mirror of
https://github.com/bevyengine/bevy
synced 2024-11-22 12:43:34 +00:00
sprite: more sprite sheet work (not quite operable yet)
This commit is contained in:
parent
c9ae10a8a9
commit
13d56907ed
11 changed files with 115 additions and 74 deletions
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@ -119,7 +119,7 @@ pub fn derive_uniform(input: TokenStream) -> TokenStream {
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}
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fn get_field_bind_type(&self, name: &str) -> Option<#bevy_render_path::shader::FieldBindType> {
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use #bevy_render_path::shader::AsFieldBindType;
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use #bevy_render_path::shader::GetFieldBindType;
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match name {
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#struct_name_string => self.get_bind_type(),
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_ => None,
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@ -453,7 +453,7 @@ pub fn derive_uniforms(input: TokenStream) -> TokenStream {
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}
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fn get_field_bind_type(&self, name: &str) -> Option<#bevy_render_path::shader::FieldBindType> {
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use #bevy_render_path::shader::AsFieldBindType;
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use #bevy_render_path::shader::GetFieldBindType;
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match name {
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#(#active_uniform_field_name_strings => self.#active_uniform_field_names.get_bind_type(),)*
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_ => None,
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@ -1,5 +1,5 @@
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use super::{BindGroupDescriptor, VertexBufferDescriptor, VertexBufferDescriptors};
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use crate::shader::ShaderLayout;
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use crate::shader::{GL_VERTEX_INDEX, ShaderLayout};
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use std::{collections::HashMap, hash::Hash};
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#[derive(Clone, Debug, Default)]
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@ -65,6 +65,9 @@ impl PipelineLayout {
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vertex_buffer_descriptors.get(&vertex_buffer_descriptor.name)
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{
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vertex_buffer_descriptor.sync_with_descriptor(graph_descriptor);
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} else if vertex_buffer_descriptor.name == GL_VERTEX_INDEX {
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// GL_VERTEX_INDEX is a special attribute set on our behalf
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continue;
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} else {
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panic!(
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"Encountered unsupported Vertex Buffer: {}",
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@ -84,6 +87,7 @@ pub struct UniformProperty {
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#[derive(Hash, Clone, Debug, Eq, PartialEq, Ord, PartialOrd)]
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pub enum UniformPropertyType {
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// TODO: Use VertexFormat here
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UInt,
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Int,
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IVec2,
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Float,
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@ -100,6 +104,7 @@ pub enum UniformPropertyType {
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impl UniformPropertyType {
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pub fn get_size(&self) -> u64 {
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match self {
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UniformPropertyType::UInt => 4,
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UniformPropertyType::Int => 4,
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UniformPropertyType::IVec2 => 4 * 2,
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UniformPropertyType::Float => 4,
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@ -5,6 +5,7 @@ use crate::{
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},
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texture::{TextureComponentType, TextureViewDimension},
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};
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use bevy_core::bytes::AsBytes;
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use spirv_reflect::{
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types::{
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ReflectDescriptorBinding, ReflectDescriptorSet, ReflectDescriptorType, ReflectDimension,
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@ -12,7 +13,6 @@ use spirv_reflect::{
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},
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ShaderModule,
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};
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use bevy_core::bytes::AsBytes;
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use std::collections::HashSet;
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// use rspirv::{binary::Parser, dr::Loader, lift::LiftContext};
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@ -35,6 +35,8 @@ pub struct ShaderLayout {
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pub entry_point: String,
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}
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pub const GL_VERTEX_INDEX: &str = "gl_VertexIndex";
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impl ShaderLayout {
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pub fn from_spirv(spirv_data: &[u32], bevy_conventions: bool) -> ShaderLayout {
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match ShaderModule::load_u8_data(spirv_data.as_bytes()) {
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@ -63,6 +65,9 @@ impl ShaderLayout {
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let mut instance = false;
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let current_buffer_name = {
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if bevy_conventions {
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if vertex_attribute_descriptor.name == GL_VERTEX_INDEX {
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GL_VERTEX_INDEX.to_string()
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} else {
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let parts = vertex_attribute_descriptor
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.name
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.splitn(3, "_")
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@ -79,6 +84,7 @@ impl ShaderLayout {
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} else {
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panic!("Vertex attributes must follow the form BUFFERNAME_PROPERTYNAME. For example: Vertex_Position");
