bevy/crates/bevy_render/src/base_render_graph/mod.rs

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use crate::{
pass::{
LoadOp, PassDescriptor, RenderPassColorAttachmentDescriptor,
RenderPassDepthStencilAttachmentDescriptor, StoreOp, TextureAttachment,
},
render_graph::{
nodes::{
CameraNode, PassNode, TextureCopyNode, WindowSwapChainNode,
WindowTextureNode,
},
RenderGraph,
},
texture::{
Extent3d, Texture, TextureDescriptor, TextureDimension, TextureFormat, TextureUsage,
},
Color, render_resource::resource_name,
};
use bevy_app::GetEventReader;
use bevy_asset::AssetEvent;
use bevy_window::{WindowCreated, WindowReference, WindowResized};
use legion::prelude::Resources;
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 CAMERA: &str = "camera";
pub const CAMERA2D: &str = "camera2d";
pub const TEXTURE_COPY: &str = "texture_copy";
pub const MAIN_DEPTH_TEXTURE: &str = "main_pass_depth_texture";
pub const MAIN_PASS: &str = "main_pass";
}
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 {
fn add_base_graph(
&mut self,
resources: &Resources,
config: &BaseRenderGraphConfig,
) -> &mut Self;
}
impl BaseRenderGraphBuilder for RenderGraph {
fn add_base_graph(
&mut self,
resources: &Resources,
config: &BaseRenderGraphConfig,
) -> &mut Self {
self.add_node(
node::TEXTURE_COPY,
TextureCopyNode::new(resources.get_event_reader::<AssetEvent<Texture>>()),
);
if config.add_3d_camera {
self.add_system_node(node::CAMERA, CameraNode::new(resource_name::uniform::CAMERA));
}
if config.add_2d_camera {
self.add_system_node(node::CAMERA2D, CameraNode::new(resource_name::uniform::CAMERA2D));
}
if config.add_main_depth_texture {
self.add_node(
node::MAIN_DEPTH_TEXTURE,
WindowTextureNode::new(
WindowReference::Primary,
TextureDescriptor {
size: Extent3d {
depth: 1,
width: 1,
height: 1,
},
mip_level_count: 1,
sample_count: 1,
dimension: TextureDimension::D2,
format: TextureFormat::Depth32Float, // PERF: vulkan docs recommend using 24 bit depth for better performance
usage: TextureUsage::OUTPUT_ATTACHMENT,
},
resources.get_event_reader::<WindowCreated>(),
resources.get_event_reader::<WindowResized>(),
),
);
}
if config.add_main_pass {
self.add_node(
node::MAIN_PASS,
PassNode::new(PassDescriptor {
color_attachments: vec![RenderPassColorAttachmentDescriptor {
attachment: TextureAttachment::Input("color".to_string()),
resolve_target: None,
load_op: LoadOp::Clear,
store_op: StoreOp::Store,
clear_color: Color::rgb(0.1, 0.1, 0.1),
}],
depth_stencil_attachment: Some(RenderPassDepthStencilAttachmentDescriptor {
attachment: TextureAttachment::Input("depth".to_string()),
depth_load_op: LoadOp::Clear,
depth_store_op: StoreOp::Store,
stencil_load_op: LoadOp::Clear,
stencil_store_op: StoreOp::Store,
clear_depth: 1.0,
clear_stencil: 0,
}),
sample_count: 1,
}),
);
self.add_node_edge(node::TEXTURE_COPY, node::MAIN_PASS)
.unwrap();
if config.add_3d_camera {
self.add_node_edge(node::CAMERA, 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,
WindowSwapChainNode::new(
WindowReference::Primary,
resources.get_event_reader::<WindowCreated>(),
resources.get_event_reader::<WindowResized>(),
),
);
if config.connect_main_pass_to_swapchain {
self.add_slot_edge(
node::PRIMARY_SWAP_CHAIN,
WindowSwapChainNode::OUT_TEXTURE,
node::MAIN_PASS,
"color",
)
.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
}
}