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blade's Introduction

blade

The goal of this project is to make a fast, simple CAD kernel, using the GPU when possible.

Project Structure:

  • benches
  • tests (integration)
  • example
  • src/ (include unit tests)
    • blade-core: math + geometry manipulation code
    • blade-app: rendering, gui, window, keyboard/mouse io
    • blade-io: saving models, outputting models to different formats, loading models, version control
    • blade-image: Image related functions, encoding/decoding images (bitmap, png, jpg, svg), edge detection, rendering (raytracing?)

Tools Installed (ubuntu):

Current To Do List

  • fix how you setup command buffers, take a look at single time recording, seperate recording from creation in create_command_buffers
  • fix image module, sort out textures, fix other cases for image_data
  • fps
  • use gpu_allocator
  • get object spinning and up right
  • keyboard and mouse input
  • manipulate object with moust input
  • mouse appears on other side of the screen like in blender
  • a couple of gui elements that affects state of application

blade's People

Contributors

andrewfurey21 avatar

Stargazers

Michael Cheng avatar  avatar

Watchers

Hanno Braun avatar  avatar

blade's Issues

Finish 3d renderer

Build the 3D renderer

Functionality/Features

  • 3D meshes (Cube, Sphere)
  • 2D shapes (quads, circles)
  • Textures
  • Text (possibly in both 2d and 3d, just get 2d working first)

To Do #2

  • fix window minimization
  • Seperate project into list of crates
  • recursively compile shaders in shaders/
  • fix release mode errors
  • Update create_graphics_pipeline to have more parameters on how it should be set up. Maybe use struct to define what the graphics pipeline should look like.

To Do

  • make device_memory_properties a member of the App
  • in find_supported format, use map or other more idiomatic functions.
  • learn about and fixup vulkan_debug_utils_callback, add coloring and better formatting
  • fix paths for shaders
  • shader details should be more specific about where it checks the file, extension names, maybe use spirq/shaderc crate.
  • put shader module in shader details and use bytemuck for Vec to Vec, and use builder struct instead.
  • create build.rs instead of build.sh, properly pass in commands for shaders, ie there may be multiple shaders, with different entry points and names.
  • change where there are validation layers based on whether in debug mode or release.
  • use glam instead of cgmath

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