Commit graph

26 commits

Author SHA1 Message Date
1399328e43 feat: added text rendering 2025-05-02 16:34:56 +02:00
15c71a5285 chore: removed unneeded imports 2025-04-27 22:58:28 +02:00
45fffba528 fix: removed the asynchronicity of the Renderer trait 2025-04-18 15:01:22 +02:00
fd8cf1f278 chore: renamed the structs Vec2, Vec3, Vec4, Mat2, Mat3, Mat4, Point2, Point3 to v2, v3, v4, m2, m3, m4, p2, p3 2025-04-17 00:54:09 +02:00
391673ac09 feat: added multiple render passes to the Renderer2D but only one render pass right now works so quite work in progress 2025-03-22 23:25:05 +01:00
4b6b5e64e9 feat: added the RenderPassType enum to create a difference between user and engine defined render passes. Engine defined passes will be rendered using the universal_render_pipeline. 2025-03-20 00:16:21 +01:00
661e3aa67a feat: added a RenderPassInfo struct that allows for easily managed multiple render passes in the Renderer2D 2025-03-19 14:00:45 +01:00
490db93137 feat: added color to the draw_text_at in the Renderer2D and changed the parameter position from Point3 to a Point2 2025-03-18 17:52:02 +01:00
7dc17fb435 feat: added Color trait to the comet_colors crate to make parameters simpler 2025-03-18 16:52:49 +01:00
b2578f7673 feat: text can now be rendered, though only in the setup right now (will make a new render pass for that) 2025-03-17 23:13:44 +01:00
0507703284 feat: ttf fonts are now loadable 2025-03-16 20:07:05 +01:00
9e16179df3 feat: added Font to get glyphs out of ttf files and make a TextureAtlas with them (right now only latin range of Unicode to not explode the atlas) and started trying to incorporate text rendering in ECS and Renderer2D 2025-03-15 23:17:02 +01:00
ab73b145b1 fix: changed the name of World to Scene (because the name fits better) 2025-03-11 01:23:33 +01:00
27a3ab6408 fix: refactored set_buffers a bit for a more efficient buffer overwrite 2025-03-11 00:41:16 +01:00
445818b79b feat: finally added a working multi-camera system where the highest priority Camera2D will be used to make the RenderCamera (unfortunately not very efficient because it creates a new RenderCamera every tick, but it works i guess) 2025-03-10 17:48:11 +01:00
c79e69f8f4 fix: got back to the old render_scene_2d because my Camera2D way is kind of borked. 2025-03-09 21:50:58 +01:00
4af65ed961 feat: implemented a priority camera system that searches for the Entity with the Camera2D component with the smallest priority 2025-03-08 02:04:50 +01:00
8b439cb0e8 feat: implemented a Camera2D component that works with the Renderer2D
Renders with only one camera (the first by ID) rn but should work
2025-03-07 23:42:12 +01:00
cae678747f fix: finally removed the storage.rsin the comet_ecs 2025-03-05 08:39:57 +01:00
7753ca7c4f fix: changed deletion order in the delete_entity function of the World struct. Now deletes everything properly 2025-03-05 07:47:18 +01:00
30cda18ce1 fix: the code in flat_map should now be correct and changed formatting in renderer2d 2025-03-02 23:27:10 +01:00
lisk77
041760e837
wip: saving the progress of render_scene_2d 2025-02-28 22:53:19 +00:00
4ce24b58dd feat: added the beginnings of a ecs based camera system. render_scene_2d crashes miserably right now but theoretically everything *should* be in place for a full adoption 2025-02-26 23:53:52 +01:00
ee3d0bdb9e feat: moved the ECS related functions to the App to remove unnecessary calling of the World struct inside App. 2025-02-23 16:51:31 +01:00
2654a9fdc9 fix: some things are outdated for some reason... 2025-01-01 06:21:32 +01:00
2736d97d03 feat: Added shader loading and swapping as well as beginnings of out of the box noise generation and support for multiple render passes 2024-12-17 01:36:34 +01:00