bevy/src/render/render_graph_2/shader.rs

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use crate::{
legion::{
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borrow::RefMap,
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prelude::{Entity, World},
},
math::Vec4,
render::render_graph_2::{BindType, UniformPropertyType},
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};
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use legion::storage::Component;
use zerocopy::AsBytes;
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pub type ShaderUniformSelector = fn(Entity, &World) -> Option<RefMap<&dyn AsUniforms>>;
pub struct ShaderUniforms {
// used for distinguishing
pub uniform_selectors: Vec<ShaderUniformSelector>,
}
impl ShaderUniforms {
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pub fn new() -> Self {
ShaderUniforms {
uniform_selectors: Vec::new(),
}
}
pub fn add(&mut self, selector: ShaderUniformSelector) {
self.uniform_selectors.push(selector);
}
pub fn get_uniform_info<'a>(
&'a self,
world: &'a World,
entity: Entity,
uniform_name: &str,
) -> Option<&'a UniformInfo> {
for uniform_selector in self.uniform_selectors.iter().rev() {
let uniforms = uniform_selector(entity, world).unwrap_or_else(|| {
panic!(
"ShaderUniform selector points to a missing component. Uniform: {}",
uniform_name
)
});
let info = uniforms.get_uniform_info(uniform_name);
if let Some(_) = info {
return info;
}
}
None
}
pub fn get_uniform_bytes<'a>(
&'a self,
world: &'a World,
entity: Entity,
uniform_name: &str,
) -> Option<Vec<u8>> {
for uniform_selector in self.uniform_selectors.iter().rev() {
let uniforms = uniform_selector(entity, world).unwrap_or_else(|| {
panic!(
"ShaderUniform selector points to a missing component. Uniform: {}",
uniform_name
)
});
let bytes = uniforms.get_uniform_bytes(uniform_name);
if let Some(_) = bytes {
return bytes;
}
}
None
}
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}
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pub struct StandardMaterial {
pub albedo: Vec4,
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}
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pub trait GetBytes {
fn get_bytes(&self) -> Vec<u8>;
fn get_bytes_ref(&self) -> Option<&[u8]>;
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}
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// TODO: might need to add zerocopy to this crate to impl AsBytes for external crates
// impl<T> GetBytes for T where T : AsBytes {
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// fn get_bytes(&self) -> Vec<u8> {
// self.as_bytes().into()
// }
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// fn get_bytes_ref(&self) -> Option<&[u8]> {
// Some(self.as_bytes())
// }
// }
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impl GetBytes for Vec4 {
fn get_bytes(&self) -> Vec<u8> {
let vec4_array: [f32; 4] = (*self).into();
vec4_array.as_bytes().into()
}
fn get_bytes_ref(&self) -> Option<&[u8]> {
None
}
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}
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pub trait AsUniforms {
fn get_uniform_infos(&self) -> &[UniformInfo];
fn get_uniform_info(&self, name: &str) -> Option<&UniformInfo>;
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fn get_uniform_layouts(&self) -> &[&[UniformPropertyType]];
fn get_uniform_bytes(&self, name: &str) -> Option<Vec<u8>>;
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// TODO: support zero-copy uniforms
// fn get_uniform_bytes_ref(&self, name: &str) -> Option<&[u8]>;
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}
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// pub struct UniformInfo<'a> {
// pub name: &'a str,
// pub
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// }
pub struct UniformInfo<'a> {
pub name: &'a str,
pub bind_type: BindType,
}
pub fn uniform_selector<T>(entity: Entity, world: &World) -> Option<RefMap<&dyn AsUniforms>>
where
T: AsUniforms + Component,
{
world
.get_component::<T>(entity)
.map(|c| c.map_into(|s| s as &dyn AsUniforms))
}
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// create this from a derive macro
const STANDARD_MATERIAL_UNIFORM_INFO: &[UniformInfo] = &[UniformInfo {
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name: "StandardMaterial",
bind_type: BindType::Uniform {
dynamic: false,
// TODO: fill this in with properties
properties: Vec::new(),
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},
}];
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// these are separate from BindType::Uniform{properties} because they need to be const
const STANDARD_MATERIAL_UNIFORM_LAYOUTS: &[&[UniformPropertyType]] = &[&[]];
// const ST
impl AsUniforms for StandardMaterial {
fn get_uniform_infos(&self) -> &[UniformInfo] {
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STANDARD_MATERIAL_UNIFORM_INFO
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}
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fn get_uniform_layouts(&self) -> &[&[UniformPropertyType]] {
STANDARD_MATERIAL_UNIFORM_LAYOUTS
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}
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fn get_uniform_bytes(&self, name: &str) -> Option<Vec<u8>> {
match name {
"StandardMaterial" => Some(self.albedo.get_bytes()),
_ => None,
}
}
fn get_uniform_info(&self, name: &str) -> Option<&UniformInfo> {
match name {
"StandardMaterial" => Some(&STANDARD_MATERIAL_UNIFORM_INFO[0]),
_ => None,
}
}
// fn iter_properties(&self) -> std::slice::Iter<&'static str> {
// STANDARD_MATERIAL_PROPERTIES.iter()
// }
// fn get_property(&self, name: &str) -> Option<ShaderValue> {
// match name {
// "albedo" => Some(match self.albedo {
// Albedo::Color(color) => ShaderValue::Vec4(color),
// Albedo::Texture(ref texture) => ShaderValue::Texture(texture)
// }),
// _ => None,
// }
// }
}
// create this from a derive macro
const LOCAL_TO_WORLD_UNIFORM_INFO: &[UniformInfo] = &[UniformInfo {
name: "Object",
bind_type: BindType::Uniform {
dynamic: false,
// TODO: fill this in with properties
properties: Vec::new(),
},
}];
// these are separate from BindType::Uniform{properties} because they need to be const
const LOCAL_TO_WORLD_UNIFORM_LAYOUTS: &[&[UniformPropertyType]] = &[&[]];
// const ST
impl AsUniforms for bevy_transform::prelude::LocalToWorld {
fn get_uniform_infos(&self) -> &[UniformInfo] {
LOCAL_TO_WORLD_UNIFORM_INFO
}
fn get_uniform_layouts(&self) -> &[&[UniformPropertyType]] {
LOCAL_TO_WORLD_UNIFORM_LAYOUTS
}
fn get_uniform_bytes(&self, name: &str) -> Option<Vec<u8>> {
match name {
"Object" => Some(self.0.to_cols_array_2d().as_bytes().into()),
_ => None,
}
}
fn get_uniform_info(&self, name: &str) -> Option<&UniformInfo> {
match name {
"Object" => Some(&LOCAL_TO_WORLD_UNIFORM_INFO[0]),
_ => None,
}
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}
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// fn iter_properties(&self) -> std::slice::Iter<&'static str> {
// STANDARD_MATERIAL_PROPERTIES.iter()
// }
// fn get_property(&self, name: &str) -> Option<ShaderValue> {
// match name {
// "albedo" => Some(match self.albedo {
// Albedo::Color(color) => ShaderValue::Vec4(color),
// Albedo::Texture(ref texture) => ShaderValue::Texture(texture)
// }),
// _ => None,
// }
// }
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}