Commit graph

4180 commits

Author SHA1 Message Date
Carter Anderson
e523dc92d8 shader_def: use to_upper instead of to_screaming_snake 2020-03-25 13:24:17 -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
c71b886165 begin rewrite of UniformResourceProvider (no instancing or dynamic uniform support yet) 2020-03-24 13:50:40 -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
55130bbe1c remove field_infos from UniformInfoIter 2020-03-22 13:14:34 -07:00
Carter Anderson
08cd5964a4 get_field_info is now static 2020-03-22 13:08:20 -07:00
Carter Anderson
0e18c4b70b fix render graph lifetimes 2020-03-22 13:05:50 -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
c6d7402318 add bevy_derive to prelude 2020-03-22 01:33:53 -07:00
Carter Anderson
5d893a83f2 remove unneeded light rotation 2020-03-22 01:16:29 -07:00
Carter Anderson
8c201dcbc5 fix LocalToWorld vertex buffer attribute names 2020-03-22 01:13:45 -07:00
Carter Anderson
cfc7aae413 better batch iteration (no allocations + abstracted out) 2020-03-22 01:06:38 -07:00
Carter Anderson
c9aec26f88 CommandBufferBuilder and setup systems 2020-03-21 22:35:57 -07:00
Carter Anderson
d2e160d44a refactor cameras. add defaults 2020-03-21 21:55:33 -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
8f4296c4ff lighten up 2020-03-20 20:21:01 -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
f90205a40d RenderResourceAssignmentsProvider / unique ids 2020-03-20 17:15:56 -07:00
Carter Anderson
71d091e10c entities with renderable.is_instanced are now removed from normal rendering 2020-03-20 16:58:21 -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
faaf307edb smaller bevy logo 2020-03-20 11:43:14 -07:00
Carter Anderson
51c4f7af27 more logo tweaks 2020-03-20 01:05:37 -07:00
Carter Anderson
7e6fa64f1b add variants 2020-03-20 00:58:13 -07:00
Carter Anderson
f37f4caa72 update logos 2020-03-20 00:33:22 -07:00
Carter Anderson
ae72c2cdb0 Refactor and integrate AssetBatcher. Add AssignedBatchesDrawTarget shim 2020-03-19 17:57:07 -07:00
Carter Anderson
99983b40a5 AssetBatcher 2020-03-19 13:21:55 -07:00
Carter Anderson
1e1980bf4d support tags in entity archetypes 2020-03-18 16:06:33 -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
ffa0bbe9ee example showcase script (useful for testing for regressions) 2020-03-17 21:56:27 -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
62d1e710a5 rename vertex_buffer to instanceable 2020-03-16 12:15:51 -07:00
Carter Anderson
0ba48ed83a use dynamic uniforms by default for Handle<T> 2020-03-16 01:49:31 -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
c1e66089cc add vertex buffer flag to uniform attributes 2020-03-15 12:35:02 -07:00
Carter Anderson
1332630fa3 tweaks 2020-03-15 01:12:56 -07:00
Carter Anderson
4d92ef0119 zero copy uniform bytes 2020-03-14 18:32:33 -07:00
Carter Anderson
63f40589e3 begin instancing work 2020-03-14 12:58:22 -07:00
Carter Anderson
56e79d5225 reorganize texture and mesh 2020-03-14 12:56:37 -07:00
Carter Anderson
0c3e83452d remove empty buffer warning because its too noisey 2020-03-11 18:19:02 -07:00
Carter Anderson
ad654a3c25 add fps printer system to diagnostics mod 2020-03-11 01:44:46 -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
7342f96174 named pipelines (makes custom shaders easier) 2020-03-10 02:46:27 -07:00