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https://github.com/bevyengine/bevy
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break up shader mod
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parent
428bb985c4
commit
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4 changed files with 173 additions and 161 deletions
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@ -11,6 +11,7 @@ Here is the current list of planned features. All items are sorted in approximat
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* Physically based rendering
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* Skeletal animation
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* Macro to produce vertex buffer attributes (and maybe descriptors) from structs
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* Add runtime type safety to uniform bindings (and maybe compile time)
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* Dynamic / user defined shaders
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* consider using shaderc-rs. but this introduces compile complexity and requires other C++ build systems
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* Input
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@ -12,7 +12,8 @@ mod resource;
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pub mod resource_name;
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pub mod resource_provider;
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pub mod resource_providers;
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mod shader;
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mod standard_material;
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mod uniform;
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pub use draw_target::*;
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pub use pass::*;
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@ -22,4 +23,5 @@ pub use render_graph::*;
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pub use renderer::*;
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pub use resource::*;
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pub use resource_provider::*;
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pub use shader::*;
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pub use standard_material::*;
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pub use uniform::*;
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110
src/render/render_graph_2/standard_material.rs
Normal file
110
src/render/render_graph_2/standard_material.rs
Normal file
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@ -0,0 +1,110 @@
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use crate::{
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math::Vec4,
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render::render_graph_2::{BindType, UniformPropertyType, uniform::{UniformInfo, AsUniforms, GetBytes}},
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};
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use zerocopy::AsBytes;
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pub struct StandardMaterial {
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pub albedo: Vec4,
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}
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// create this from a derive macro
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const STANDARD_MATERIAL_UNIFORM_INFO: &[UniformInfo] = &[UniformInfo {
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name: "StandardMaterial",
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bind_type: BindType::Uniform {
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dynamic: false,
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// TODO: fill this in with properties
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properties: Vec::new(),
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},
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}];
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// these are separate from BindType::Uniform{properties} because they need to be const
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const STANDARD_MATERIAL_UNIFORM_LAYOUTS: &[&[UniformPropertyType]] = &[&[]];
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// const
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impl AsUniforms for StandardMaterial {
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fn get_uniform_infos(&self) -> &[UniformInfo] {
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STANDARD_MATERIAL_UNIFORM_INFO
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}
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fn get_uniform_layouts(&self) -> &[&[UniformPropertyType]] {
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STANDARD_MATERIAL_UNIFORM_LAYOUTS
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}
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fn get_uniform_bytes(&self, name: &str) -> Option<Vec<u8>> {
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match name {
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"StandardMaterial" => Some(self.albedo.get_bytes()),
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_ => None,
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}
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}
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fn get_uniform_info(&self, name: &str) -> Option<&UniformInfo> {
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match name {
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"StandardMaterial" => Some(&STANDARD_MATERIAL_UNIFORM_INFO[0]),
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_ => None,
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}
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}
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// fn iter_properties(&self) -> std::slice::Iter<&'static str> {
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// STANDARD_MATERIAL_PROPERTIES.iter()
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// }
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// fn get_property(&self, name: &str) -> Option<ShaderValue> {
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// match name {
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// "albedo" => Some(match self.albedo {
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// Albedo::Color(color) => ShaderValue::Vec4(color),
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// Albedo::Texture(ref texture) => ShaderValue::Texture(texture)
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// }),
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// _ => None,
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// }
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// }
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}
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// create this from a derive macro
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const LOCAL_TO_WORLD_UNIFORM_INFO: &[UniformInfo] = &[UniformInfo {
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name: "Object",
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bind_type: BindType::Uniform {
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dynamic: false,
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// TODO: maybe fill this in with properties (vec.push cant be const though)
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properties: Vec::new(),
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},
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}];
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// these are separate from BindType::Uniform{properties} because they need to be const
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const LOCAL_TO_WORLD_UNIFORM_LAYOUTS: &[&[UniformPropertyType]] = &[&[]];
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// const ST
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impl AsUniforms for bevy_transform::prelude::LocalToWorld {
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fn get_uniform_infos(&self) -> &[UniformInfo] {
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LOCAL_TO_WORLD_UNIFORM_INFO
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}
