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/target | ||
**/*.rs.bk | ||
Cargo.lock |
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[package] | ||
name = "bevy" | ||
version = "0.1.0" | ||
authors = ["Carter Anderson <[email protected]>"] | ||
edition = "2018" | ||
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[dependencies] | ||
legion = { git = "https://github.com/TomGillen/legion.git" } | ||
nalgebra = "0.18" | ||
wgpu = "0.4.0" | ||
winit = "0.20.0-alpha4" |
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use legion::prelude::*; | ||
use bevy::{Application, Transform}; | ||
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struct SimpleApp; | ||
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impl Application for SimpleApp { | ||
fn update(&self) {} | ||
} | ||
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fn main() { | ||
let app = SimpleApp {}; | ||
// Create a world to store our entities | ||
let universe = Universe::new(); | ||
let mut world = universe.create_world(); | ||
world.insert((), vec![(Transform::new(),)]); | ||
app.start(); | ||
} |
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# Bevy Outline | ||
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## High Level | ||
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* ECS at its core (but only where needed) | ||
* Simple api backed by flexible systems | ||
* ex: PBR renderer built on a render graph system | ||
* Flexbox ui | ||
* simple, standard, good implementations exist | ||
* 100% rust (except for the few cases where this is impossible) | ||
* Batteries included | ||
* 2d/3d rendering, ui, physics, networking, etc | ||
* Editor: also a "game" | ||
* dogfood components | ||
* Fast app compile times (< 5 seconds) | ||
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## Dependencies | ||
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* Legion ecs | ||
* wgfx-rs | ||
* nalgebra | ||
* nphysics/ncollide | ||
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## Outline | ||
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* Core | ||
* Shared | ||
* Types | ||
* enum PropertyValue | ||
* DATATYPE_WRAPPERS_HERE | ||
* Analog: godot's Variant | ||
* struct Property | ||
* Description: Dynamic data | ||
* Ex: exported to editor, uniforms in shaders | ||
* Tags: ```HashSet<string>``` | ||
* struct Texture | ||
* Components | ||
<!-- Hierarchy --> | ||
* Parent | ||
* Children ```Vec<EntityId>``` | ||
<!-- Properties--> | ||
* Properties | ||
* ```HashMap<string, Property>``` | ||
<!-- Rendering --> | ||
* Mesh | ||
* Armature | ||
* Material | ||
* Systems | ||
<!-- Rendering --> | ||
* UpdateArmatureTransforms | ||
* SyncPropertiesToMaterialUniforms | ||
* 3d | ||
* Components | ||
<!-- Position --> | ||
* Transform | ||
* GlobalTransform | ||
<!-- Physics --> | ||
* PhysicsBody | ||
* CollisionShape | ||
* RigidBody | ||
* Systems | ||
<!-- Position --> | ||
* CalculateGlobalTransform | ||
* Dep: Child, GlobalTransform, Transform | ||
<!-- Physics --> | ||
* UpdateCollisions/NCollide | ||
* Dep: CollisionShape, PhysicsBody, GlobalTransform | ||
* UpdateRigidBodies/NCollide | ||
* Dep: PhysicsBody, RigidBody, GlobalTransform | ||
* 2d | ||
* Components | ||
<!-- Position --> | ||
* Transform2d | ||
* GlobalTransform2d | ||
<!-- UI --> | ||
* Element | ||
<!-- Physics --> | ||
* PhysicsBody2d | ||
* CollisionShape2d | ||
* RigidBody2d | ||
* Systems | ||
<!-- Position --> | ||
* CalculateGlobalTransform2d | ||
* Dep: Child, GlobalTransform2d, Transform2d | ||
<!-- Physics --> | ||
* UpdateCollisions2d/NCollide | ||
* Dep: CollisionShape2d, PhysicsBody2d, GlobalTransform2d | ||
* UpdateRigidBodies2d/NCollide | ||
* Dep: PhysicsBody2d, RigidBody2d, GlobalTransform2d | ||
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use winit::{ | ||
event, | ||
event_loop::{ControlFlow, EventLoop}, | ||
}; | ||
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pub trait Application { | ||
fn start(&self) { | ||
let event_loop = EventLoop::new(); | ||
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let (_window, size, surface) = { | ||
let window = winit::window::Window::new(&event_loop).unwrap(); | ||
let size = window.inner_size().to_physical(window.hidpi_factor()); | ||
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let surface = wgpu::Surface::create(&window); | ||
(window, size, surface) | ||
}; | ||
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let adapter = wgpu::Adapter::request(&wgpu::RequestAdapterOptions { | ||
power_preference: wgpu::PowerPreference::Default, | ||
backends: wgpu::BackendBit::PRIMARY, | ||
}) | ||
.unwrap(); | ||
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let (device, mut queue) = adapter.request_device(&wgpu::DeviceDescriptor { | ||
extensions: wgpu::Extensions { | ||
anisotropic_filtering: false, | ||
}, | ||
limits: wgpu::Limits::default(), | ||
}); | ||
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let vs = include_bytes!("shader.vert.spv"); | ||
let vs_module = | ||
device.create_shader_module(&wgpu::read_spirv(std::io::Cursor::new(&vs[..])).unwrap()); | ||
