Thomas Herzog
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4cf0f53eae
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use TextureFormat for Textures
This commit also inserts debug asserts that texture data roughly respects
the format.
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2020-07-26 22:08:15 +02:00 |
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Thomas Herzog
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b4c185eb0c
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cargo fmt
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2020-07-26 21:10:18 +02:00 |
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Carter Anderson
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93bb1d5b8e
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ui: initial flexbox support
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2020-07-24 23:04:45 -07:00 |
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Carter Anderson
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0c2e26ddde
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Revert "ecs: remove &mut requirement on query iterators"
This reverts commit 6dc1d07cbc .
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2020-07-21 20:12:15 -07:00 |
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Carter Anderson
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6dc1d07cbc
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ecs: remove &mut requirement on query iterators
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2020-07-20 13:59:51 -07:00 |
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Carter Anderson
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b5d3f7e794
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use right handed coordinate system in 3d
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2020-07-20 01:33:30 -07:00 |
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Carter Anderson
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726eb37198
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use rh coordinate system in 2d
z = 0 is now "farthest back" and z=1000 "farthest forward"
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2020-07-19 17:00:08 -07:00 |
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Carter Anderson
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cadbb4c1b0
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render: fix "next swap chain texture" bug
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2020-07-19 16:15:19 -07:00 |
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Carter Anderson
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946d5d1024
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ecs: refactor resources
fixes unintialized global resource memory
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2020-07-19 14:23:06 -07:00 |
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Carter Anderson
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fe1adb6cf6
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ui: focus/click/hover system. initial buttons
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2020-07-18 14:08:46 -07:00 |
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Carter Anderson
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19fe299f5a
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ecs: use Mut<T> tracking pointer everywhere
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2020-07-18 02:09:55 -07:00 |
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Carter Anderson
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81df34adcf
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finish up import simplification
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2020-07-16 19:38:21 -07:00 |
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Carter Anderson
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f742ce3ef2
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app: simplify app imports
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2020-07-16 18:47:51 -07:00 |
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Carter Anderson
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b12c4d0a48
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render: simplify imports and cleanup prelude
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2020-07-16 18:26:21 -07:00 |
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Carter Anderson
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196bde64e3
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cargo fmt
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2020-07-16 17:23:50 -07:00 |
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Carter Anderson
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1110f9b877
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create bevy_math crate and move math types there
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2020-07-16 17:11:52 -07:00 |
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Carter Anderson
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4712e96aa8
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ecs: make parallel executor resource-aware
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2020-07-15 17:20:36 -07:00 |
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Carter Anderson
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a7bab755ee
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ecs: add query get safety checks
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2020-07-14 19:05:39 -07:00 |
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Carter Anderson
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50335e21e2
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derive: allow manually forcing modules to "crate", which prevents the need for ambiguous crates
this fixes a failing doc test
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2020-07-14 16:16:01 -07:00 |
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Carter Anderson
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0dc810a37a
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ecs: add thread local system support to parallel executor
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2020-07-14 14:19:17 -07:00 |
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Carter Anderson
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17f3860d12
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remove unsafe Clone implementation on Res/ResMut in favor of UnsafeClone
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2020-07-12 12:06:43 -07:00 |
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Carter Anderson
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6d58a5a033
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render: add direct buffer mapping/unmapping
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2020-07-11 12:29:07 -07:00 |
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Carter Anderson
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2ca6de2b81
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upgrade wgpu
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2020-07-10 13:47:31 -07:00 |
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Carter Anderson
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2508a59f68
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remove darling
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2020-07-10 02:53:31 -07:00 |
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Carter Anderson
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c81ab99dac
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cargo fmt
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2020-07-10 01:37:06 -07:00 |
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Carter Anderson
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950e50bbb1
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Bevy ECS migration
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2020-07-10 01:06:21 -07:00 |
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Carter Anderson
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5787bcb2c5
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legion: upgrade
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2020-06-27 14:32:50 -07:00 |
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Carter Anderson
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1f12964026
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legion: remove foreach system functions
this is a bit sad, but upstream legion's new lifetimes appear to be incompatible with our foreach approach
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2020-06-27 12:06:12 -07:00 |
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Carter Anderson
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981687ae41
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remove ui camera now that default 2d camera is identical
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2020-06-27 10:21:20 -07:00 |
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Carter Anderson
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e75496772e
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legion: change query system ordering
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2020-06-27 10:18:27 -07:00 |
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Carter Anderson
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1e614e41f1
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render: make ClearColor a tuple struct
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2020-06-26 21:39:30 -07:00 |
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Carter Anderson
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a4afa4e7f3
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render: only attempt to create camera bind group when the camera bind group descriptor exists
this fixes panics in empty scenes
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2020-06-26 14:27:22 -07:00 |
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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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ca4726ea7d
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render to second window in multiple_windows example
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2020-06-25 16:02:21 -07:00 |
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Carter Anderson
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8a8d01aa88
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render: add ClearColor resource
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2020-06-25 15:24:27 -07:00 |
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Carter Anderson
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4a0f8b8869
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add root ui node to example
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2020-06-25 13:19:48 -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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2b8fe144a8
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render: rename MainPassNode to PassNode
there will be more than one and it is suitably generic
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2020-06-24 10:29:26 -07:00 |
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Carter Anderson
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2c74560283
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render: draw in back-to-front mode to be safe (until we can do both at the same time). expand texture example
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2020-06-23 19:29:12 -07:00 |
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Carter Anderson
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3ee8aa8b0f
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camera: make camera transform in world coordinates instead of the inverse
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2020-06-23 19:18:32 -07:00 |
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Carter Anderson
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41dc8a5967
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render: add front-to-back drawing
MainPassNodes now have assigned cameras and draw using those camera's VisibleEntities
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2020-06-23 16:52:50 -07:00 |
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Carter Anderson
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ca8625c407
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render: ActiveCameras resource and system
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2020-06-23 15:58:06 -07:00 |
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Carter Anderson
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2f5f6e017a
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render: intitial VisibleEntities component and sort system
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2020-06-22 17:55:48 -07:00 |
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Carter Anderson
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031a0c6d58
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camera: add scale component to camera entities
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2020-06-22 13:26:49 -07:00 |
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Carter Anderson
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06b2b06e9d
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camera: update cameras when windows are created
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2020-06-22 13:21:39 -07:00 |
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Carter Anderson
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c654987ae3
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fix bug where pipelines used unspecialized shaders
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2020-06-21 18:55:22 -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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