TODO.md 2.8 KB

TODO

  • GL backend: textures set uniforms -- needs more type info? the constant types are hardcoded to just a few types right now

  • generalised sampler handling for both gl and d3d

  • should gamepad come from separate interface than window?

    • keyboard input could also come from some input interface, but it is tightly bound to window in windows, so we'll see.
  • add more window flags

  • get_camera_view_matrix returns Mat4... should we go hardcore 2D and return Mat3 so you can do mat * Vec3{pos.x, pos.y, 1} for positions and mat * Vec3{dir.x, dir.y, 0} for dirs?

  • win32: Gamepad support

    • check status of gamepad
    • what happens when you pull one out?
    • playstation
  • Should we sort by depth? Maybe we should use Vec3 because some 2D games rely on it?

    • I think we should.
  • Textures: Make the sampler state configurable

  • Textures D3D11: Do we need the SRV in the texture?

  • Shaders: Reflect and expose samplers

  • mipmap support

  • set filtering: for scaling up, down and mipmap

DONE

  • Do proper checks of vertex count and dispatch rendering when full
    • What happens when list is full? We can't just empty the vertex list due to being used by input assembler etc.
  • basic text rendering (ended up using font stash)
    • make draw_text and load_default_font do somethig more sensible
    • look at how to properly get the scale from stb_ttf
    • compare if we are doing the same as raylib by loading its default font and drawing some things, can we make it look similar?
    • font smoothing -> make it look crisp by disabling filtering on "pixel fonts"
    • next stage: Look into something more fancy than just loading bitmaps. What can we do?
  • bunnymark
  • win32: Resizable window
  • Flashing textures in Abyss -- Better now but still flashes when you use nose... Check the "odd_frame" stuff in d3d backend
  • Is the 1/zoom in set_camera wrong? Is the matrix multiply order wrong? Hmmmm...
  • Fix the depedency on D3D stuff so we can move load_shader etc
  • Shaders: Basic loading
  • Shaders: Constants that you can set
  • Shaders: Dynamic vertex creation
  • Shaders: Feed extra vertex field values using some kind of context
    • Do we need one for all corners of a rect or possibilty to supply different value for the different corners?
  • Group set_tex, camera etc into a section of things that cause a render batch dispatch when changed.
  • Make a texture for drawing a rectangle and remove the hack in shader.hlsl
  • Load textures and somehow bind to shader -- split draw calls on texture switch -- needs a start of a batch system.
  • Make 0, 0 be at top left (should vertex data be flipped, or is it a transformation thingy?)
  • Construct vertex buffer from k2.draw_blabla calls. Do we need index buffer? 🤷‍
  • Organize the d3d11 things neatly. It's just a hack right now!
    • enable debug layers
    • asserting on hresult and checking errors
    • clean up on shutdown