added hello-world example + modified vkproccessor to live inside specs

This commit is contained in:
2020-08-08 23:38:44 -07:00
parent b070a7dd32
commit c10115e7b9
15 changed files with 150 additions and 102 deletions

View File

@@ -11,16 +11,23 @@ So, I need to figure out how to determine which objects will :
* Get batched
* And initialized
The best candidate that I have right now is some sort of "scene" setup. Maybe something like
pub struct Scene {
drawables_bucket
notifiable_bucket
}
Looks like it could possibly be specs...
impl Scene {
pub fn init() -> Scene {}
pub fn get_drawable() -> Maybe iterator of drawables?
pub fn get_notifiable() -
Sprites currently are just a container for the meta-information needed in order to return a VertexTypeContainer.
{{{code: lang="rust" linenumbers="True"
pub enum VertexTypeContainer {
TextureType(Vec<TextureVertex3D>, Arc<CanvasTextureHandle>),
ImageType(Vec<ImageVertex3D>, Arc<CanvasImageHandle>),
ColorType(Vec<ColorVertex3D>),
ThreeDType(Vec<Vertex3D>),
TextType(Vec<ColorVertex3D>),
}
}}}
So for a sprite, which is a generic texture and position/size combo
Images are similar, but instead of a "sprite" I made a computsprite because that's the only thing that uses them.
Now if I had to shove these into a component / a set of components... I could have a component of the vertex type even?