mirror of
https://github.com/bevyengine/bevy
synced 2024-11-21 20:23:28 +00:00
cleanup
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parent
816d0c9bdd
commit
0e0eb97430
3 changed files with 33 additions and 32 deletions
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@ -2,7 +2,7 @@ use bevy::*;
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use bevy::{render::*, asset::{Asset, AssetStorage, Handle}, math, Schedulable};
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use rand::{rngs::StdRng, Rng, SeedableRng, random};
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fn build_wander_system(world: &mut World) -> Box<dyn Schedulable> {
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fn build_wander_system() -> Box<dyn Schedulable> {
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let mut rng = StdRng::from_entropy();
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SystemBuilder::new("Wander")
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@ -31,7 +31,7 @@ fn build_wander_system(world: &mut World) -> Box<dyn Schedulable> {
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})
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}
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fn build_navigate_system(world: &mut World) -> Box<dyn Schedulable> {
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fn build_navigate_system() -> Box<dyn Schedulable> {
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SystemBuilder::new("Navigate")
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.with_query(<(
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Read<Person>,
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@ -40,7 +40,7 @@ fn build_navigate_system(world: &mut World) -> Box<dyn Schedulable> {
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Write<NavigationPoint>,
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)>::query())
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.build(move |_, world, _, person_query| {
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for (_, mut translation, mut velocity, mut navigation_point) in person_query.iter(world) {
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for (_, translation, mut velocity, navigation_point) in person_query.iter(world) {
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let distance = navigation_point.target - translation.vector;
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if math::length(&distance) > 0.01 {
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let direction = distance.normalize();
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@ -52,7 +52,7 @@ fn build_navigate_system(world: &mut World) -> Box<dyn Schedulable> {
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})
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}
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fn build_move_system(world: &mut World) -> Box<dyn Schedulable> {
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fn build_move_system() -> Box<dyn Schedulable> {
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SystemBuilder::new("Move")
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.read_resource::<Time>()
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.with_query(<(
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@ -66,7 +66,7 @@ fn build_move_system(world: &mut World) -> Box<dyn Schedulable> {
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})
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}
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fn build_print_status_system(world: &mut World) -> Box<dyn Schedulable> {
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fn build_print_status_system() -> Box<dyn Schedulable> {
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let mut elapsed = 0.0;
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SystemBuilder::new("PrintStatus")
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.read_resource::<Time>()
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@ -85,19 +85,23 @@ fn build_print_status_system(world: &mut World) -> Box<dyn Schedulable> {
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fn build_spawner_system(world: &mut World) -> Box<dyn Schedulable> {
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let mesh_handle = {
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let mut mesh_storage = world.resources.get_mut::<AssetStorage<Mesh, MeshType>>().unwrap();
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let mesh_storage = world.resources.get_mut::<AssetStorage<Mesh, MeshType>>().unwrap();
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mesh_storage.get_named("cube").unwrap()
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};
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let mut elapsed = 0.0;
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let duration = 1000000.0;
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let mut elapsed = duration;
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let batch_size = 1;
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SystemBuilder::new("Spawner")
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.read_resource::<Time>()
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.with_query(<(
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Read<Person>,
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)>::query())
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.build(move |command_buffer, world, time , person_query| {
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.build(move |command_buffer, _, time , _| {
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elapsed += time.delta_seconds;
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if elapsed > 0.5 {
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for i in 0..20 {
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if elapsed > duration {
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for _ in 0..batch_size {
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spawn_person(command_buffer, mesh_handle.clone());
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}
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elapsed = 0.0;
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@ -132,17 +136,17 @@ fn main() {
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let plane = Mesh::load(MeshType::Plane{ size: 25 });
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let mut mesh_storage = AssetStorage::<Mesh, MeshType>::new();
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let mesh_handle = mesh_storage.add(cube, "cube");
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let _ = mesh_storage.add(cube, "cube");
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let plane_handle = mesh_storage.add(plane, "plane");
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world.resources.insert(mesh_storage);
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let transform_system_bundle = transform_system_bundle::build(&mut world);
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scheduler.add_systems(ApplicationStage::Update, transform_system_bundle);
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scheduler.add_system(ApplicationStage::Update, build_wander_system(&mut world));
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scheduler.add_system(ApplicationStage::Update, build_navigate_system(&mut world));
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scheduler.add_system(ApplicationStage::Update, build_move_system(&mut world));
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scheduler.add_system(ApplicationStage::Update, build_wander_system());
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scheduler.add_system(ApplicationStage::Update, build_navigate_system());
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scheduler.add_system(ApplicationStage::Update, build_move_system());
