- Move Build System to Meson.
- Separate Shaders into 2D and 3D Shaders. Shaders are built after generating the layout and after uniforms are created.
- Move Layout Generation to Backend so that it's only done once per Renderer. (Once per Pipeline Type in WebGPU)
- Rename Sprite to Sprite Holder and add the Sprite Instance
- Add the Sprite class to interface with Sprite Instances and Holders.
- Make Antumbra (2D) support Instancing.
- Examples: Learn WGPU (Rust) and WebGPU Samples (TypeScript)
- Make this configurable, maybe the user wants 5 instances, maybe they want 1000, maybe they want no instancing at all.
- Refactor Object Manager to manage every (used) WGPU Object (creation and destruction)
- Already done for most objects. Keeping this here to remember to restructure a bit:
- Separate functions and class definitions from objects
- Separate "Object Manager" into smaller object managers that take care of specific types of objects
- Move creation of BackendWindow WebGPU Objects into a "mini object manager"
- Create a "Descriptor Options" (or similar) file with macros or options to configure the object creation.
- Already done for most objects. Keeping this here to remember to restructure a bit: