bevy/crates/bevy_render/src/lib.rs

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#![feature(min_specialization)]
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pub mod batch;
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mod camera;
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pub mod entity;
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pub mod mesh;
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pub mod render_graph;
pub mod renderer;
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pub mod shader;
pub mod vertex;
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mod color;
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pub use camera::*;
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pub use color::*;
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pub use renderable::*;
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pub use vertex::Vertex;
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pub mod draw_target;
pub mod pass;
pub mod pipeline;
pub mod render_resource;
mod renderable;
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pub mod texture;
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pub use once_cell;
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use self::{
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mesh::Mesh,
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pipeline::{
PipelineAssignments, PipelineCompiler, PipelineDescriptor, VertexBufferDescriptors,
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},
render_resource::{
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entity_render_resource_assignments_system, EntityRenderResourceAssignments,
RenderResourceAssignments,
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},
shader::Shader,
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texture::Texture,
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};
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use batch::AssetBatchers;
use bevy_app::{stage, AppBuilder, AppPlugin};
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use bevy_asset::AssetStorage;
use mesh::mesh_resource_provider_system;
use render_graph::RenderGraph;
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pub static RENDER_RESOURCE_STAGE: &str = "render_resource";
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pub static RENDER_STAGE: &str = "render";
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#[derive(Default)]
pub struct RenderPlugin;
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impl RenderPlugin {}
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impl AppPlugin for RenderPlugin {
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fn build(&self, app: &mut AppBuilder) {
app.add_stage_after(stage::POST_UPDATE, RENDER_RESOURCE_STAGE)
.add_stage_after(RENDER_RESOURCE_STAGE, RENDER_STAGE)
// resources
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.add_resource(RenderGraph::default())
.add_resource(AssetStorage::<Mesh>::new())
.add_resource(AssetStorage::<Texture>::new())
.add_resource(AssetStorage::<Shader>::new())
.add_resource(AssetStorage::<PipelineDescriptor>::new())
.add_resource(PipelineAssignments::new())
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.add_resource(PipelineCompiler::new())
.add_resource(RenderResourceAssignments::default())
.add_resource(VertexBufferDescriptors::default())
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.add_resource(EntityRenderResourceAssignments::default())
.add_resource(AssetBatchers::default())
// core systems
.add_system(entity_render_resource_assignments_system())
.add_system_to_stage_init(stage::POST_UPDATE, camera::camera_update_system)
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.add_system_to_stage(stage::POST_UPDATE, mesh::mesh_specializer_system())
.add_system_to_stage(stage::POST_UPDATE, mesh::mesh_batcher_system())
// render resource provider systems
.add_system_to_stage_init(RENDER_RESOURCE_STAGE, mesh_resource_provider_system);
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}
}