-added multiple new function to allocate template and add entity -updated README.md (complete initial version) -empty components now don't take memory -fixedd small bug with TestRunner -added many new tests (HashMap, Vector, EntityMeta, ...) -added default hashing function to HashMap -fixed critical bug with adding entities -fixed small bug with adding entity with remplacement components -added asserts into code to better bug detection -small performance improvement for events -added ComponentRef structure which contain data pointer and componentID -remove EntityID from Event structure -now events are handled before removing entiteis -fixed GDC compilation -fixed rendering of rotated sprites -added weapons as separate entities to space ship and others -added Tower enemy to SpaceInvaders demo -added Boss to SpaceInvaders demo (boss has four tower attached to it) -Boss towers shoot multiple bullets upon death -fixed critical bug with demos switching -fixed critical bug related to adding/removing entities form inside onAdd/onRemove entity callback -added animation support -added particles sypport and particles for firing and explostions, and more -multithreaded rendering now has same rendering order as singlethreaded -application automaticallu detect host CPU threads count -added upgrades to SPaceInvaders demo -fixed texture memory freeing -improved documentation -improved multithreaded performance -improve shader code -fixed registration issue -some additional performance improvements -added depth and colors to rendering parameters -jobs now has names corresponding to their systems -change execute() -> willExecute() -added EntityMeta structure to speedup getting fetching components form entity -improved multithreading rendering -added possibility tio change number of threads runtime -added bullets collision detection in SpaceInvaders demo -some CI changes -added VBO batch rendering (current default, no render mode switch yet) -fixed camera positioning calculation -fixed buffer issue with WebGL -added viewport scalling (at least 300 pixels height). Pixels are scalled if screen is bigger. -center demos gameplay area -added fullpage html template for Emscripten build -added many new sprites to atlas -fixed critical bug with CPU usage in multithreaded mode -snake render tile coresponding to body part -snake is destroyed after collision and emit some particles -added some functionality to vectors -fixed documentation issue in Manager.d -more minor code changes and cleanup
64 lines
No EOL
982 B
D
64 lines
No EOL
982 B
D
module ecs_utils.gfx.vertex;
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import bubel.ecs.std;
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struct Vertex
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{
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void create()
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{
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data = Mallocator.make!Data;
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}
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void bind()
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{
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}
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void enableStates()
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{
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}
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void attachBindings(scope Binding[] bindings)
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{
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data.bindings = Mallocator.makeArray(bindings);
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}
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enum Type
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{
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byte_r_snorm,
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byte_r_unorm,
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byte_rg_snorm,
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byte_rg_unorm,
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byte_rgb_snorm,
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byte_rgb_unorm,
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byte_rgba_snorm,
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byte_rgba_unorm,
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short_r_snorm,
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short_r_unorm,
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short_rg_snorm,
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short_rg_unorm,
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short_rgb_snorm,
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short_rgb_unorm,
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short_rgba_snorm,
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short_rgba_unorm,
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float_r,
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float_rg,
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float_rgb,
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float_rgba
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}
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struct Binding
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{
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Type type;
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uint stride;
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}
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struct Data
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{
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Binding[] bindings;
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uint size;
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}
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Data* data;
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} |