Begin move mesh + Vertex and Camera into core
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This commit is contained in:
Florian RICHER 2025-04-04 13:38:27 +02:00
parent 2fbf4e6ce2
commit 852d72d716
Signed by: florian.richer
GPG key ID: C73D37CBED7BFC77
11 changed files with 64 additions and 3 deletions

19
src/core/camera/mod.rs Normal file
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@ -0,0 +1,19 @@
use bevy_ecs::component::Component;
use glam::{Mat4, Quat, Vec3};
pub trait Camera: Into<Mat4> + Component {}
#[derive(Component)]
pub struct Camera3D {
pub projection: Mat4,
pub position: Vec3,
pub rotation: Quat,
}
impl Into<Mat4> for Camera3D {
fn into(self) -> Mat4 {
Mat4::from_rotation_translation(self.rotation, self.position) * self.projection
}
}
impl Camera for Camera3D {}

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@ -1 +1,4 @@
pub mod app;
pub mod camera;
pub mod render;
pub mod scene;

14
src/core/render/mesh.rs Normal file
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use bevy_ecs::component::Component;
use super::vertex::Vertex2D;
#[derive(Component)]
pub struct Mesh2D {
pub vertices: Vec<Vertex2D>,
}
impl Mesh2D {
pub fn new(vertices: Vec<Vertex2D>) -> Self {
Self { vertices }
}
}

2
src/core/render/mod.rs Normal file
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pub mod mesh;
pub mod vertex;

38
src/core/render/vertex.rs Normal file
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use std::sync::Arc;
use vulkano::buffer::{
AllocateBufferError, Buffer, BufferContents, BufferCreateInfo, BufferUsage, Subbuffer,
};
use vulkano::memory::allocator::{AllocationCreateInfo, MemoryTypeFilter, StandardMemoryAllocator};
use vulkano::pipeline::graphics::vertex_input::Vertex;
use vulkano::Validated;
#[derive(BufferContents, Vertex)]
#[repr(C)]
pub struct Vertex2D {
#[format(R32G32_SFLOAT)]
pub position: [f32; 2],
#[format(R32G32B32_SFLOAT)]
pub color: [f32; 3],
}
impl Vertex2D {
pub fn create_buffer(
vertices: Vec<Vertex2D>,
memory_allocator: &Arc<StandardMemoryAllocator>,
) -> Result<Subbuffer<[Vertex2D]>, Validated<AllocateBufferError>> {
Buffer::from_iter(
memory_allocator.clone(),
BufferCreateInfo {
usage: BufferUsage::VERTEX_BUFFER,
..Default::default()
},
AllocationCreateInfo {
memory_type_filter: MemoryTypeFilter::PREFER_DEVICE
| MemoryTypeFilter::HOST_SEQUENTIAL_WRITE,
..Default::default()
},
vertices,
)
}
}

21
src/core/scene.rs Normal file
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use bevy_ecs::world::World;
pub struct Scene {
world: World,
}
impl Scene {
pub fn new() -> Self {
Self {
world: World::new(),
}
}
pub fn world(&self) -> &World {
&self.world
}
pub fn world_mut(&mut self) -> &mut World {
&mut self.world
}
}