020-08-09 16:13:04 -07:00
Carter Anderson
f963cd41dc
app: rename AppPlugin to Plugin
2020-08-07 20:22:17 -07:00
Carter Anderson
07858aa348
scene: fix dynamically loading RenderPipelines scenes
2020-08-02 19:33:27 -07:00
Carter Anderson
ccf81edd8f
render: add atlas padding support to work around MSAA artifacts, disable MSAA by default
2020-07-30 14:38:13 -07:00
Carter Anderson
54eaa2bdc6
render: easier msaa color attachments and fix multi-window example
2020-07-30 13:20:27 -07:00
Carter Anderson
44c08f90aa
render: remove Drawable implementation from RenderPipelines because it doesnt add any value
2020-07-29 18:28:32 -07:00
Carter Anderson
ca87359c6e
render: add MSAA support
2020-07-29 18:15:15 -07:00
Carter Anderson
db665b96c0
ui: fix z indices and depth calculations
2020-07-29 00:28:44 -07:00
Carter Anderson
2929197d9b
render: add RenderPass queries. move ui to its own pass
2020-07-28 20:11:27 -07:00
Carter Anderson
7212b70478
rustfmt changes
2020-07-28 14:24:03 -07:00
Carter Anderson
6dadf34401
add more example comments
2020-07-28 13:45:36 -07:00
Thomas Herzog
23149f1753
add texture loader for more formats using image
crate
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This adds support for PNG images only for now. More formats can be added
relatively easily.
Images with various pixel formats are supported (such as RGB-16bit or
R-8bit).
2020-07-27 23:30:31 +02:00
Thomas Herzog
7412b0ec25
add HDR image loader
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Using the `image` crate, HDR images can be loaded into RGBA-f32 textures.
2020-07-27 11:37:45 +02:00
Thomas Herzog
4cf0f53eae
use TextureFormat for Textures
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This commit also inserts debug asserts that texture data roughly respects
the format.
2020-07-26 22:08:15 +02:00
Thomas Herzog
b4c185eb0c
cargo fmt
2020-07-26 21:10:18 +02:00
Carter Anderson
93bb1d5b8e
ui: initial flexbox support
2020-07-24 23:04:45 -07:00
Carter Anderson
0c2e26ddde
Revert "ecs: remove &mut requirement on query iterators"
...
This reverts commit 6dc1d07cbc
.
2020-07-21 20:12:15 -07:00
Carter Anderson
6dc1d07cbc
ecs: remove &mut requirement on query iterators
2020-07-20 13:59:51 -07:00
Carter Anderson
b5d3f7e794
use right handed coordinate system in 3d
2020-07-20 01:33:30 -07:00
Carter Anderson
726eb37198
use rh coordinate system in 2d
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z = 0 is now "farthest back" and z=1000 "farthest forward"
2020-07-19 17:00:08 -07:00
Carter Anderson
cadbb4c1b0
render: fix "next swap chain texture" bug
2020-07-19 16:15:19 -07:00
Carter Anderson
946d5d1024
ecs: refactor resources
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fixes unintialized global resource memory
2020-07-19 14:23:06 -07:00
Carter Anderson
fe1adb6cf6
ui: focus/click/hover system. initial buttons
2020-07-18 14:08:46 -07:00
Carter Anderson
19fe299f5a
ecs: use Mut<T> tracking pointer everywhere
2020-07-18 02:09:55 -07:00
Carter Anderson
81df34adcf
finish up import simplification
2020-07-16 19:38:21 -07:00
Carter Anderson
f742ce3ef2
app: simplify app imports
2020-07-16 18:47:51 -07:00
Carter Anderson
b12c4d0a48
render: simplify imports and cleanup prelude
2020-07-16 18:26:21 -07:00
Carter Anderson
196bde64e3
cargo fmt
2020-07-16 17:23:50 -07:00
Carter Anderson
1110f9b877
create bevy_math crate and move math types there
2020-07-16 17:11:52 -07:00
Carter Anderson
4712e96aa8
ecs: make parallel executor resource-aware
2020-07-15 17:20:36 -07:00
Carter Anderson
a7bab755ee
ecs: add query get safety checks
2020-07-14 19:05:39 -07:00
Carter Anderson
50335e21e2
derive: allow manually forcing modules to "crate", which prevents the need for ambiguous crates
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this fixes a failing doc test
2020-07-14 16:16:01 -07:00
Carter Anderson
0dc810a37a
ecs: add thread local system support to parallel executor
2020-07-14 14:19:17 -07:00
Carter Anderson
17f3860d12
remove unsafe Clone implementation on Res/ResMut in favor of UnsafeClone
2020-07-12 12:06:43 -07:00
Carter Anderson
6d58a5a033
