bevy/crates/bevy_render/src/lib.rs

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Rust
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pub mod batch;
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mod camera;
pub mod draw;
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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 vertex::Vertex;
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pub mod base_render_graph;
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pub mod pass;
pub mod pipeline;
pub mod render_resource;
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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,
pipeline::{PipelineCompiler, PipelineDescriptor, VertexBufferDescriptors},
render_resource::RenderResourceBindings,
shader::Shader,
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texture::Texture,
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};
use base_render_graph::{BaseRenderGraphBuilder, BaseRenderGraphConfig};
use bevy_app::{AppBuilder, AppPlugin};
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use bevy_asset::AddAsset;
use bevy_type_registry::RegisterType;
use draw::{clear_draw_system, draw_system, Draw, RenderPipelines};
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use legion::prelude::IntoSystem;
use mesh::mesh_resource_provider_system;
use pipeline::compile_pipelines_system;
use render_graph::{system::render_graph_schedule_executor_system, RenderGraph};
use render_resource::bind_groups_system;
use std::ops::Range;
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use texture::{PngTextureLoader, TextureResourceSystemState};
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pub mod stage {
/// Stage where render resources are set up
pub static RENDER_RESOURCE: &str = "render_resource";
/// Stage where Render Graph systems are run. In general you shouldn't add systems to this stage manually.
pub static RENDER_GRAPH_SYSTEMS: &str = "render_graph_systems";
// Stage where draw systems are executed. This is generally where Draw components are setup
pub static DRAW: &str = "draw";
pub static RENDER: &str = "render";
pub static POST_RENDER: &str = "post_render";
}
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pub struct RenderPlugin {
/// configures the "base render graph". If this is not `None`, the "base render graph" will be added
pub base_render_graph_config: Option<BaseRenderGraphConfig>,
}
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impl Default for RenderPlugin {
fn default() -> Self {
RenderPlugin {
base_render_graph_config: Some(BaseRenderGraphConfig::default()),
}
}
}
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impl AppPlugin for RenderPlugin {
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fn build(&self, app: &mut AppBuilder) {
app.add_stage_after(bevy_asset::stage::ASSET_EVENTS, stage::RENDER_RESOURCE)
.add_stage_after(stage::RENDER_RESOURCE, stage::RENDER_GRAPH_SYSTEMS)
.add_stage_after(stage::RENDER_GRAPH_SYSTEMS, stage::DRAW)
.add_stage_after(stage::DRAW, stage::RENDER)
.add_stage_after(stage::RENDER, stage::POST_RENDER)
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.add_asset::<Mesh>()
.add_asset::<Texture>()
.add_asset::<Shader>()
.add_asset::<PipelineDescriptor>()
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.add_asset_loader::<Texture, PngTextureLoader>()
.register_component::<Camera>()
.register_component::<Draw>()
.register_component::<RenderPipelines>()
.register_component::<OrthographicProjection>()
.register_component::<PerspectiveProjection>()
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.register_property_type::<Color>()
.register_property_type::<Range<f32>>()
.init_resource::<RenderGraph>()
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.init_resource::<PipelineCompiler>()
.init_resource::<RenderResourceBindings>()
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.init_resource::<VertexBufferDescriptors>()
.init_resource::<TextureResourceSystemState>()
.add_system_to_stage(bevy_app::stage::PRE_UPDATE, clear_draw_system.system())
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.init_system_to_stage(
bevy_app::stage::POST_UPDATE,
camera::camera_system::<OrthographicProjection>,
)
.init_system_to_stage(
bevy_app::stage::POST_UPDATE,
camera::camera_system::<PerspectiveProjection>,
)
// TODO: turn these "resource systems" into graph nodes and remove the RENDER_RESOURCE stage
.init_system_to_stage(stage::RENDER_RESOURCE, mesh_resource_provider_system)
.add_system_to_stage(
stage::RENDER_RESOURCE,
Texture::texture_resource_system.system(),
)
.add_system_to_stage(
stage::RENDER_GRAPH_SYSTEMS,
render_graph_schedule_executor_system,
)
.add_system_to_stage(
stage::RENDER_GRAPH_SYSTEMS,
compile_pipelines_system.system(),
)
.add_system_to_stage(
stage::RENDER_GRAPH_SYSTEMS,
bind_groups_system.system(),
)
.add_system_to_stage(stage::DRAW, draw_system::<RenderPipelines>.system());
if let Some(ref config) = self.base_render_graph_config {
let resources = app.resources();
let mut render_graph = resources.get_mut::<RenderGraph>().unwrap();
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render_graph.add_base_graph(config);
}
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}
}