Commit graph

1630 commits

Author SHA1 Message Date
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
c5842fd92b breakout: add scoreboard 2020-06-27 02:10:07 -07:00
Carter Anderson
7441ac1a01 add breakout example game 2020-06-26 22:04:56 -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
5e1f81037d sprite: add sprite sheet floating point error correction 2020-06-26 13:07:33 -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
dfde160741 ecs: add ability to set the current entity in world builders 2020-06-25 13:23:28 -07:00
Carter Anderson
4a0f8b8869 add root ui node to example 2020-06-25 13:19:48 -07:00
Carter Anderson
bcfc27483b ecs: allow infinite child nesting in WorldBuilder 2020-06-25 13:15:59 -07:00
Carter Anderson
92c44320ee ecs: rename EntityArchetype to ComponentSet 2020-06-25 11:21:56 -07:00
Carter Anderson
f17cf82a87 github actions: run once per day 2020-06-25 10:20:13 -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
b6dbbf04db render: visualize depth in z_sort_debug 2020-06-23 13:42:37 -07:00
Carter Anderson
99bc2d0ea7 legion: backport upstream legion archetype filter fix 2020-06-23 13:42:00 -07:00
Carter Anderson
2f5f6e017a render: intitial VisibleEntities component and sort system 2020-06-22 17:55:48 -07:00
Carter Anderson
ec11a6a5f6 ecs: make build_children closure FnMut to allow mutation of closue values 2020-06-22 17:37:44 -07:00
Carter Anderson
6022ad2c4f pbr: add "shaded" field to StandardMaterial 2020-06-22 16:11:30 -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
f72c4beadf transform: run transform systems at startup and move transform systems to POST_UPDATE 2020-06-22 12:55:54 -07:00
Carter Anderson
6cd5af6f74 app: move startup stages to their own module 2020-06-22 12:55:00 -07:00
Carter Anderson
e921ae0199 sprite: use bevy_transform types in sprite sheet entities 2020-06-22 12:35:33 -07:00
Carter Anderson
f1786ec20a sprite: use bevy_transform types in sprite entities 2020-06-22 12:14:40 -07:00
carter
9e12031a6b example showcase: use a more cross-platform friendly timer 2020-06-22 11:33:12 -07:00
Carter Anderson
fa9348fe2b text: use quad zindex when drawing labels 2020-06-21 18:55:47 -07:00
Carter Anderson
c654987ae3 fix bug where pipelines used unspecialized shaders 2020-06-21 18:55:22 -07:00
Carter Anderson
99a3ee6570 fix texture atlas bytes test 2020-06-21 18:26:11 -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
17d70f7d67 bytes: FromBytes trait and round trip tests 2020-06-21 12:25:36 -07:00
Carter Anderson
ecea30cadb text: new atlased rendering finally works!
removed old render-to-texture rendering
2020-06-20 12:40:37 -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
085cda8bc6 legion: remove filter types from system_fn macro and IntoSystem and use "casting" instead 2020-06-18 11:53:06 -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
0931fd0266 fix a few things in shader examples 2020-06-17 17:44:26 -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