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}
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}
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} else {
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"DefaultVertex".to_string()
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}
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@ -279,6 +285,7 @@ fn reflect_uniform_numeric(type_description: &ReflectTypeDescription) -> Uniform
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}
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} else {
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match (number_type, traits.numeric.vector.component_count) {
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(NumberType::UInt, 0) => UniformPropertyType::UInt,
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(NumberType::Int, 0) => UniformPropertyType::Int,
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(NumberType::Int, 2) => UniformPropertyType::IVec2,
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(NumberType::Float, 0) => UniformPropertyType::Float,
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@ -71,6 +71,7 @@ impl ShaderDefSuffixProvider for bool {
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#[derive(Clone, Debug, Eq, PartialEq)]
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pub enum FieldBindType {
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Uniform { size: usize },
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Buffer,
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Texture,
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}
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@ -82,11 +83,11 @@ pub struct FieldInfo {
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pub is_instanceable: bool,
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}
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pub trait AsFieldBindType {
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pub trait GetFieldBindType {
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fn get_bind_type(&self) -> Option<FieldBindType>;
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}
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impl AsFieldBindType for ColorSource {
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impl GetFieldBindType for ColorSource {
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fn get_bind_type(&self) -> Option<FieldBindType> {
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match *self {
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ColorSource::Texture(_) => Some(FieldBindType::Texture),
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@ -95,7 +96,7 @@ impl AsFieldBindType for ColorSource {
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}
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}
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impl AsFieldBindType for Option<Handle<Texture>> {
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impl GetFieldBindType for Option<Handle<Texture>> {
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fn get_bind_type(&self) -> Option<FieldBindType> {
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match *self {
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Some(_) => Some(FieldBindType::Texture),
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@ -104,13 +105,13 @@ impl AsFieldBindType for Option<Handle<Texture>> {
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}
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}
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impl AsFieldBindType for Handle<Texture> {
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impl GetFieldBindType for Handle<Texture> {
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fn get_bind_type(&self) -> Option<FieldBindType> {
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Some(FieldBindType::Texture)
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}
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}
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impl<T> AsFieldBindType for T
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impl<T> GetFieldBindType for T
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where
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T: Bytes,
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{
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@ -1,6 +1,6 @@
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use crate::{
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pipeline::{InputStepMode, VertexAttributeDescriptor, VertexBufferDescriptor, VertexFormat},
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shader::{AsFieldBindType, AsUniforms, FieldBindType, FieldInfo},
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shader::{GetFieldBindType, AsUniforms, FieldBindType, FieldInfo},
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texture::Texture,
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};
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use bevy_asset::Handle;
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@ -1,10 +1,9 @@
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use crate::{
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render::SPRITE_PIPELINE_HANDLE, sprite::Sprite, ColorMaterial, Quad, QUAD_HANDLE, SpriteSheet, SPRITE_SHEET_PIPELINE_HANDLE,
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render::SPRITE_PIPELINE_HANDLE, sprite::Sprite, ColorMaterial, Quad, QUAD_HANDLE, SpriteSheet, SPRITE_SHEET_PIPELINE_HANDLE, SpriteSheetSprite,
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};
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use bevy_asset::Handle;
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use bevy_derive::EntityArchetype;
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use bevy_render::{mesh::Mesh, Renderable};
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use bevy_transform::prelude::*;
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#[derive(EntityArchetype)]
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pub struct SpriteEntity {
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@ -32,13 +31,14 @@ impl Default for SpriteEntity {
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#[derive(EntityArchetype)]
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pub struct SpriteSheetEntity {
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pub sprite: Sprite,
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pub sprite: SpriteSheetSprite,
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pub sprite_sheet: Handle<SpriteSheet>,
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pub renderable: Renderable,
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pub local_to_world: LocalToWorld,
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pub translation: Translation,
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pub rotation: Rotation,
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pub scale: Scale,
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pub mesh: Handle<Mesh>, // TODO: maybe abstract this out
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// pub local_to_world: LocalToWorld,
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// pub translation: Translation,
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// pub rotation: Rotation,
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// pub scale: Scale,
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}