render: add direct buffer mapping/unmapping
2020-07-11 12:29:07 -07:00
Carter Anderson
2ca6de2b81
upgrade wgpu
2020-07-10 13:47:31 -07:00
Carter Anderson
2508a59f68
remove darling
2020-07-10 02:53:31 -07:00
Carter Anderson
c81ab99dac
cargo fmt
2020-07-10 01:37:06 -07:00
Carter Anderson
950e50bbb1
Bevy ECS migration
2020-07-10 01:06:21 -07:00
Carter Anderson
5787bcb2c5
legion: upgrade
2020-06-27 14:32:50 -07:00
Carter Anderson
1f12964026
legion: remove foreach system functions
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this is a bit sad, but upstream legion's new lifetimes appear to be incompatible with our foreach approach
2020-06-27 12:06:12 -07:00
Carter Anderson
981687ae41
remove ui camera now that default 2d camera is identical
2020-06-27 10:21:20 -07:00
Carter Anderson
e75496772e
legion: change query system ordering
2020-06-27 10:18:27 -07:00
Carter Anderson
1e614e41f1
render: make ClearColor a tuple struct
2020-06-26 21:39:30 -07:00
Carter Anderson
a4afa4e7f3
render: only attempt to create camera bind group when the camera bind group descriptor exists
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this fixes panics in empty scenes
2020-06-26 14:27:22 -07:00
Carter Anderson
69925f0817
render: multi-window cameras ready to go!
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passes now bind camera buffers and cameras can now be assigned non-primary windows
2020-06-25 23:04:08 -07:00
Carter Anderson
ca4726ea7d
render to second window in multiple_windows example
2020-06-25 16:02:21 -07:00
Carter Anderson
8a8d01aa88
render: add ClearColor resource
2020-06-25 15:24:27 -07:00
Carter Anderson
4a0f8b8869
add root ui node to example
2020-06-25 13:19:48 -07:00
Carter Anderson
92c44320ee
ecs: rename EntityArchetype to ComponentSet
2020-06-25 11:21:56 -07:00
Carter Anderson
1ef4fbf005
ui: rework so Nodes now use transforms and z-sort happens
2020-06-25 10:13:00 -07:00
Carter Anderson
75429f4639
render: use left-handed coordinate system and y-up
2020-06-24 15:29:10 -07:00
Carter Anderson
4ba2f72572
render: is_transparent flag. draw transparent object back-to-front and opaque objects front-to-back
2020-06-24 11:35:01 -07:00
Carter Anderson
2b8fe144a8
render: rename MainPassNode to PassNode
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there will be more than one and it is suitably generic
2020-06-24 10:29:26 -07:00
Carter Anderson
2c74560283
render: draw in back-to-front mode to be safe (until we can do both at the same time). expand texture example
2020-06-23 19:29:12 -07:00
Carter Anderson
3ee8aa8b0f
camera: make camera transform in world coordinates instead of the inverse
2020-06-23 19:18:32 -07:00
Carter Anderson
41dc8a5967
render: add front-to-back drawing
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MainPassNodes now have assigned cameras and draw using those camera's VisibleEntities
2020-06-23 16:52:50 -07:00
Carter Anderson
ca8625c407
render: ActiveCameras resource and system
2020-06-23 15:58:06 -07:00
Carter Anderson
2f5f6e017a
render: intitial VisibleEntities component and sort system
2020-06-22 17:55:48 -07:00
Carter Anderson
031a0c6d58
camera: add scale component to camera entities
2020-06-22 13:26:49 -07:00
Carter Anderson
06b2b06e9d
camera: update cameras when windows are created
2020-06-22 13:21:39 -07:00
Carter Anderson
c654987ae3
fix bug where pipelines used unspecialized shaders
2020-06-21 18:55:22 -07:00
Carter Anderson
faacd2778d
sprite: add color to TextureAtlasSprite and make Vec3 16 bytes again to account for glsl UBO layout
2020-06-21 17:43:36 -07:00
Carter Anderson
da3d6983a7
text: immediate-mode atlased text rendering works, but theres no character positioning/layout yet
2020-06-19 13:45:26 -07:00
Carter Anderson
a3c1b7930e
render: fix SharedBuffers render resource context
2020-06-19 13:44:21 -07:00
Carter Anderson
4246d47fec
render: move pipeline compilation and bind group creation into draw stage. impl ResourceSet for DrawContext. progress on text drawing. general cleanup
2020-06-18 17:27:20 -07:00
Carter Anderson
74d0055a3d
render: move dynamic_bindings to PipelineSpecialization
...
