Open Shfty opened 1 year ago
On deeper workflow:
Since SDFs are heavily-nested rust types, it shouldn't be too hard to pass them across the bevy / shader workspace boundary in textual form via a new types
param for permutate-macro
, thus eliminating the need to enumerate them via parameter or basic const type when hot-rebuilding.
And since rust-gpu-sdf
can be used in both, all manner of interesting CPU-side functionality could be implemented by extending SignedDistanceField
with custom attributes.
A few ideas:
Union
nodes, let the depth buffer handle composition as an optimization
Need to set up a shader crate and verify that
rust-gpu-sdf
can be compiled into SPIR-V.