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impl Default for SpriteSheetEntity {
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@ -50,10 +50,11 @@ impl Default for SpriteSheetEntity {
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pipelines: vec![SPRITE_SHEET_PIPELINE_HANDLE],
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..Default::default()
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},
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local_to_world: Default::default(),
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translation: Default::default(),
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rotation: Default::default(),
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scale: Default::default(),
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mesh: QUAD_HANDLE,
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// local_to_world: Default::default(),
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// translation: Default::default(),
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// rotation: Default::default(),
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// scale: Default::default(),
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}
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}
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}
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@ -1,3 +1,4 @@
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use bevy_core::bytes::Byteable;
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use glam::Vec2;
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/// A rectangle defined by two points. There is no defined origin, so 0,0 could be anywhere (top-left, bottom-left, etc)
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@ -19,3 +20,5 @@ impl Rect {
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self.max.y() - self.min.y()
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}
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}
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unsafe impl Byteable for Rect {}
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@ -1,4 +1,4 @@
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use crate::{ColorMaterial, Quad};
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use crate::{ColorMaterial, Quad, SpriteSheet, SpriteSheetSprite};
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use bevy_asset::{Assets, Handle};
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use bevy_render::{
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base_render_graph,
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@ -112,6 +112,8 @@ pub fn build_sprite_pipeline(shaders: &mut Assets<Shader>) -> PipelineDescriptor
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pub mod node {
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pub const COLOR_MATERIAL: &'static str = "color_material";
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pub const QUAD: &'static str = "quad";
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pub const SPRITE_SHEET: &'static str = "sprite_sheet";
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pub const SPRITE_SHEET_SPRITE: &'static str = "sprite_sheet_sprite";
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}
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pub trait SpriteRenderGraphBuilder {
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@ -131,6 +133,16 @@ impl SpriteRenderGraphBuilder for RenderGraph {
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self.add_node_edge(node::QUAD, base_render_graph::node::MAIN_PASS)
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.unwrap();
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self.add_system_node(
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node::SPRITE_SHEET,
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AssetUniformNode::<SpriteSheet>::new(true),
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);
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self.add_system_node(
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node::SPRITE_SHEET_SPRITE,
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UniformNode::<SpriteSheetSprite>::new(true),
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);
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let mut pipelines = resources.get_mut::<Assets<PipelineDescriptor>>().unwrap();
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let mut shaders = resources.get_mut::<Assets<Shader>>().unwrap();
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pipelines.set(SPRITE_PIPELINE_HANDLE, build_sprite_pipeline(&mut shaders));
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@ -1,9 +1,22 @@
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#version 450
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layout(location = 0) in vec3 Vertex_Position;
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layout(location = 1) in vec3 Vertex_Normal;
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layout(location = 2) in vec2 Vertex_Uv;
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// TODO: consider swapping explicit mesh binding for this const
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// const vec2 positions[4] = vec2[](
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// vec2(0.5, -0.5),
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// vec2(-0.5, -0.5),
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// vec2(0.5, 0.5),
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// vec2(-0.5, 0.5)
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// );
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// TODO: uncomment when instancing is implemented
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// sprite
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layout(location = 0) in vec3 Sprite_Position;
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// this is a vec2 instead of an int due to WebGPU limitations
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layout(location = 1) in ivec2 Sprite_Index;
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// layout(location = 0) in vec3 Sprite_Position;
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// // this is a vec2 instead of an int due to WebGPU limitations
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// layout(location = 1) in int Sprite_Index;
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layout(location = 0) out vec2 v_Uv;
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@ -16,21 +29,19 @@ struct Rect {
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vec2 end;
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};
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layout(set = 1, binding = 0) buffer SpriteSheet {
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Rect[] SpriteSheet_sprites;
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layout(set = 1, binding = 0) buffer SpriteSheet_sprites {
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Rect[] Sprites;
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};
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const vec2 positions[4] = vec2[](
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vec2(0.5, -0.5),
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vec2(-0.5, -0.5),
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vec2(0.5, 0.5),
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vec2(-0.5, 0.5)