This is a temporary step back in ergonomics as we are no longer automatically inferring dynamic bindings from RenderResourceBindings
2020-06-17 18:10:29 -07:00
Carter Anderson
e89c693c4d
render: add SpecializedPipeline and SpecializedShader types
2020-06-17 13:27:10 -07:00
Carter Anderson
e57fdca1bc
render: more progress on immediate mode rendering and DrawableText
2020-06-17 13:10:33 -07:00
Carter Anderson
f4acbdddad
SharedBuffersNode
2020-06-16 22:23:33 -07:00
Carter Anderson
e855995145
cargo fmt
2020-06-15 12:47:35 -07:00
Carter Anderson
8a704a3e28
render: add AssetRenderResourceBindings
2020-06-15 12:45:18 -07:00
Carter Anderson
f799d3ac93
render: add RenderPipeline and begin moving logic there
2020-06-15 00:08:50 -07:00
Carter Anderson
97edaa7343
render: rename ResourceType to RenderResourceType
2020-06-14 15:24:33 -07:00
Carter Anderson
3786224b28
render: replace ResourceInfo with ResourceType
2020-06-14 15:22:31 -07:00
Carter Anderson
574656b767
render: remove RenderResources wrapper type
2020-06-14 12:32:06 -07:00
Carter Anderson
0fec350411
render: rename "Assignment" to "Binding" and "AssignmentSet" to "BindGroup"
2020-06-14 12:02:19 -07:00
Carter Anderson
0f608fc90f
render: add "specific" ids for buffers, textures, and samplers. Use them instead of RenderResourceIds wherever possible
2020-06-14 11:41:42 -07:00
Carter Anderson
5f0363a4f5
render: move more render code into system scheduler
2020-06-13 18:38:25 -07:00
Carter Anderson
eed40fee9c
render: initial SharedBuffer
2020-06-13 18:37:02 -07:00
Carter Anderson
6362b2a516
render: support arbitrary RenderResource byte lengths and temporarily disable RenderResource asset change events
2020-06-13 18:34:50 -07:00
Carter Anderson
8803bcd92e
include buffer range when hashing RenderResourceAssignments
2020-06-11 11:12:23 -07:00
Carter Anderson
fc4160ea41
AssetRenderResourceNodes now consume asset change events. Remove EntitiesWaitingForAssets in favor of DrawState.
2020-06-10 18:54:17 -07:00
Carter Anderson
2e48269923
migrate UniformNode / AssetUniformNode to query system fns
2020-06-10 16:02:50 -07:00
Carter Anderson
3c3449b719
RenderResourceSet builder pattern
2020-06-10 15:45:33 -07:00
Carter Anderson
3d07fbdc81
render: "Immediate Mode" draw api
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This replaces Renderable with Draw/RenderPipelines components and makes various aspects of the renderer much simpler and legible
2020-06-09 23:16:48 -07:00
Carter Anderson
1426208e2f
remove DrawTargets in favor of PassNodes and in preparation for "immediate mode" drawing api
2020-06-08 14:35:13 -07:00
Carter Anderson
4568f5dae3
remove specialization. bevy now builds on stable rust!
