Rename kea_renderer_shaders -> kea_renderer_gpu

For same reasons as listed in last commit.
main
Andrew O'Neil 1 month ago
parent dd78795cff
commit 922b8d5338

4
Cargo.lock generated

@ -968,7 +968,7 @@ dependencies = [
"gpu-allocator",
"kea_gpu",
"kea_gpulib",
"kea_renderer_shaders",
"kea_renderer_gpu",
"log",
"memoffset 0.8.0",
"spirv-std",
@ -976,7 +976,7 @@ dependencies = [
]
[[package]]
name = "kea_renderer_shaders"
name = "kea_renderer_gpu"
version = "0.1.0"
dependencies = [
"kea_gpulib",

@ -3,7 +3,7 @@ members = [
"kea_gpu",
"kea_gpulib",
"kea_renderer",
"kea_renderer_shaders",
"kea_renderer_gpu",
]
[patch.crates-io]

@ -7,7 +7,7 @@ license = "MIT"
[dependencies]
kea_gpu = { path = "../kea_gpu" }
kea_gpulib = { path = "../kea_gpulib" }
kea_renderer_shaders = { path = "../kea_renderer_shaders" }
kea_renderer_gpu = { path = "../kea_renderer_gpu" }
ash = { version = "0.37.2", features = ["linked"] }
ash-window = "0.12.0"

@ -10,7 +10,7 @@ use kea_gpu::{
storage::images::{ImageLayout, ImageView},
Kea,
};
use kea_renderer_shaders::{path_tracer::entrypoints::PushConstants, SlotId};
use kea_renderer_gpu::{path_tracer::entrypoints::PushConstants, SlotId};
pub struct RayTracingPipeline {
pipeline: kea_gpu::ray_tracing::RayTracingPipeline<SlotId>,
@ -20,10 +20,10 @@ pub struct RayTracingPipeline {
impl RayTracingPipeline {
pub fn new(kea: &Kea, scene: &Scene) -> Self {
let slot_layout = SlotLayout::new(kea_renderer_shaders::SLOTS.to_vec());
let slot_layout = SlotLayout::new(kea_renderer_gpu::SLOTS.to_vec());
let shader_groups = ShaderGroups::new(kea_renderer_shaders::SHADERS.to_vec());
let pipeline_shaders = shader_groups.build(kea.device().clone(), "./kea_renderer_shaders");
let shader_groups = ShaderGroups::new(kea_renderer_gpu::SHADERS.to_vec());
let pipeline_shaders = shader_groups.build(kea.device().clone(), "./kea_renderer_gpu");
let pipeline = kea_gpu::ray_tracing::RayTracingPipeline::<SlotId>::new(
kea.device().clone(),

@ -10,7 +10,7 @@ use kea_gpu::{
storage::images::{Image, ImageLayout, ImageView},
Kea,
};
use kea_renderer_shaders::SlotId;
use kea_renderer_gpu::SlotId;
use std::sync::Arc;
pub fn create_and_bind_slots(

@ -1,6 +1,6 @@
use super::Scene;
use kea_gpu::device::Device;
use kea_renderer_shaders::materials::Material;
use kea_renderer_gpu::materials::Material;
use spirv_std::glam::{vec3, vec3a, Quat, Vec3A};
use std::sync::Arc;

@ -8,7 +8,7 @@ use kea_gpu::{
storage::buffers::Buffer,
};
use kea_gpulib::Aabb;
use kea_renderer_shaders::SlotId;
use kea_renderer_gpu::SlotId;
use spirv_std::glam::{vec3a, Affine3A, Quat, Vec3, Vec3A};
use std::sync::Arc;
@ -37,7 +37,7 @@ pub struct Sphere {
}
#[derive(Component)]
pub struct Material(pub kea_renderer_shaders::materials::Material);
pub struct Material(pub kea_renderer_gpu::materials::Material);
#[derive(Component)]
pub struct Mesh {
@ -62,7 +62,7 @@ impl Scene {
&mut self,
position: Vec3,
radius: f32,
material: kea_renderer_shaders::materials::Material,
material: kea_renderer_gpu::materials::Material,
) {
self.world
.spawn((Position(position), Sphere { radius }, Material(material)));
@ -73,7 +73,7 @@ impl Scene {
position: Vec3,
scale: Vec3,
rotation: Quat,
material: kea_renderer_shaders::materials::Material,
material: kea_renderer_gpu::materials::Material,
) {
let vertices = vec![
vec3a(0.5, -0.5, 0.5),
@ -115,12 +115,12 @@ impl Scene {
"kea renderer scene".to_string(),
);
let spheres: Vec<kea_renderer_shaders::spheres::Sphere> = self
let spheres: Vec<kea_renderer_gpu::spheres::Sphere> = self
.world
.query::<(&Position, &Sphere, &Material)>()
.iter(&self.world)
.map(|(position, sphere, material)| {
kea_renderer_shaders::spheres::Sphere::new(position.0, sphere.radius, material.0)
kea_renderer_gpu::spheres::Sphere::new(position.0, sphere.radius, material.0)
})
.collect();
@ -137,7 +137,7 @@ impl Scene {
let aabbs: Vec<Aabb> = spheres
.iter()
.map(|s: &kea_renderer_shaders::spheres::Sphere| s.aabb())
.map(|s: &kea_renderer_gpu::spheres::Sphere| s.aabb())
.collect();
log::debug!("Aabbs: {:?}", aabbs);
let aabbs_buffer = Buffer::new_from_data(
@ -162,7 +162,7 @@ impl Scene {
scene.add_instance(geometry_instance);
}
let mut meshes: Vec<kea_renderer_shaders::triangles::Mesh> = vec![];
let mut meshes: Vec<kea_renderer_gpu::triangles::Mesh> = vec![];
let mut all_vertices: Vec<Vec3A> = vec![];
let mut all_indices: Vec<[u32; 3]> = vec![];
@ -211,7 +211,7 @@ impl Scene {
GeometryInstance::new(Arc::new(geometry), 0, transform, meshes.len() as _);
scene.add_instance(geometry_instance);
meshes.push(kea_renderer_shaders::triangles::Mesh {
meshes.push(kea_renderer_gpu::triangles::Mesh {
// vertices_address,
// indices_address,
vertices_offset: vertices_offset as _,

@ -1,5 +1,5 @@
[package]
name = "kea_renderer_shaders"
name = "kea_renderer_gpu"
version = "0.1.0"
edition = "2021"
license = "MIT"
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