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https://github.com/bevyengine/bevy
synced 2024-11-21 20:23:28 +00:00
move mesh draw target to draw target folder
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parent
ebcb925d6f
commit
428bb985c4
5 changed files with 69 additions and 66 deletions
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@ -1,64 +1,7 @@
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use crate::{
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asset::{AssetStorage, Handle, Mesh},
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legion::prelude::*,
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render::{
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render_graph_2::{resource_name, RenderPass, ShaderUniforms},
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Instanced,
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},
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};
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use zerocopy::AsBytes;
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use crate::render::render_graph_2::RenderPass;
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use legion::prelude::World;
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// A set of draw calls. ex: get + draw meshes, get + draw instanced meshes, draw ui meshes, etc
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// TODO: consider swapping out dyn RenderPass for explicit WgpuRenderPass type to avoid dynamic dispatch
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pub type DrawTarget = fn(world: &World, render_pass: &mut dyn RenderPass);
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pub fn mesh_draw_target(world: &World, render_pass: &mut dyn RenderPass) {
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let mut mesh_storage = world.resources.get_mut::<AssetStorage<Mesh>>().unwrap();
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let mut current_mesh_id = None;
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let mut current_mesh_index_length = 0;
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let mesh_query =
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<(Read<ShaderUniforms>, Read<Handle<Mesh>>)>::query().filter(!component::<Instanced>());
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for (entity, (_shader_uniforms, mesh)) in mesh_query.iter_entities(world) {
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let mut should_load_mesh = current_mesh_id == None;
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if let Some(current) = current_mesh_id {
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should_load_mesh = current != mesh.id;
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}
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if should_load_mesh {
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if let Some(mesh_asset) = mesh_storage.get(mesh.id) {
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let renderer = render_pass.get_renderer();
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renderer.create_buffer_with_data(
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resource_name::buffer::TEMP_MESH_VERTEX_BUFFER_NAME,
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mesh_asset.vertices.as_bytes(),
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wgpu::BufferUsage::VERTEX,
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);
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renderer.create_buffer_with_data(
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resource_name::buffer::TEMP_MESH_INDEX_BUFFER_NAME,
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mesh_asset.indices.as_bytes(),
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wgpu::BufferUsage::INDEX,
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);
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// TODO: Verify buffer format matches render pass
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render_pass.set_index_buffer(resource_name::buffer::TEMP_MESH_INDEX_BUFFER_NAME, 0);
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render_pass.set_vertex_buffer(
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0,
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resource_name::buffer::TEMP_MESH_VERTEX_BUFFER_NAME,
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0,
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);
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current_mesh_id = Some(mesh.id);
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current_mesh_index_length = mesh_asset.indices.len() as u32;
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};
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}
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// TODO: validate bind group properties against shader uniform properties at least once
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render_pass.setup_bind_groups(Some(&entity));
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render_pass.draw_indexed(0..current_mesh_index_length, 0, 0..1);
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}
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// cleanup buffers
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let renderer = render_pass.get_renderer();
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renderer.remove_buffer(resource_name::buffer::TEMP_MESH_VERTEX_BUFFER_NAME);
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renderer.remove_buffer(resource_name::buffer::TEMP_MESH_INDEX_BUFFER_NAME);
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}
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59
src/render/render_graph_2/draw_targets/mesh_draw_target.rs
Normal file
59
src/render/render_graph_2/draw_targets/mesh_draw_target.rs
Normal file
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@ -0,0 +1,59 @@
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use crate::{
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asset::{AssetStorage, Handle, Mesh},
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legion::prelude::*,
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render::{
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render_graph_2::{resource_name, RenderPass, ShaderUniforms},
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Instanced,
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},
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};
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use zerocopy::AsBytes;
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pub fn mesh_draw_target(world: &World, render_pass: &mut dyn RenderPass) {
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let mut mesh_storage = world.resources.get_mut::<AssetStorage<Mesh>>().unwrap();
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let mut current_mesh_id = None;
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let mut current_mesh_index_length = 0;
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let mesh_query =
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<(Read<ShaderUniforms>, Read<Handle<Mesh>>)>::query().filter(!component::<Instanced>());
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for (entity, (_shader_uniforms, mesh)) in mesh_query.iter_entities(world) {
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let mut should_load_mesh = current_mesh_id == None;
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if let Some(current) = current_mesh_id {
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should_load_mesh = current != mesh.id;
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}
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if should_load_mesh {
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if let Some(mesh_asset) = mesh_storage.get(mesh.id) {
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let renderer = render_pass.get_renderer();
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renderer.create_buffer_with_data(
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resource_name::buffer::TEMP_MESH_VERTEX_BUFFER_NAME,
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mesh_asset.vertices.as_bytes(),
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wgpu::BufferUsage::VERTEX,
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);
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renderer.create_buffer_with_data(
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resource_name::buffer::TEMP_MESH_INDEX_BUFFER_NAME,
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mesh_asset.indices.as_bytes(),
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wgpu::BufferUsage::INDEX,
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);
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// TODO: Verify buffer format matches render pass
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render_pass.set_index_buffer(resource_name::buffer::TEMP_MESH_INDEX_BUFFER_NAME, 0);
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render_pass.set_vertex_buffer(
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0,
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resource_name::buffer::TEMP_MESH_VERTEX_BUFFER_NAME,
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0,
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);
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current_mesh_id = Some(mesh.id);
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current_mesh_index_length = mesh_asset.indices.len() as u32;
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};
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}
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// TODO: validate bind group properties against shader uniform properties at least once
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render_pass.setup_bind_groups(Some(&entity));
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render_pass.draw_indexed(0..current_mesh_index_length, 0, 0..1);
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}
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// cleanup buffers
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let renderer = render_pass.get_renderer();
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renderer.remove_buffer(resource_name::buffer::TEMP_MESH_VERTEX_BUFFER_NAME);
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renderer.remove_buffer(resource_name::buffer::TEMP_MESH_INDEX_BUFFER_NAME);
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}
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@ -1,3 +1,5 @@
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mod ui_draw_target;
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mod mesh_draw_target;
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pub use ui_draw_target::*;
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pub use mesh_draw_target::*;
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@ -1,11 +1,9 @@
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use crate::render::{
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Vertex,
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{
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render_graph_2::{
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mesh_draw_target, pipeline_layout::*, PipelineDescriptor, RenderGraphBuilder,
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},
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shader::{Shader, ShaderStage},
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render_graph_2::{
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draw_targets::mesh_draw_target, pipeline_layout::*, PipelineDescriptor, RenderGraphBuilder,
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},
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shader::{Shader, ShaderStage},
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Vertex,
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};
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pub trait ForwardPipelineBuilder {
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fn add_forward_pipeline(self) -> Self;
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@ -2,7 +2,8 @@ use crate::render::{
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Vertex,
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{
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render_graph_2::{
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mesh_draw_target, pipeline_layout::*, PipelineDescriptor, RenderGraphBuilder,
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draw_targets::mesh_draw_target, pipeline_layout::*, PipelineDescriptor,
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RenderGraphBuilder,
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},
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shader::{Shader, ShaderStage},
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},
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