2020-06-07 23:36:39 -07:00
Carter Anderson
be23f119d5
remove old uniform system
2020-06-07 22:32:55 -07:00
Carter Anderson
62c434274f
shader_defs: new leaner shader defs. they are now separate from uniforms
2020-06-07 22:24:53 -07:00
Carter Anderson
fd8f87400d
add RenderResources/RenderResource traits to replace Uniforms/Uniform
2020-06-07 19:12:41 -07:00
Carter Anderson
5add29f8cf
rename LocalToWorld -> Transform and LocalToParent -> LocalTransform
2020-06-07 13:39:50 -07:00
Carter Anderson
d0298a4f89
split AsVertexBufferDescriptor out from Uniforms
2020-06-07 13:00:58 -07:00
Carter Anderson
70e9892e00
remove bevy_derive from bevy crate and export derives from specific crates
2020-06-07 12:22:16 -07:00
Carter Anderson
4a71cd128d
render: rename RenderResource to RenderResourceId
2020-06-07 12:10:14 -07:00
Carter Anderson
6164ea6ecc
sprite: dynamically resize atlas during build
2020-06-06 16:16:58 -07:00
Carter Anderson
2705e5cbb4
add texture atlases
2020-06-06 00:12:38 -07:00
Carter Anderson
ffc4246a74
remove TextureType
2020-06-05 19:38:03 -07:00
Carter Anderson
db6a365b13
saner orthographic projection
2020-06-04 17:09:24 -07:00
Carter Anderson
e72b5583d1
wgpu: upgrade to latest master. use pollster instead of futures. texture copy alignment
2020-06-04 15:58:02 -07:00
carter
69ac775bfb
ignore reflected gl_VertexIndex attribute
2020-06-04 11:30:43 -07:00
Carter Anderson
ab31bf9d9e
impl Default for EventReader
2020-06-03 23:53:00 -07:00
Carter Anderson
6eea96366d
cargo fmt
2020-06-03 20:08:20 -07:00
Carter Anderson
5927bad382
sprite sheets are fully operational
2020-06-03 19:00:19 -07:00
Carter Anderson
13d56907ed
sprite: more sprite sheet work (not quite operable yet)
2020-06-03 11:39:10 -07:00
Carter Anderson
c9ae10a8a9
make mesh byte conversion zero-copy again
2020-06-03 11:15:58 -07:00
Carter Anderson
97142a68d1
remove redundant mesh binding code
2020-06-01 22:24:36 -07:00
Carter Anderson
5bcd594cb4
bytes: AsBytes trait, remove zerocopy, remove glam fork
2020-06-01 19:38:05 -07:00
Carter Anderson
d5d0107ada
bytes: remove AsBytes in favor of Bytes
2020-06-01 14:33:00 -07:00
Carter Anderson
21a79c56a7
camera: add position and rotation components to Perspective camera. add "sync" toggle to LocalToWorld transform.
2020-05-31 10:31:18 -07:00
Carter Anderson
a463c040d7
use bottom left origin for ui
2020-05-30 21:15:55 -07:00
Carter Anderson
e59385472c
camera: always update camera uniform buffers
2020-05-30 12:43:27 -07:00
Carter Anderson
6e76296ce0
sprite: create sprite crate. center 2d camera (split from ui camera). add 2d camera movement
2020-05-30 12:31:04 -07:00
Carter Anderson
71b3755633
camera: split 2d and ui camera. remove resource_name mod
2020-05-29 22:30:07 -07:00
Carter Anderson
51d41b2302
camera: remove active camera components in favor of camera names
2020-05-29 22:07:55 -07:00
Carter Anderson
fec9034644
camera: break out projection components
2020-05-29 17:25:14 -07:00
Carter Anderson
8a14e61d0f
fix test and tweak github action
2020-05-28 23:43:45 -07:00
Carter Anderson
7429ab98f7
remove glsl-to-spirv from repo
2020-05-28 17:54:58 -07:00
Carter Anderson
0472cbfc7c
start porting "query" systems from SystemBuilder to functions
2020-05-28 17:32:51 -07:00
Carter Anderson
830565ae2b
scene: type registry refactor. use short type names when possible
2020-05-27 19:27:55 -07:00
Carter Anderson
3ee5a67cdb
scenes: polish scene example. prop->property attribute. derive(Resources) to derive(FromResources)
2020-05-27 15:57:12 -07:00
Carter Anderson
a76bb8b507
props: fix small issues. scene loading now works!
