Commit graph

258 commits

Author SHA1 Message Date
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
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
this fixes panics in empty scenes
2020-06-26 14:27:22 -07:00
Carter Anderson
69925f0817 render: multi-window cameras ready to go!
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
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
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
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
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