Commit graph

58 commits

Author SHA1 Message Date
4915cbcbfe feat(renderer2d): added method to precompute text texture bounds 2025-11-12 21:32:52 +01:00
bdf33f2714 feat(texture_atlas): reworked the texture atlas creation 2025-11-04 01:27:40 +01:00
676b1dcb18 fix(renderer): removed debug log 2025-11-02 19:38:25 +01:00
81bc1cb790 chore(all): fix warnings 2025-11-02 15:58:28 +01:00
5a9b771967 feat(renderer2d): added font rendering and fixed some texture rendering issues 2025-11-02 02:14:01 +01:00
025d2b3a5f feat(render_pass)!: renamed the universal_execute to universal_clear_execute and made a universal_load_execute 2025-11-02 02:08:09 +01:00
98200cf6b5 refactor(camera): cleanup 2025-11-02 02:06:36 +01:00
609ba45813 feat(render_resources): added replace_bind_group_layout 2025-11-01 00:09:01 +01:00
40d60771a3 fix(examples): changed function calls from the new Renderer2D implementation 2025-10-31 01:17:06 +01:00
1f983fb2ad refactor(renderer): completely overhauled the comet_renderer crate 2025-10-31 01:13:25 +01:00
c2776e1bc4 feat(renderer): added RenderResources and Batches and filled out the Renderer trait for Renderer2D 2025-10-27 17:34:03 +01:00
66c444371a refactor(renderer2d): modularized and abstracted away the render context 2025-10-26 15:21:26 +01:00
lisk77
9a0e02567b
Merge pull request #1 from lisk77/feat/new-renderer2d 2025-10-26 12:19:54 +01:00
87f0233066 feat(renderer): added scale_factor to the trait to allow checking for scale factors in the event loop 2025-10-26 02:32:50 +02:00
dd89d71565 feat(renderer2d)!: made text rendering return the bounds of the rendered text for better position control but also changed render_scene_2d signature to take a mutable Scene reference 2025-10-25 21:38:14 +02:00
ca47efba42 feat(renderer2d): added a simple draw order to the Renderer2D which can be defined by the draw_index in the Render2D component 2025-10-25 01:43:34 +02:00
f8dabf955e feat(renderer): rewrote the core of the Renderer2D as a temporary module 2025-08-03 02:11:45 +02:00
913f200a63 chore: renamed the resources directory to res 2025-07-26 01:22:42 +02:00
ffb4bdf35f feat(renderer2d): Rotation2D now actually has an effect on the rotation of the sprite in the Renderer2D 2025-07-12 00:01:49 +02:00
ff475f1775 fix: changed the input type of the query functions from ComponentSet to Vec<TypeId> 2025-05-07 01:00:08 +02:00
7d351ced62 fix: changed second type in the archetype hashmap 2025-05-04 22:43:46 +02:00
05249f2a6d feat: added simple_text example 2025-05-03 21:56:56 +02:00
d4a1bde4dc feat: \t is now usable in a text 2025-05-03 14:10:54 +02:00
9640cdf92a fix: removed warn debug message 2025-05-03 11:49:00 +02:00
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
982323f671 chore: added the chrono crate back to the Cargo.toml of the crates 2025-04-15 20:31:33 +02:00
0296ef19a9 chore: cleaned Cargo.toml for almost every crate 2025-04-12 23:18:00 +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
4e9e296ba4 fix: completely annihilated matrix and rewrote it with a good orthographic projection matrix finally 2025-03-10 01:39:00 +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