Carter Anderson
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69925f0817
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render: multi-window cameras ready to go!
passes now bind camera buffers and cameras can now be assigned non-primary windows
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2020-06-25 23:04:08 -07:00 |
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Carter Anderson
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92c44320ee
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ecs: rename EntityArchetype to ComponentSet
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2020-06-25 11:21:56 -07:00 |
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Carter Anderson
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1ef4fbf005
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ui: rework so Nodes now use transforms and z-sort happens
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2020-06-25 10:13:00 -07:00 |
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Carter Anderson
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75429f4639
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render: use left-handed coordinate system and y-up
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2020-06-24 15:29:10 -07:00 |
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Carter Anderson
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4ba2f72572
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render: is_transparent flag. draw transparent object back-to-front and opaque objects front-to-back
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2020-06-24 11:35:01 -07:00 |
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Carter Anderson
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e921ae0199
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sprite: use bevy_transform types in sprite sheet entities
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2020-06-22 12:35:33 -07:00 |
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Carter Anderson
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f1786ec20a
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sprite: use bevy_transform types in sprite entities
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2020-06-22 12:14:40 -07:00 |
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Carter Anderson
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99a3ee6570
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fix texture atlas bytes test
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2020-06-21 18:26:11 -07:00 |
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Carter Anderson
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faacd2778d
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sprite: add color to TextureAtlasSprite and make Vec3 16 bytes again to account for glsl UBO layout
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2020-06-21 17:43:36 -07:00 |
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Carter Anderson
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ecea30cadb
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text: new atlased rendering finally works!
removed old render-to-texture rendering
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2020-06-20 12:40:37 -07:00 |
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Carter Anderson
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74d0055a3d
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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
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2020-06-17 18:10:29 -07:00 |
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Carter Anderson
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e855995145
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cargo fmt
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2020-06-15 12:47:35 -07:00 |
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Carter Anderson
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f799d3ac93
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render: add RenderPipeline and begin moving logic there
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2020-06-15 00:08:50 -07:00 |
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Carter Anderson
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516cf9ddf0
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text: font atlas generation. initial Drawable boilerplate. temporary font atlas debug example
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2020-06-13 18:53:31 -07:00 |
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Carter Anderson
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fc4160ea41
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AssetRenderResourceNodes now consume asset change events. Remove EntitiesWaitingForAssets in favor of DrawState.
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2020-06-10 18:54:17 -07:00 |
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Carter Anderson
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3d07fbdc81
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render: "Immediate Mode" draw api
This replaces Renderable with Draw/RenderPipelines components and makes various aspects of the renderer much simpler and legible
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2020-06-09 23:16:48 -07:00 |
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Carter Anderson
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1426208e2f
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remove DrawTargets in favor of PassNodes and in preparation for "immediate mode" drawing api
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2020-06-08 14:35:13 -07:00 |
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Carter Anderson
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be23f119d5
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remove old uniform system
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2020-06-07 22:32:55 -07:00 |
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Carter Anderson
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62c434274f
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shader_defs: new leaner shader defs. they are now separate from uniforms
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2020-06-07 22:24:53 -07:00 |
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Carter Anderson
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fd8f87400d
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add RenderResources/RenderResource traits to replace Uniforms/Uniform
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2020-06-07 19:12:41 -07:00 |
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Carter Anderson
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5add29f8cf
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rename LocalToWorld -> Transform and LocalToParent -> LocalTransform
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2020-06-07 13:39:50 -07:00 |
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Carter Anderson
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f2b3b909b4
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sprite: use rectangle_pack crate for texture atlases. rename guillotiere implementation to DynamicTextureAtlasBuilder
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2020-06-07 11:30:04 -07:00 |
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Carter Anderson
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6164ea6ecc
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sprite: dynamically resize atlas during build
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2020-06-06 16:16:58 -07:00 |
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Carter Anderson
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2705e5cbb4
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add texture atlases
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2020-06-06 00:12:38 -07:00 |
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Carter Anderson
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db6a365b13
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saner orthographic projection
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2020-06-04 17:09:24 -07:00 |
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Carter Anderson
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6eea96366d
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cargo fmt
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2020-06-03 20:08:20 -07:00 |
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Carter Anderson
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5927bad382
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sprite sheets are fully operational
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2020-06-03 19:00:19 -07:00 |
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Carter Anderson
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13d56907ed
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sprite: more sprite sheet work (not quite operable yet)
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2020-06-03 11:39:10 -07:00 |
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Carter Anderson
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5bcd594cb4
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bytes: AsBytes trait, remove zerocopy, remove glam fork
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2020-06-01 19:38:05 -07:00 |
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Carter Anderson
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d5d0107ada
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bytes: remove AsBytes in favor of Bytes
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2020-06-01 14:33:00 -07:00 |
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Carter Anderson
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e68ae995f8
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rename rect to quad
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2020-05-31 23:39:20 -07:00 |
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Carter Anderson
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6e76296ce0
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sprite: create sprite crate. center 2d camera (split from ui camera). add 2d camera movement
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2020-05-30 12:31:04 -07:00 |
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