bevy/crates/bevy_render/src/render_graph/base.rs

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use super::{
CameraNode, PassNode, RenderGraph, SharedBuffersNode, TextureCopyNode, WindowSwapChainNode,
WindowTextureNode,
};
use crate::{
pass::{
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LoadOp, Operations, PassDescriptor, RenderPassColorAttachmentDescriptor,
RenderPassDepthStencilAttachmentDescriptor, TextureAttachment,
},
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texture::{Extent3d, TextureDescriptor, TextureDimension, TextureFormat, TextureUsage},
Color,
};
use bevy_property::Properties;
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use bevy_window::WindowId;
/// A component that indicates that an entity should be drawn in the "main pass"
#[derive(Default, Properties)]
pub struct MainPass;
#[derive(Debug)]
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pub struct Msaa {
pub samples: u32,
}
impl Default for Msaa {
fn default() -> Self {
Self { samples: 1 }
}
}
impl Msaa {
pub fn color_attachment_descriptor(
&self,
attachment: TextureAttachment,
resolve_target: TextureAttachment,
ops: Operations<Color>,
) -> RenderPassColorAttachmentDescriptor {
if self.samples > 1 {
RenderPassColorAttachmentDescriptor {
attachment,
resolve_target: Some(resolve_target),
ops,
}
} else {
RenderPassColorAttachmentDescriptor {
attachment,
resolve_target: None,
ops,
}
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}
}
}
#[derive(Debug)]
pub struct BaseRenderGraphConfig {
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pub add_2d_camera: bool,
pub add_3d_camera: bool,
pub add_main_depth_texture: bool,
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pub add_main_pass: bool,
pub connect_main_pass_to_swapchain: bool,
pub connect_main_pass_to_main_depth_texture: bool,
}
pub mod node {
pub const PRIMARY_SWAP_CHAIN: &str = "swapchain";
pub const CAMERA3D: &str = "camera3d";
pub const CAMERA2D: &str = "camera2d";
pub const TEXTURE_COPY: &str = "texture_copy";
pub const MAIN_DEPTH_TEXTURE: &str = "main_pass_depth_texture";
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pub const MAIN_SAMPLED_COLOR_ATTACHMENT: &str = "main_pass_sampled_color_attachment";
pub const MAIN_PASS: &str = "main_pass";
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pub const SHARED_BUFFERS: &str = "shared_buffers";
}
pub mod camera {
pub const CAMERA3D: &str = "Camera3d";
pub const CAMERA2D: &str = "Camera2d";
}
impl Default for BaseRenderGraphConfig {
fn default() -> Self {
BaseRenderGraphConfig {
add_2d_camera: true,
add_3d_camera: true,
add_main_pass: true,
add_main_depth_texture: true,
connect_main_pass_to_swapchain: true,
connect_main_pass_to_main_depth_texture: true,
}
}
}
/// The "base render graph" provides a core set of render graph nodes which can be used to build any graph.
/// By itself this graph doesn't do much, but it allows Render plugins to interop with each other by having a common
/// set of nodes. It can be customized using `BaseRenderGraphConfig`.
pub trait BaseRenderGraphBuilder {
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fn add_base_graph(&mut self, config: &BaseRenderGraphConfig, msaa: &Msaa) -> &mut Self;
}
impl BaseRenderGraphBuilder for RenderGraph {
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fn add_base_graph(&mut self, config: &BaseRenderGraphConfig, msaa: &Msaa) -> &mut Self {
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self.add_node(node::TEXTURE_COPY, TextureCopyNode::default());
if config.add_3d_camera {
self.add_system_node(node::CAMERA3D, CameraNode::new(camera::CAMERA3D));
}
if config.add_2d_camera {
self.add_system_node(node::CAMERA2D, CameraNode::new(camera::CAMERA2D));
}
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self.add_node(node::SHARED_BUFFERS, SharedBuffersNode::default());
if config.add_main_depth_texture {
self.add_node(
node::MAIN_DEPTH_TEXTURE,
WindowTextureNode::new(
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WindowId::primary(),
TextureDescriptor {
size: Extent3d {
depth: 1,
width: 1,
height: 1,
},
mip_level_count: 1,
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sample_count: msaa.samples,
dimension: TextureDimension::D2,
format: TextureFormat::Depth32Float, // PERF: vulkan docs recommend using 24 bit depth for better performance
usage: TextureUsage::OUTPUT_ATTACHMENT,
},
),
);
}
if config.add_main_pass {
let mut main_pass_node = PassNode::<&MainPass>::new(PassDescriptor {
color_attachments: vec![msaa.color_attachment_descriptor(
TextureAttachment::Input("color_attachment".to_string()),
TextureAttachment::Input("color_resolve_target".to_string()),
Operations {
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load: LoadOp::Clear(Color::rgb(0.1, 0.1, 0.1)),
store: true,
},
)],
depth_stencil_attachment: Some(RenderPassDepthStencilAttachmentDescriptor {
attachment: TextureAttachment::Input("depth".to_string()),
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depth_ops: Some(Operations {
load: LoadOp::Clear(1.0),
store: true,
}),
stencil_ops: None,
}),
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sample_count: msaa.samples,
});
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main_pass_node.use_default_clear_color(0);
if config.add_3d_camera {
main_pass_node.add_camera(camera::CAMERA3D);
}
if config.add_2d_camera {
main_pass_node.add_camera(camera::CAMERA2D);
}
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self.add_node(node::MAIN_PASS, main_pass_node);
self.add_node_edge(node::TEXTURE_COPY, node::MAIN_PASS)
.unwrap();
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self.add_node_edge(node::SHARED_BUFFERS, node::MAIN_PASS)
.unwrap();
if config.add_3d_camera {
self.add_node_edge(node::CAMERA3D, node::MAIN_PASS).unwrap();
}
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if config.add_2d_camera {
self.add_node_edge(node::CAMERA2D, node::MAIN_PASS).unwrap();
}
}
self.add_node(
node::PRIMARY_SWAP_CHAIN,
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WindowSwapChainNode::new(WindowId::primary()),
);
if config.connect_main_pass_to_swapchain {
self.add_slot_edge(
node::PRIMARY_SWAP_CHAIN,
WindowSwapChainNode::OUT_TEXTURE,
node::MAIN_PASS,
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if msaa.samples > 1 {
"color_resolve_target"
} else {
"color_attachment"
},
)
.unwrap();
}
if msaa.samples > 1 {
self.add_node(
node::MAIN_SAMPLED_COLOR_ATTACHMENT,
WindowTextureNode::new(
WindowId::primary(),
TextureDescriptor {
size: Extent3d {
depth: 1,
width: 1,
height: 1,
},
mip_level_count: 1,
sample_count: msaa.samples,
dimension: TextureDimension::D2,
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format: TextureFormat::default(),
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usage: TextureUsage::OUTPUT_ATTACHMENT,
},
),
);
self.add_slot_edge(
node::MAIN_SAMPLED_COLOR_ATTACHMENT,
WindowSwapChainNode::OUT_TEXTURE,
node::MAIN_PASS,
"color_attachment",
)
.unwrap();
}
if config.connect_main_pass_to_main_depth_texture {
self.add_slot_edge(
node::MAIN_DEPTH_TEXTURE,
WindowTextureNode::OUT_TEXTURE,
node::MAIN_PASS,
"depth",
)
.unwrap();
}
self
}
}