2020-05-27 13:46:43 -07:00
Carter Anderson
d2d02f63f6
props: "Seq" properties
2020-05-26 19:47:33 -07:00
Carter Anderson
e337ff59b8
props: register "pbr" components
2020-05-25 21:57:48 -07:00
Carter Anderson
c8d55fe030
register bevy_transform and bevy_render components
2020-05-25 18:49:29 -07:00
Carter Anderson
cb3d60a87f
props: add Property derive and implement Properties for Camera
2020-05-25 18:27:04 -07:00
Carter Anderson
f0cbe8cd86
prop: impl prop macro. add impls for glam, legion, smallvec
2020-05-25 17:50:17 -07:00
Carter Anderson
c5ab7df98f
automatically detect bevy meta crate in derive macros
2020-05-24 12:39:23 -07:00
Carter Anderson
d920100d35
scenes: deserialization and refactor
2020-05-21 17:21:33 -07:00
Carter Anderson
e65fe0e736
Clear bind groups on each frame
2020-05-18 14:42:15 -07:00
Carter Anderson
c5a78d4616
TextureCopy render graph node, texture_resource_system
...
Removed textures are now freed
2020-05-18 11:31:11 -07:00
Carter Anderson
33d4d5f562
Add asset removal. Clean up old/removed meshes
2020-05-17 18:48:14 -07:00
Carter Anderson
86c18edbfd
Label component
2020-05-17 18:09:29 -07:00
Carter Anderson
870f715df3
Hot asset reloading
2020-05-16 20:18:30 -07:00
Carter Anderson
623c8a8d9a
remove unused fn
2020-05-16 12:53:49 -07:00
Carter Anderson
b1f07e3749
cargo fmt
2020-05-16 00:27:30 -07:00
Carter Anderson
fcc0a6303b
update mesh on gpu when it changes
2020-05-16 00:21:04 -07:00
Carter Anderson
ad66f87ff6
Entities wait for meshes to load
2020-05-15 19:32:49 -07:00
Carter Anderson
bf7f222318
Support async texture loading
2020-05-15 19:30:02 -07:00
Carter Anderson
35adad6556
Async mesh loading works
2020-05-15 17:22:45 -07:00
Carter Anderson
4e1abea161
AssetServer: multithreaded sync/async asset loading
2020-05-15 16:55:44 -07:00
Carter Anderson
2bcb8a2a41
cargo fmt
2020-05-13 18:05:18 -07:00
Carter Anderson
6381611e89
Resource -> Res, Ref->Com
2020-05-13 17:57:08 -07:00
Carter Anderson
fb8f9e8636
RenderGraph::add_node now requires a name
2020-05-13 17:35:48 -07:00
Carter Anderson
06f3a4efb9
Use system fns for all setup code
2020-05-13 17:31:56 -07:00
Carter Anderson
70f122b92a
Rename AssetStorage to Assets
2020-05-13 16:45:18 -07:00
Carter Anderson
b58db0749e
use init_resource everywhere
2020-05-13 16:35:38 -07:00
Carter Anderson
16b568e00e
Asset events and AddAsset builder
2020-05-13 16:17:44 -07:00
Carter Anderson
c18ecf2a55
initial text rendering
2020-05-13 13:22:12 -07:00
Carter Anderson
73cc20768c
remove pathfinder code
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its not ready yet so it shouldnt be on master :)
2020-05-12 16:35:49 -07:00
Carter Anderson
44717c7b10
pathfinder: small tweaks
2020-05-12 14:31:03 -07:00
Carter Anderson
7508e6f02e
pathfinder: minor fixes
2020-05-12 13:36:28 -07:00
Carter Anderson
6c29a2f52b
pathfinder: fill in missing uniforms
2020-05-12 12:04:10 -07:00
Carter Anderson
10637c1010
add TextureDescriptor to ResourceInfo
2020-05-11 21:28:11 -07:00
Carter Anderson
4eb562975f
pathfinder: data binding
2020-05-11 20:12:48 -07:00
Carter Anderson
f98918fd5c
remove buffer array info
2020-05-11 14:07:09 -07:00
Carter Anderson
7a71873a32