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let fs = include_bytes!("shader.frag.spv"); | ||
let fs_module = | ||
device.create_shader_module(&wgpu::read_spirv(std::io::Cursor::new(&fs[..])).unwrap()); | ||
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let bind_group_layout = | ||
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor { bindings: &[] }); | ||
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor { | ||
layout: &bind_group_layout, | ||
bindings: &[], | ||
}); | ||
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor { | ||
bind_group_layouts: &[&bind_group_layout], | ||
}); | ||
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let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor { | ||
layout: &pipeline_layout, | ||
vertex_stage: wgpu::ProgrammableStageDescriptor { | ||
module: &vs_module, | ||
entry_point: "main", | ||
}, | ||
fragment_stage: Some(wgpu::ProgrammableStageDescriptor { | ||
module: &fs_module, | ||
entry_point: "main", | ||
}), | ||
rasterization_state: Some(wgpu::RasterizationStateDescriptor { | ||
front_face: wgpu::FrontFace::Ccw, | ||
cull_mode: wgpu::CullMode::None, | ||
depth_bias: 0, | ||
depth_bias_slope_scale: 0.0, | ||
depth_bias_clamp: 0.0, | ||
}), | ||
primitive_topology: wgpu::PrimitiveTopology::TriangleList, | ||
color_states: &[wgpu::ColorStateDescriptor { | ||
format: wgpu::TextureFormat::Bgra8UnormSrgb, | ||
color_blend: wgpu::BlendDescriptor::REPLACE, | ||
alpha_blend: wgpu::BlendDescriptor::REPLACE, | ||
write_mask: wgpu::ColorWrite::ALL, | ||
}], | ||
depth_stencil_state: None, | ||
index_format: wgpu::IndexFormat::Uint16, | ||
vertex_buffers: &[], | ||
sample_count: 1, | ||
sample_mask: !0, | ||
alpha_to_coverage_enabled: false, | ||
}); | ||
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let mut swap_chain = device.create_swap_chain( | ||
&surface, | ||
&wgpu::SwapChainDescriptor { | ||
usage: wgpu::TextureUsage::OUTPUT_ATTACHMENT, | ||
format: wgpu::TextureFormat::Bgra8UnormSrgb, | ||
width: size.width.round() as u32, | ||
height: size.height.round() as u32, | ||
present_mode: wgpu::PresentMode::Vsync, | ||
}, | ||
); | ||
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event_loop.run(move |event, _, control_flow| { | ||
*control_flow = if cfg!(feature = "metal-auto-capture") { | ||
ControlFlow::Exit | ||
} else { | ||
ControlFlow::Poll | ||
}; | ||
match event { | ||
event::Event::WindowEvent { event, .. } => match event { | ||
event::WindowEvent::KeyboardInput { | ||
input: | ||
event::KeyboardInput { | ||
virtual_keycode: Some(event::VirtualKeyCode::Escape), | ||
state: event::ElementState::Pressed, | ||
.. | ||
}, | ||
.. | ||
} | ||
| event::WindowEvent::CloseRequested => { | ||
*control_flow = ControlFlow::Exit; | ||
} | ||
_ => {} | ||
}, | ||
event::Event::EventsCleared => { | ||
let frame = swap_chain.get_next_texture(); | ||
let mut encoder = | ||
device.create_command_encoder(&wgpu::CommandEncoderDescriptor { todo: 0 }); | ||
{ | ||
let mut rpass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor { | ||
color_attachments: &[wgpu::RenderPassColorAttachmentDescriptor { | ||
attachment: &frame.view, | ||
resolve_target: None, | ||
load_op: wgpu::LoadOp::Clear, | ||
store_op: wgpu::StoreOp::Store, | ||
clear_color: wgpu::Color::GREEN, | ||
}], | ||
depth_stencil_attachment: None, | ||
}); | ||
rpass.set_pipeline(&render_pipeline); | ||
rpass.set_bind_group(0, &bind_group, &[]); | ||
rpass.draw(0..3, 0..1); | ||
} | ||
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queue.submit(&[encoder.finish()]); | ||
} | ||
_ => (), | ||
} | ||
}); | ||
} | ||
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fn update(&self); | ||
} |
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mod transform; | ||
mod application; | ||
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pub use transform::Transform; | ||
pub use application::Application; |
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#version 450 | ||
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layout(location = 0) out vec4 outColor; | ||
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void main() { | ||
outColor = vec4(1.0, 0.0, 0.0, 1.0); | ||
} |
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#version 450 | ||
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out gl_PerVertex { | ||
vec4 gl_Position; | ||
}; | ||
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const vec2 positions[3] = vec2[3]( | ||
vec2(0.0, -0.5), | ||
vec2(0.5, 0.5), | ||
vec2(-0.5, 0.5) | ||
); | ||
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void main() { | ||
gl_Position = vec4(positions[gl_VertexIndex], 0.0, 1.0); | ||
} |
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use nalgebra::Matrix4; | ||
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#[derive(Clone, Copy, Debug, PartialEq)] | ||
pub struct Transform { | ||
pub local: Matrix4<f32>, | ||
pub global: Matrix4<f32>, | ||
} | ||
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impl Transform { | ||
pub fn new() -> Transform { | ||
Transform { | ||
local: Matrix4::<f32>::identity(), | ||
global: Matrix4::<f32>::identity(), | ||
} | ||
} | ||
} |