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fn get_uniform_layouts(&self) -> &[&[UniformPropertyType]] {
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LOCAL_TO_WORLD_UNIFORM_LAYOUTS
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}
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fn get_uniform_bytes(&self, name: &str) -> Option<Vec<u8>> {
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match name {
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"Object" => Some(self.0.to_cols_array_2d().as_bytes().into()),
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_ => None,
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}
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}
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fn get_uniform_info(&self, name: &str) -> Option<&UniformInfo> {
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match name {
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"Object" => Some(&LOCAL_TO_WORLD_UNIFORM_INFO[0]),
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_ => None,
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}
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}
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// fn iter_properties(&self) -> std::slice::Iter<&'static str> {
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// STANDARD_MATERIAL_PROPERTIES.iter()
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// }
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// fn get_property(&self, name: &str) -> Option<ShaderValue> {
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// match name {
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// "albedo" => Some(match self.albedo {
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// Albedo::Color(color) => ShaderValue::Vec4(color),
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// Albedo::Texture(ref texture) => ShaderValue::Texture(texture)
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// }),
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// _ => None,
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// }
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// }
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}
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@ -9,6 +9,63 @@ use crate::{
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use legion::storage::Component;
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use zerocopy::AsBytes;
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pub trait GetBytes {
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fn get_bytes(&self) -> Vec<u8>;
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fn get_bytes_ref(&self) -> Option<&[u8]>;
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}
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// TODO: might need to add zerocopy to this crate to impl AsBytes for external crates
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// impl<T> GetBytes for T where T : AsBytes {
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// fn get_bytes(&self) -> Vec<u8> {
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// self.as_bytes().into()
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// }
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// fn get_bytes_ref(&self) -> Option<&[u8]> {
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// Some(self.as_bytes())
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// }
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// }
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impl GetBytes for Vec4 {
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fn get_bytes(&self) -> Vec<u8> {
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let vec4_array: [f32; 4] = (*self).into();
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vec4_array.as_bytes().into()
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}
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fn get_bytes_ref(&self) -> Option<&[u8]> {
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None
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}
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}
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pub trait AsUniforms {
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fn get_uniform_infos(&self) -> &[UniformInfo];
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fn get_uniform_info(&self, name: &str) -> Option<&UniformInfo>;
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fn get_uniform_layouts(&self) -> &[&[UniformPropertyType]];
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fn get_uniform_bytes(&self, name: &str) -> Option<Vec<u8>>;
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// TODO: support zero-copy uniforms
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// fn get_uniform_bytes_ref(&self, name: &str) -> Option<&[u8]>;
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}
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// pub struct UniformInfo<'a> {
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// pub name: &'a str,
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// pub
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// }
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pub struct UniformInfo<'a> {
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pub name: &'a str,
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pub bind_type: BindType,
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}
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pub fn uniform_selector<T>(entity: Entity, world: &World) -> Option<RefMap<&dyn AsUniforms>>
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where
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T: AsUniforms + Component,
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{
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world
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.get_component::<T>(entity)
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.map(|c| c.map_into(|s| s as &dyn AsUniforms))
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}
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// TODO: Remove these
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pub type ShaderUniformSelector = fn(Entity, &World) -> Option<RefMap<&dyn AsUniforms>>;
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pub struct ShaderUniforms {
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@ -72,162 +129,4 @@ impl ShaderUniforms {
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None
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}
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}
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pub struct StandardMaterial {
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pub albedo: Vec4,
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}
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pub trait GetBytes {
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fn get_bytes(&self) -> Vec<u8>;
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fn get_bytes_ref(&self) -> Option<&[u8]>;
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}
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// TODO: might need to add zerocopy to this crate to impl AsBytes for external crates
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// impl<T> GetBytes for T where T : AsBytes {
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// fn get_bytes(&self) -> Vec<u8> {
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// self.as_bytes().into()
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// }
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// fn get_bytes_ref(&self) -> Option<&[u8]> {
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// Some(self.as_bytes())
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// }
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// }
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impl GetBytes for Vec4 {
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fn get_bytes(&self) -> Vec<u8> {
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let vec4_array: [f32; 4] = (*self).into();
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vec4_array.as_bytes().into()
