2021-04-11 20:13:07 +00:00
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pub mod camera;
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pub mod color;
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2021-06-02 02:59:17 +00:00
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pub mod core_pipeline;
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2021-04-11 20:13:07 +00:00
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pub mod mesh;
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pub mod pass;
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pub mod pipeline;
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pub mod render_command;
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pub mod render_graph;
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2021-06-02 02:59:17 +00:00
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pub mod render_phase;
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2021-04-11 20:13:07 +00:00
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pub mod render_resource;
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pub mod renderer;
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pub mod shader;
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pub mod texture;
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pub mod view;
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2021-04-11 20:13:07 +00:00
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pub use once_cell;
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use crate::{
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2021-06-02 02:59:17 +00:00
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camera::CameraPlugin,
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mesh::MeshPlugin,
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render_command::RenderCommandPlugin,
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render_graph::RenderGraph,
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render_phase::DrawFunctions,
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renderer::RenderResources,
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2021-04-11 20:13:07 +00:00
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texture::TexturePlugin,
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view::{ViewPlugin, WindowRenderPlugin},
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2021-04-11 20:13:07 +00:00
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};
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use bevy_app::{App, Plugin, StartupStage};
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use bevy_ecs::prelude::*;
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use bevy_utils::tracing::warn;
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#[derive(Default)]
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pub struct RenderPlugin;
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/// The names of the default App stages
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#[derive(Debug, Hash, PartialEq, Eq, Clone, StageLabel)]
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pub enum RenderStage {
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/// Extract data from "app world" and insert it into "render world". This step should be kept
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/// as short as possible to increase the "pipelining potential" for running the next frame
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/// while rendering the current frame.
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Extract,
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/// Prepare render resources from extracted data.
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Prepare,
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/// Create Bind Groups that depend on Prepare data and queue up draw calls to run during the Render stage.
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Queue,
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2021-06-02 02:59:17 +00:00
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// TODO: This could probably be moved in favor of a system ordering abstraction in Render or Queue
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/// Sort RenderPhases here
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PhaseSort,
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2021-04-11 20:13:07 +00:00
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/// Actual rendering happens here. In most cases, only the render backend should insert resources here
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Render,
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2021-06-02 02:59:17 +00:00
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/// Cleanup render resources here.
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Cleanup,
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}
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impl Plugin for RenderPlugin {
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fn build(&self, app: &mut App) {
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app.add_startup_system_to_stage(
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StartupStage::PreStartup,
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check_for_render_resource_context.system(),
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);
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let mut render_app = App::empty();
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let mut extract_stage = SystemStage::parallel();
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// don't apply buffers when the stage finishes running
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// extract stage runs on the app world, but the buffers are applied to the render world
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extract_stage.set_apply_buffers(false);
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render_app
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.add_stage(RenderStage::Extract, extract_stage)
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.add_stage(RenderStage::Prepare, SystemStage::parallel())
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.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())
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.add_stage(RenderStage::Cleanup, SystemStage::parallel())
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.init_resource::<RenderGraph>()
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.init_resource::<DrawFunctions>();
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app.add_sub_app(render_app, |app_world, render_app| {
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// reserve all existing app entities for use in render_app
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// they can only be spawned using `get_or_spawn()`
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let meta_len = app_world.entities().meta.len();
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render_app
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.world
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.entities()
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.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
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// these entities cannot be accessed without spawning directly onto them
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// this _only_ works as expected because clear_entities() is called at the end of every frame.
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render_app.world.entities_mut().flush_as_invalid();
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// extract
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extract(app_world, render_app);
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// prepare
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let prepare = render_app
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.schedule
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.get_stage_mut::<SystemStage>(&RenderStage::Prepare)
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.unwrap();
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prepare.run(&mut render_app.world);
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// queue
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let queue = render_app
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.schedule
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.get_stage_mut::<SystemStage>(&RenderStage::Queue)
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.unwrap();
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queue.run(&mut render_app.world);
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// phase sort
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let phase_sort = render_app
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.schedule
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.get_stage_mut::<SystemStage>(&RenderStage::PhaseSort)
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.unwrap();
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phase_sort.run(&mut render_app.world);
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// render
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let render = render_app
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.schedule
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.get_stage_mut::<SystemStage>(&RenderStage::Render)
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.unwrap();
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render.run(&mut render_app.world);
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2021-06-02 02:59:17 +00:00
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// cleanup
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let cleanup = render_app
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.schedule
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.get_stage_mut::<SystemStage>(&RenderStage::Cleanup)
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.unwrap();
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cleanup.run(&mut render_app.world);
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2021-04-11 20:13:07 +00:00
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render_app.world.clear_entities();
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});
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app.add_plugin(RenderCommandPlugin)
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.add_plugin(WindowRenderPlugin)
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.add_plugin(CameraPlugin)
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.add_plugin(ViewPlugin)
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.add_plugin(MeshPlugin)
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.add_plugin(TexturePlugin);
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}
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}
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fn extract(app_world: &mut World, render_app: &mut App) {
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let extract = render_app
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.schedule
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.get_stage_mut::<SystemStage>(&RenderStage::Extract)
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.unwrap();
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extract.run(app_world);
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extract.apply_buffers(&mut render_app.world);
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}
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fn check_for_render_resource_context(context: Option<Res<RenderResources>>) {
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if context.is_none() {
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warn!(
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"bevy_render couldn't find a render backend. Perhaps try adding the bevy_wgpu feature/plugin!"
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);
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}
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}
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