Flexible prototyping engine.
slides: https://hackmd.io/@kvark/baryon
Dzmitry Malyshau
Three-rs:
What vertex format should I pick?
What is exactly is a material?
How much opinion do I need to have?
How much would ECS help?
Bevy, Rend3, and Dotrix - already use it,
but very differently.
Dotrix:
let mesh_handle = assets.register::<Mesh>("sphere::mesh");
world.spawn(vec![
(pbr::solid::Entity { // bag of components
mesh: mesh_handle,
texture: albedo,
translate: Vec3::new(0., 0., 0.),
..Default::default()
}).tuple(),
]);
Rend3:
let mesh = rend3::types::MeshBuilder::new(vertex_positions.to_vec(), rend3::types::Handedness::Left)
.with_indices(index_data.to_vec())
.build() // produces `rend3::types::Mesh`
.unwrap()
let material = rend3_routine::pbr::PbrMaterial {
albedo: rend3_routine::pbr::AlbedoComponent::Value(
glam::Vec4::new(0.0, 0.5, 0.5, 1.0),
), ..
};
let object = rend3::types::Object {
mesh_kind: rend3::types::ObjectMeshKind::Static(renderer.add_mesh(mesh)),
material: renderer.add_material(material), // generic <M>
transform: glam::Mat4::IDENTITY,
};
let object_handle = renderer.add_object(object);
Bevy:
let mesh = meshes.add(Mesh::from(shape::Cube { size: 1.0 })); // prelude
let material = materials.add(StandardMaterial { // prelude
base_color: Color::PINK,
..Default::default()
});
commands.spawn_bundle(PbrBundle { // prelude
mesh,
material,
transform: Transform::from_xyz((x as f32) * 2.0, (y as f32) * 2.0, 0.0),
..Default::default()
});
Baryon is really just a toy.
Not nearly as useful as all the engines here.
The core doesn't even know what a material is, or what is a vertex position!
Baryon (entity):
let prototype = // essentially, a bundle of vertex data components
Geometry::cuboid(Streams::empty(), mint::Vector3 { x: 1.0, y: 1.0, z: 1.0 })
.bake(&mut context);
let node = scene
.add_node()
.position(mint::Vector3 { x: 0.0, y: 0.0, z: 1.0 + SCALE_LEVEL })
.scale(SCALE_LEVEL)
.parent(parent_node)
.build();
let entity = scene
.add_entity(prototype)
.parent(node)
.component(level.color) // material?
.build();
Baryon (update & render):
let mut pass = baryon::pass::Solid::new(
&baryon::pass::SolidConfig {
cull_back_faces: true,
},
&context,
);
...
scene[node].pre_rotate( // node indexed directly
mint::Vector3 { x: 0.0, y: 0.0, z: 1.0 },
delta * level.speed,
);
context.present(&mut pass, &scene, &camera);
Baryon (pass):
for (_, (entity, color)) in scene
.world
.query::<(&bc::Entity, &bc::Color)>()
.with::<bc::Vertex<crate::Position>>()
.iter()
{
let space = &nodes[entity.node];
let mesh = context.get_mesh(entity.mesh);
... // bind vertices, uniforms, etc
pass.draw(0..mesh.vertex_count, 0..1);
}
This is probably impractical, but fun!
or
or
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