move mesh and texture to asset mod
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@ -8,6 +8,7 @@
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* Consider reworking current RenderGraph to be more graph-like
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* Consider reworking current RenderGraph to be more graph-like
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* Macro to produce vertex buffer attributes (and maybe descriptors) from structs
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* Macro to produce vertex buffer attributes (and maybe descriptors) from structs
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* Dynamic / user defined shaders
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* Dynamic / user defined shaders
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* consider using shaderc-rs. but this introduces compile complexity and requires other C++ build systems
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* Physics
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* Physics
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* High level physics data types
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* High level physics data types
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* Integrate with nphysics
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* Integrate with nphysics
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@ -1,5 +1,5 @@
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use bevy::{
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use bevy::{
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asset::{Asset, AssetStorage, Handle},
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asset::*,
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math::{Mat4, Vec3},
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math::{Mat4, Vec3},
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render::*,
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render::*,
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Schedulable, *,
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Schedulable, *,
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@ -1,5 +1,5 @@
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use bevy::{
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use bevy::{
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asset::{Asset, AssetStorage},
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asset::*,
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math::{Mat4, Quat, Vec3},
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math::{Mat4, Quat, Vec3},
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render::*,
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render::*,
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Parent, Schedulable, *,
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Parent, Schedulable, *,
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@ -1,5 +1,5 @@
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use bevy::{
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use bevy::{
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asset::{Asset, AssetStorage},
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asset::*,
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math::{Mat4, Vec3},
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math::{Mat4, Vec3},
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render::*,
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render::*,
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*,
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*,
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@ -1,5 +1,5 @@
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use bevy::{
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use bevy::{
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asset::{Asset, AssetStorage},
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asset::*,
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math::{Mat4, Vec3},
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math::{Mat4, Vec3},
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render::*,
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render::*,
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*,
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*,
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@ -1,5 +1,5 @@
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use bevy::{
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use bevy::{
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asset::{Asset, AssetStorage},
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asset::*,
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math::{Mat4, Vec3},
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math::{Mat4, Vec3},
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render::*,
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render::*,
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ui::*,
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ui::*,
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@ -1,5 +1,5 @@
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use crate::{
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use crate::{
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asset::AssetStorage,
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asset::*,
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legion::{
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legion::{
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prelude::{Schedule, World},
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prelude::{Schedule, World},
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schedule::Builder,
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schedule::Builder,
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@ -1,6 +1,10 @@
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mod gltf;
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mod gltf;
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mod mesh;
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mod texture;
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pub use self::gltf::load_gltf;
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pub use self::gltf::load_gltf;
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pub use mesh::*;
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pub use texture::*;
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use std::{collections::HashMap, marker::PhantomData};
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use std::{collections::HashMap, marker::PhantomData};
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@ -1,4 +1,4 @@
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use crate::{asset::Handle, math, render::Texture};
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use crate::{asset::{Handle, Texture}, math};
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use zerocopy::{AsBytes, FromBytes};
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use zerocopy::{AsBytes, FromBytes};
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pub enum Albedo {
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pub enum Albedo {
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@ -1,7 +1,5 @@
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pub mod camera;
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pub mod camera;
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pub mod instancing;
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pub mod instancing;
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pub mod mesh;
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pub mod texture;
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pub mod passes;
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pub mod passes;
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pub mod render_resources;
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pub mod render_resources;
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pub mod shader;
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pub mod shader;
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@ -14,8 +12,6 @@ mod vertex;
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pub use camera::*;
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pub use camera::*;
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pub use light::*;
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pub use light::*;
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pub use material::*;
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pub use material::*;
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pub use mesh::*;
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pub use texture::*;
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pub use render_graph::*;
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pub use render_graph::*;
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pub use shader::*;
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pub use shader::*;
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@ -1,4 +1,4 @@
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use crate::{asset::*, render::mesh::*, render::*};
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use crate::{asset::*, render::*};
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use legion::prelude::*;
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use legion::prelude::*;
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use wgpu::SwapChainOutput;
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use wgpu::SwapChainOutput;
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@ -1,6 +1,5 @@
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use crate::{
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use crate::{
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asset::*,
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asset::*,
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render::mesh::*,
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render::{instancing::InstanceBufferInfo, *},
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render::{instancing::InstanceBufferInfo, *},
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LocalToWorld,
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LocalToWorld,
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};
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};
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@ -1,4 +1,4 @@
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use crate::{asset::*, render::mesh::*, render::passes::shadow, render::*};
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use crate::{asset::*, render::passes::shadow, render::*};
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use legion::prelude::*;
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use legion::prelude::*;
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use wgpu::SwapChainOutput;
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use wgpu::SwapChainOutput;
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@ -1,7 +1,6 @@
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use crate::{
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use crate::{
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asset::*,
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asset::*,
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ecs, math,
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ecs, math,
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render::mesh::*,
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render::{instancing::InstanceBufferInfo, *},
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render::{instancing::InstanceBufferInfo, *},
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ui::Node,
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ui::Node,
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Parent,
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Parent,
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