bevy/pipelined/bevy_render2/src/lib.rs

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Rust
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pub mod camera;
pub mod color;
pub mod mesh;
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pub mod render_asset;
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pub mod render_graph;
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pub mod render_phase;
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pub mod render_resource;
pub mod renderer;
pub mod shader;
pub mod texture;
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pub mod view;
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use std::ops::{Deref, DerefMut};
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pub use once_cell;
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use wgpu::BackendBit;
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use crate::{
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camera::CameraPlugin,
mesh::MeshPlugin,
render_graph::RenderGraph,
render_phase::DrawFunctions,
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renderer::render_system,
texture::ImagePlugin,
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view::{ViewPlugin, WindowRenderPlugin},
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};
use bevy_app::{App, AppLabel, Plugin};
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use bevy_ecs::prelude::*;
#[derive(Default)]
pub struct RenderPlugin;
/// The names of the default App stages
#[derive(Debug, Hash, PartialEq, Eq, Clone, StageLabel)]
pub enum RenderStage {
/// Extract data from "app world" and insert it into "render world". This step should be kept
/// as short as possible to increase the "pipelining potential" for running the next frame
/// while rendering the current frame.
Extract,
/// Prepare render resources from extracted data.
Prepare,
/// Create Bind Groups that depend on Prepare data and queue up draw calls to run during the Render stage.
Queue,
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// TODO: This could probably be moved in favor of a system ordering abstraction in Render or Queue
/// Sort RenderPhases here
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PhaseSort,
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/// Actual rendering happens here. In most cases, only the render backend should insert resources here
Render,
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/// Cleanup render resources here.
Cleanup,
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}
/// The Render App World. This is only available as a resource during the Extract step.
#[derive(Default)]
pub struct RenderWorld(World);
impl Deref for RenderWorld {
type Target = World;
fn deref(&self) -> &Self::Target {
&self.0
}
}
impl DerefMut for RenderWorld {
fn deref_mut(&mut self) -> &mut Self::Target {
&mut self.0
}
}
/// Label for the rendering sub-app
#[derive(Debug, Clone, Copy, Hash, PartialEq, Eq, AppLabel)]
pub struct RenderApp;
/// A "scratch" world used to avoid allocating new worlds every frame when
// swapping out the Render World.
#[derive(Default)]
struct ScratchRenderWorld(World);
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impl Plugin for RenderPlugin {
fn build(&self, app: &mut App) {
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let (instance, device, queue) =
futures_lite::future::block_on(renderer::initialize_renderer(
BackendBit::PRIMARY,
&wgpu::RequestAdapterOptions {
power_preference: wgpu::PowerPreference::HighPerformance,
..Default::default()
},
&wgpu::DeviceDescriptor::default(),
));
app.insert_resource(device.clone())
.insert_resource(queue.clone())
.init_resource::<ScratchRenderWorld>();
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let mut render_app = App::empty();
let mut extract_stage = SystemStage::parallel();
// don't apply buffers when the stage finishes running
// extract stage runs on the app world, but the buffers are applied to the render world
extract_stage.set_apply_buffers(false);
render_app
.add_stage(RenderStage::Extract, extract_stage)
.add_stage(RenderStage::Prepare, SystemStage::parallel())
.add_stage(RenderStage::Queue, SystemStage::parallel())
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.add_stage(RenderStage::PhaseSort, SystemStage::parallel())
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.add_stage(
RenderStage::Render,
SystemStage::parallel().with_system(render_system.exclusive_system()),
)
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.add_stage(RenderStage::Cleanup, SystemStage::parallel())
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.insert_resource(instance)
.insert_resource(device)
.insert_resource(queue)
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.init_resource::<RenderGraph>()
.init_resource::<DrawFunctions>();
app.add_sub_app(RenderApp, render_app, move |app_world, render_app| {
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// reserve all existing app entities for use in render_app
// they can only be spawned using `get_or_spawn()`
let meta_len = app_world.entities().meta.len();
render_app
.world
.entities()
.reserve_entities(meta_len as u32);
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// flushing as "invalid" ensures that app world entities aren't added as "empty archetype" entities by default
// these entities cannot be accessed without spawning directly onto them
// this _only_ works as expected because clear_entities() is called at the end of every frame.
render_app.world.entities_mut().flush_as_invalid();
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// extract
extract(app_world, render_app);
// prepare
let prepare = render_app
.schedule
.get_stage_mut::<SystemStage>(&RenderStage::Prepare)
.unwrap();
prepare.run(&mut render_app.world);
// queue
let queue = render_app
.schedule
.get_stage_mut::<SystemStage>(&RenderStage::Queue)
.unwrap();
queue.run(&mut render_app.world);
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// phase sort
let phase_sort = render_app
.schedule
.get_stage_mut::<SystemStage>(&RenderStage::PhaseSort)
.unwrap();
phase_sort.run(&mut render_app.world);
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// render
let render = render_app
.schedule
.get_stage_mut::<SystemStage>(&RenderStage::Render)
.unwrap();
render.run(&mut render_app.world);
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// cleanup
let cleanup = render_app
.schedule
.get_stage_mut::<SystemStage>(&RenderStage::Cleanup)
.unwrap();
cleanup.run(&mut render_app.world);
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render_app.world.clear_entities();
});
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app.add_plugin(WindowRenderPlugin)
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.add_plugin(CameraPlugin)
.add_plugin(ViewPlugin)
.add_plugin(MeshPlugin)
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.add_plugin(ImagePlugin);
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}
}
fn extract(app_world: &mut World, render_app: &mut App) {
let extract = render_app
.schedule
.get_stage_mut::<SystemStage>(&RenderStage::Extract)
.unwrap();
// temporarily add the render world to the app world as a resource
let scratch_world = app_world.remove_resource::<ScratchRenderWorld>().unwrap();
let render_world = std::mem::replace(&mut render_app.world, scratch_world.0);
app_world.insert_resource(RenderWorld(render_world));
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extract.run(app_world);
// add the render world back to the render app
let render_world = app_world.remove_resource::<RenderWorld>().unwrap();
let scratch_world = std::mem::replace(&mut render_app.world, render_world.0);
app_world.insert_resource(ScratchRenderWorld(scratch_world));
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extract.apply_buffers(&mut render_app.world);
}