RenderResourceAssignment refactor
2020-05-11 13:55:23 -07:00
Carter Anderson
ef2e5a1ba3
pathfinder: set vertex buffer descriptors
2020-05-11 12:37:04 -07:00
Carter Anderson
35e1d8b498
pathfinder: more backend work. it now renders the clear color without crashing
2020-05-11 09:01:31 -07:00
Carter Anderson
0fdf331552
pathfinder: vertex buffers, samplers, and glsl layout
2020-05-07 23:10:57 -07:00
Carter Anderson
5e5df2bb87
toggle-able "bevy conventions" in shaders
2020-05-07 19:09:25 -07:00
Carter Anderson
3d65a0d236
move pipeline layout reflection to pipeline descriptor
2020-05-07 11:21:25 -07:00
Carter Anderson
20cc41a639
create shader module from source
2020-05-06 19:26:55 -07:00
Carter Anderson
e459b42418
handle::new now creates a new random handle
2020-05-06 19:26:28 -07:00
Carter Anderson
c5ca59dc4d
cargo fmt
2020-05-05 18:44:32 -07:00
Carter Anderson
2b8789dc8c
queue frees in system nodes
2020-05-05 13:12:50 -07:00
Carter Anderson
0d87ebe866
simplify / consolidate wgpu resource mangement
2020-05-05 12:45:37 -07:00
Carter Anderson
012a33ed32
add headless render resource context
2020-05-04 22:02:03 -07:00
Carter Anderson
2fd7020646
rename GlobalRenderResourceContext to RenderResources
2020-05-04 19:34:15 -07:00
Carter Anderson
7560ecf9d8
correct "its"
2020-05-04 14:18:46 -07:00
Carter Anderson
75f1362433
upgrade wgpu
2020-05-04 13:11:51 -07:00
Carter Anderson
f5149cab05
move color constants to Color struct
2020-05-04 11:01:57 -07:00
Carter Anderson
dcc34473e5
sprites
2020-05-04 01:23:40 -07:00
Carter Anderson
08c6679f38
add color constants
2020-05-03 23:47:52 -07:00
Carter Anderson
d50313c285
ui is back!
2020-05-03 19:30:31 -07:00
Carter Anderson
05dbf31fd1
derive struct as uniform
2020-05-03 17:54:16 -07:00
Carter Anderson
41be55bf8d
custom glam with zerocopy impls
2020-05-03 16:55:17 -07:00
Carter Anderson
dac9cac776
ui render graph
2020-05-03 12:35:07 -07:00
Carter Anderson
5537eabb8c
"base render graph": a common baseline graph
2020-05-03 10:54:30 -07:00
Carter Anderson
24e5238e75
asset handles now use uuids instead of ascending ints
2020-05-02 18:35:18 -07:00
Carter Anderson
a5a7edf07e
remove shaderc dependency (makes windows builds seamless)
2020-05-02 13:57:22 -07:00
Carter Anderson
50f8134ca0
rewrite batcher to be fully generic
2020-05-02 10:28:29 -07:00
Carter Anderson
7b79b3de8d
organize examples and add ecs guide
2020-05-01 13:12:47 -07:00
Carter Anderson
368a1b8815
cargo fmt
2020-05-01 01:50:07 -07:00
Carter Anderson
5458c6daf4
port a few more systems to functions and add some name clarity
2020-05-01 01:37:20 -07:00
Carter Anderson
a1cbf36b0c
Use system type name as default system name
2020-05-01 00:55:32 -07:00
Carter Anderson
45a710fe6a
cargo fmt
2020-04-29 01:37:54 -07:00
Carter Anderson
9a3700d8f1
Change events.iter(&mut reader) to reader.iter(&events)
2020-04-28 10:59:42 -07:00
Carter Anderson
0c3a77ac9f
impl AddAssign for Color
2020-04-28 00:59:26 -07:00
Carter Anderson
c2c543e0ba
move batch to its own module
2020-04-27 17:41:02 -07:00
Carter Anderson
115a009c16
cargo fmt
2020-04-24 18:55:15 -07:00
Carter Anderson
87066cafd3
move bevy crates to their own folder
2020-04-24 17:57:20 -07:00