mirror of
https://github.com/bevyengine/bevy
synced 2024-12-23 19:43:07 +00:00
155 lines
5.2 KiB
Rust
155 lines
5.2 KiB
Rust
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use crate::{
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pass::{
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LoadOp, PassDescriptor, RenderPassColorAttachmentDescriptor,
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RenderPassDepthStencilAttachmentDescriptor, StoreOp, TextureAttachment,
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},
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render_graph::{
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nodes::{
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Camera2dNode, CameraNode, PassNode, WindowSwapChainNode,
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WindowTextureNode,
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},
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RenderGraph,
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},
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texture::{Extent3d, TextureDescriptor, TextureDimension, TextureFormat, TextureUsage},
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Color,
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};
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use bevy_app::GetEventReader;
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use bevy_window::{WindowCreated, WindowReference, WindowResized};
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use legion::prelude::Resources;
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pub struct BaseRenderGraphConfig {
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add_2d_camera: bool,
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add_3d_camera: bool,
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add_main_pass: bool,
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connect_main_pass_to_swapchain: bool,
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}
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pub mod node {
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pub const PRIMARY_SWAP_CHAIN: &str = "swapchain";
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pub const CAMERA: &str = "camera";
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pub const CAMERA2D: &str = "camera2d";
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pub const MAIN_PASS_DEPTH_TEXTURE: &str = "main_pass_depth_texture";
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pub const MAIN_PASS: &str = "main_pass";
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}
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impl Default for BaseRenderGraphConfig {
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fn default() -> Self {
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BaseRenderGraphConfig {
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add_2d_camera: true,
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add_3d_camera: true,
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add_main_pass: true,
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connect_main_pass_to_swapchain: true,
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}
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}
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}
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/// The "base render graph" provides a core set of render graph nodes which can be used to build any graph.
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/// By itself this graph doesn't do much, but it allows Render plugins to interop with each other by having a common
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/// set of nodes. It can be customized using `BaseRenderGraphConfig`.
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pub trait BaseRenderGraphBuilder {
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fn add_base_graph(
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&mut self,
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resources: &Resources,
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config: &BaseRenderGraphConfig,
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) -> &mut Self;
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}
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impl BaseRenderGraphBuilder for RenderGraph {
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fn add_base_graph(
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&mut self,
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resources: &Resources,
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config: &BaseRenderGraphConfig,
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) -> &mut Self {
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if config.add_3d_camera {
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self.add_system_node_named(node::CAMERA, CameraNode::default(), resources);
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}
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if config.add_2d_camera {
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self.add_system_node_named(node::CAMERA2D, Camera2dNode::default(), resources);
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}
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if config.add_main_pass {
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self.add_node_named(
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node::MAIN_PASS_DEPTH_TEXTURE,
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WindowTextureNode::new(
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WindowReference::Primary,
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TextureDescriptor {
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size: Extent3d {
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depth: 1,
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width: 1,
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height: 1,
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},
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mip_level_count: 1,
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sample_count: 1,
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dimension: TextureDimension::D2,
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format: TextureFormat::Depth32Float, // PERF: vulkan docs recommend using 24 bit depth for better performance
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usage: TextureUsage::OUTPUT_ATTACHMENT,
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},
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resources.get_event_reader::<WindowCreated>(),
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resources.get_event_reader::<WindowResized>(),
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),
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);
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self.add_node_named(
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node::MAIN_PASS,
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PassNode::new(PassDescriptor {
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color_attachments: vec![RenderPassColorAttachmentDescriptor {
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attachment: TextureAttachment::Input("color".to_string()),
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resolve_target: None,
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load_op: LoadOp::Clear,
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store_op: StoreOp::Store,
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clear_color: Color::rgb(0.1, 0.1, 0.1),
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}],
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depth_stencil_attachment: Some(RenderPassDepthStencilAttachmentDescriptor {
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attachment: TextureAttachment::Input("depth".to_string()),
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depth_load_op: LoadOp::Clear,
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depth_store_op: StoreOp::Store,
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stencil_load_op: LoadOp::Clear,
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stencil_store_op: StoreOp::Store,
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clear_depth: 1.0,
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clear_stencil: 0,
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}),
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sample_count: 1,
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}),
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);
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self.add_slot_edge(
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node::MAIN_PASS_DEPTH_TEXTURE,
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WindowTextureNode::OUT_TEXTURE,
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node::MAIN_PASS,
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"depth",
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)
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.unwrap();
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if config.add_3d_camera {
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self.add_node_edge(node::CAMERA, node::MAIN_PASS).unwrap();
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}
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if config.add_2d_camera {
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self.add_node_edge(node::CAMERA2D, node::MAIN_PASS).unwrap();
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}
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}
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self.add_node_named(
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node::PRIMARY_SWAP_CHAIN,
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WindowSwapChainNode::new(
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WindowReference::Primary,
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resources.get_event_reader::<WindowCreated>(),
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resources.get_event_reader::<WindowResized>(),
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),
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);
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if config.connect_main_pass_to_swapchain {
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self.add_slot_edge(
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node::PRIMARY_SWAP_CHAIN,
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WindowSwapChainNode::OUT_TEXTURE,
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node::MAIN_PASS,
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"color",
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)
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.unwrap();
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}
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self
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}
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}
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