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scheduler.add_system(ApplicationStage::Update, build_spawner_system(&mut world));
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scheduler.add_system(ApplicationStage::Update, build_print_status_system(&mut world));
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scheduler.add_system(ApplicationStage::Update, build_print_status_system());
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world.insert((), vec![
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// plane
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@ -158,7 +162,6 @@ fn main() {
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// lights
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(
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Light {
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pos: math::vec3(7.0, -5.0, 10.0),
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color: wgpu::Color {
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r: 0.5,
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g: 1.0,
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@ -174,7 +177,6 @@ fn main() {
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),
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(
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Light {
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pos: math::vec3(-5.0, 7.0, 10.0),
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color: wgpu::Color {
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r: 1.0,
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g: 0.5,
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@ -1,10 +1,9 @@
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use crate::{math, render::camera};
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use crate::{math, render::camera, Translation};
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use std::ops::Range;
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use zerocopy::{AsBytes, FromBytes};
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pub struct Light {
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pub pos: math::Vec3,
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pub color: wgpu::Color,
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pub fov: f32,
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pub depth: Range<f32>,
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@ -19,16 +18,16 @@ pub struct LightRaw {
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pub color: [f32; 4],
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}
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impl Light {
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pub fn to_raw(&self, transform: &math::Mat4) -> LightRaw {
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let proj = camera::get_projection_matrix(self.fov, 1.0, self.depth.start, self.depth.end) * transform;
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impl LightRaw {
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pub fn from(light: &Light, transform: &math::Mat4, translation: &Translation) -> LightRaw {
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let proj = camera::get_projection_matrix(light.fov, 1.0, light.depth.start, light.depth.end) * transform;
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LightRaw {
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proj: proj.into(),
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pos: [self.pos.x, self.pos.y, self.pos.z, 1.0],
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pos: [translation.vector.x, translation.vector.y, translation.vector.z, 1.0],
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color: [
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self.color.r as f32,
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self.color.g as f32,
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self.color.b as f32,
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light.color.r as f32,
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light.color.g as f32,
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light.color.b as f32,
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1.0,
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],
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}
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@ -1,4 +1,4 @@
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use crate::{render::*, asset::*, LocalToWorld};
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use crate::{render::*, asset::*, LocalToWorld, Translation};
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use wgpu::{BindGroupLayout, Buffer, CommandEncoder, Device, VertexBufferDescriptor, SwapChainOutput, SwapChainDescriptor};
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use legion::prelude::*;
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use zerocopy::AsBytes;
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@ -23,7 +23,7 @@ pub struct ShadowUniforms {
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impl Pass for ShadowPass {
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fn render(&mut self, device: &Device, _: &SwapChainOutput, encoder: &mut CommandEncoder, world: &mut World) {
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let mut light_query = <(Read<Light>, Read<LocalToWorld>)>::query();
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let mut light_query = <(Read<Light>, Read<LocalToWorld>, Read<Translation>)>::query();
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let mut mesh_query = <(Read<Material>, Read<Handle<Mesh>>)>::query();
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let light_count = light_query.iter(world).count();
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@ -33,11 +33,11 @@ impl Pass for ShadowPass {
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let total_size = size * light_count;
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let temp_buf_data =
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device.create_buffer_mapped(total_size, wgpu::BufferUsage::COPY_SRC);
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for ((light, local_to_world), slot) in light_query
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for ((light, local_to_world, translation), slot) in light_query
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.iter(world)
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.zip(temp_buf_data.data.chunks_exact_mut(size))
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{
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slot.copy_from_slice(light.to_raw(&local_to_world.0).as_bytes());
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slot.copy_from_slice(LightRaw::from(&light, &local_to_world.0, &translation).as_bytes());
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}
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encoder.copy_buffer_to_buffer(
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&temp_buf_data.finish(),
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@ -86,7 +86,7 @@ impl Pass for ShadowPass {
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}
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}
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for (i, (light, _)) in light_query.iter_immutable(world).enumerate() {
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for (i, (light, _, _)) in light_query.iter_immutable(world).enumerate() {
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// The light uniform buffer already has the projection,
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// let's just copy it over to the shadow uniform buffer.
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encoder.copy_buffer_to_buffer(
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