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);
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layout(set = 2, binding = 0) uniform SpriteSheetSprite {
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vec3 SpriteSheetSprite_position;
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uint SpriteSheetSprite_index;
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};
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void main() {
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Rect sprite_rect = SpriteSheet_sprites[Sprite_Index.x];
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Rect sprite_rect = Sprites[SpriteSheetSprite_index];
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vec2 dimensions = sprite_rect.end - sprite_rect.begin;
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vec2 vertex_position = positions[gl_VertexIndex] * dimensions;
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vec2 vertex_position = Vertex_Position.xy * dimensions;
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vec2 uvs[4] = vec2[](
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vec2(sprite_rect.end.x, sprite_rect.begin.y),
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sprite_rect.begin,
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@ -38,5 +49,5 @@ void main() {
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vec2(sprite_rect.begin.x, sprite_rect.end.y)
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);
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v_Uv = uvs[gl_VertexIndex];
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gl_Position = ViewProj * vec4(vec3(vertex_position, 0.0) + Sprite_Position, 1.0);
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gl_Position = ViewProj * vec4(vec3(vertex_position, 0.0) + SpriteSheetSprite_position, 1.0);
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}
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@ -1,29 +1,30 @@
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use crate::Rect;
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use bevy_app::{Events, GetEventReader};
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use bevy_asset::{AssetEvent, Assets, Handle};
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use bevy_derive::{Uniform, Bytes};
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use bevy_core::bytes::AsBytes;
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use bevy_derive::{Bytes, Uniform, Uniforms};
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use bevy_render::{
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render_resource::{BufferInfo, BufferUsage, RenderResourceAssignment, ResourceInfo},
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renderer::{RenderResourceContext, RenderResources},
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texture::Texture,
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Renderable,
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};
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use glam::{Vec3, Vec4};
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use legion::prelude::*;
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use std::collections::HashSet;
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use glam::{Vec4, Vec3};
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#[derive(Uniforms)]
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pub struct SpriteSheet {
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pub texture: Handle<Texture>,
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pub sprites: Vec<Rect>,
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}
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#[repr(C)]
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#[derive(Uniform, Bytes)]
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// NOTE: cannot do unsafe impl Byteable here because Vec3 takes up the space of a Vec4. If/when glam changes this we can swap out
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// Bytes for Byteable. https://github.com/bitshifter/glam-rs/issues/36
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#[derive(Uniform, Bytes, Default)]
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pub struct SpriteSheetSprite {
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#[uniform(vertex)]
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pub postition: Vec4,
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#[uniform(vertex)]
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pub index: u16,
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pub position: Vec3,
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pub index: u32,
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}
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pub const SPRITE_SHEET_BUFFER_ASSET_INDEX: usize = 0;
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@ -69,20 +70,20 @@ pub fn sprite_sheet_resource_provider_system(resources: &mut Resources) -> Box<d
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for changed_sprite_sheet_handle in changed_sprite_sheets.iter() {
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if let Some(sprite_sheet) = sprite_sheets.get(changed_sprite_sheet_handle) {
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// let sprite_sheet_bytes = sprite_sheet.sprites.as_bytes();
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// let sprite_sheet_buffer = render_resources.create_buffer_with_data(
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// BufferInfo {
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// buffer_usage: BufferUsage::STORAGE,
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// ..Default::default()
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// },
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// &sprite_sheet_bytes,
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// );
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let sprite_sheet_bytes = sprite_sheet.sprites.as_slice().as_bytes();
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let sprite_sheet_buffer = render_resources.create_buffer_with_data(
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BufferInfo {
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buffer_usage: BufferUsage::STORAGE,
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..Default::default()
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},
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&sprite_sheet_bytes,
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);
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// render_resources.set_asset_resource(
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// *changed_sprite_sheet_handle,
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// sprite_sheet_buffer,
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// SPRITE_SHEET_BUFFER_ASSET_INDEX,
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// );
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render_resources.set_asset_resource(
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*changed_sprite_sheet_handle,
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sprite_sheet_buffer,
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SPRITE_SHEET_BUFFER_ASSET_INDEX,
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);
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}
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}
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