bevy/bevy_render/src/lib.rs

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Rust
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#![feature(min_specialization)]
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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 render_graph_2;
pub mod renderer_2;
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pub mod shader;
pub mod vertex;
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mod color;
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mod light;
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pub use camera::*;
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pub use color::*;
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pub use light::*;
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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::{
draw_target::draw_targets::AssignedMeshesDrawTarget,
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mesh::Mesh,
pass::{
LoadOp, RenderPassColorAttachmentDescriptor, RenderPassDepthStencilAttachmentDescriptor,
StoreOp, TextureAttachment,
},
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pipeline::{
PipelineAssignments, PipelineCompiler, PipelineDescriptor, VertexBufferDescriptors,
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},
render_graph::RenderGraph,
render_resource::{
entity_render_resource_assignments_system,
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resource_providers::{LightResourceProvider, UniformResourceProvider},
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AssetBatchers, EntityRenderResourceAssignments, RenderResourceAssignments,
},
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shader::{uniforms::StandardMaterial, Shader},
texture::Texture,
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};
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use bevy_app::{stage, AppBuilder, AppPlugin, GetEventReader};
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use bevy_asset::AssetStorage;
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use bevy_transform::prelude::LocalToWorld;
use bevy_window::{WindowCreated, WindowReference, WindowResized};
use pass::PassDescriptor;
use pipeline::pipelines::build_forward_pipeline;
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use render_graph_2::{
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nodes::{Camera2dNode, CameraNode, PassNode, WindowSwapChainNode, WindowTextureNode, UniformNode},
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RenderGraph2,
};
use render_resource::resource_providers::mesh_resource_provider_system;
use texture::{Extent3d, TextureDescriptor, TextureDimension, TextureFormat, TextureUsage};
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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;
impl RenderPlugin {
pub fn setup_render_graph_defaults(app: &mut AppBuilder) {
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let resources = app.resources();
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let mut pipelines = app
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.resources()
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.get_mut::<AssetStorage<PipelineDescriptor>>()
.unwrap();
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let mut shaders = resources.get_mut::<AssetStorage<Shader>>().unwrap();
let mut render_graph = resources.get_mut::<RenderGraph>().unwrap();
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render_graph
.build(&mut pipelines, &mut shaders)
.add_resource_provider(LightResourceProvider::new(10))
.add_resource_provider(UniformResourceProvider::<LocalToWorld>::new(true));
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}
}
impl AppPlugin for RenderPlugin {
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fn build(&self, app: &mut AppBuilder) {
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let mut asset_batchers = AssetBatchers::default();
asset_batchers.batch_types2::<Mesh, StandardMaterial>();
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::<StandardMaterial>::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(asset_batchers)
// 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())
.add_system_to_stage(
stage::POST_UPDATE,
shader::asset_handle_shader_def_system::<StandardMaterial>(),
)
.add_system_to_stage(
stage::POST_UPDATE,
shader::asset_handle_batcher_system::<StandardMaterial>(),
)
// render resource provider systems
.add_system_to_stage_init(RENDER_RESOURCE_STAGE, mesh_resource_provider_system);
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RenderPlugin::setup_render_graph_defaults(app);
let mut render_graph = RenderGraph2::default();
// begin render graph 2
{
let resources = app.resources_mut();
render_graph.add_system_node_named("camera", CameraNode::default(), resources);
render_graph.add_system_node_named("camera2d", Camera2dNode::default(), resources);
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render_graph.add_system_node_named("standard_material", UniformNode::<StandardMaterial>::new(true), resources);
render_graph.add_node_named(
"swapchain",
WindowSwapChainNode::new(
WindowReference::Primary,
resources.get_event_reader::<WindowCreated>(),
resources.get_event_reader::<WindowResized>(),
),
);
render_graph.add_node_named(
"main_pass_depth_texture",
WindowTextureNode::new(
WindowReference::Primary,
TextureDescriptor {
size: Extent3d {
depth: 1,
width: 1,
height: 1,
},
array_layer_count: 1,
mip_level_count: 1,
sample_count: 1,
dimension: TextureDimension::D2,
format: TextureFormat::Depth32Float, // PERF: vulkan recommends using 24 bit depth for better performance
usage: TextureUsage::OUTPUT_ATTACHMENT,
},
resources.get_event_reader::<WindowCreated>(),
resources.get_event_reader::<WindowResized>(),
),
);
let mut shaders = resources.get_mut::<AssetStorage<Shader>>().unwrap();
let mut pipelines = resources
.get_mut::<AssetStorage<PipelineDescriptor>>()
.unwrap();
let mut 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,
});
main_pass.add_pipeline(
pipelines.add_default(build_forward_pipeline(&mut shaders)),
vec![Box::new(AssignedMeshesDrawTarget)],
);
render_graph.add_node_named("main_pass", main_pass);
// TODO: replace these with "autowire" groups
render_graph.add_node_edge("camera", "main_pass").unwrap();
render_graph.add_node_edge("camera2d", "main_pass").unwrap();
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render_graph.add_node_edge("standard_material", "main_pass").unwrap();
render_graph
.add_slot_edge(
"swapchain",
WindowSwapChainNode::OUT_TEXTURE,
"main_pass",
"color",
)
.unwrap();
render_graph
.add_slot_edge(
"main_pass_depth_texture",
WindowTextureNode::OUT_TEXTURE,
"main_pass",
"depth",
)
.unwrap();
}
app.add_resource(render_graph);
// end render graph 2
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}
}