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}
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fn get_bytes_ref(&self) -> Option<&[u8]> {
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None
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}
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}
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pub trait AsUniforms {
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fn get_uniform_infos(&self) -> &[UniformInfo];
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fn get_uniform_info(&self, name: &str) -> Option<&UniformInfo>;
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fn get_uniform_layouts(&self) -> &[&[UniformPropertyType]];
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fn get_uniform_bytes(&self, name: &str) -> Option<Vec<u8>>;
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// TODO: support zero-copy uniforms
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// fn get_uniform_bytes_ref(&self, name: &str) -> Option<&[u8]>;
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}
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// pub struct UniformInfo<'a> {
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// pub name: &'a str,
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// pub
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// }
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pub struct UniformInfo<'a> {
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pub name: &'a str,
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pub bind_type: BindType,
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}
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pub fn uniform_selector<T>(entity: Entity, world: &World) -> Option<RefMap<&dyn AsUniforms>>
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where
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T: AsUniforms + Component,
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{
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world
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.get_component::<T>(entity)
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.map(|c| c.map_into(|s| s as &dyn AsUniforms))
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}
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// create this from a derive macro
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const STANDARD_MATERIAL_UNIFORM_INFO: &[UniformInfo] = &[UniformInfo {
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name: "StandardMaterial",
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bind_type: BindType::Uniform {
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dynamic: false,
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// TODO: fill this in with properties
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properties: Vec::new(),
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},
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}];
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// these are separate from BindType::Uniform{properties} because they need to be const
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const STANDARD_MATERIAL_UNIFORM_LAYOUTS: &[&[UniformPropertyType]] = &[&[]];
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// const
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impl AsUniforms for StandardMaterial {
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fn get_uniform_infos(&self) -> &[UniformInfo] {
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STANDARD_MATERIAL_UNIFORM_INFO
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}
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fn get_uniform_layouts(&self) -> &[&[UniformPropertyType]] {
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STANDARD_MATERIAL_UNIFORM_LAYOUTS
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}
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fn get_uniform_bytes(&self, name: &str) -> Option<Vec<u8>> {
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match name {
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"StandardMaterial" => Some(self.albedo.get_bytes()),
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_ => None,
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}
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}
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fn get_uniform_info(&self, name: &str) -> Option<&UniformInfo> {
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match name {
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"StandardMaterial" => Some(&STANDARD_MATERIAL_UNIFORM_INFO[0]),
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_ => None,
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}
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}
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// fn iter_properties(&self) -> std::slice::Iter<&'static str> {
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// STANDARD_MATERIAL_PROPERTIES.iter()
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// }
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// fn get_property(&self, name: &str) -> Option<ShaderValue> {
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// match name {
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// "albedo" => Some(match self.albedo {
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// Albedo::Color(color) => ShaderValue::Vec4(color),
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// Albedo::Texture(ref texture) => ShaderValue::Texture(texture)
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// }),
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// _ => None,
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// }
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// }
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}
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// create this from a derive macro
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const LOCAL_TO_WORLD_UNIFORM_INFO: &[UniformInfo] = &[UniformInfo {
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name: "Object",
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bind_type: BindType::Uniform {
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dynamic: false,
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// TODO: maybe fill this in with properties (vec.push cant be const though)
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properties: Vec::new(),
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},
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}];
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// these are separate from BindType::Uniform{properties} because they need to be const
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const LOCAL_TO_WORLD_UNIFORM_LAYOUTS: &[&[UniformPropertyType]] = &[&[]];
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// const ST
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impl AsUniforms for bevy_transform::prelude::LocalToWorld {
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fn get_uniform_infos(&self) -> &[UniformInfo] {
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LOCAL_TO_WORLD_UNIFORM_INFO
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}
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fn get_uniform_layouts(&self) -> &[&[UniformPropertyType]] {
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LOCAL_TO_WORLD_UNIFORM_LAYOUTS
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}
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fn get_uniform_bytes(&self, name: &str) -> Option<Vec<u8>> {
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match name {
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"Object" => Some(self.0.to_cols_array_2d().as_bytes().into()),
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_ => None,
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}
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}
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fn get_uniform_info(&self, name: &str) -> Option<&UniformInfo> {
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match name {
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"Object" => Some(&LOCAL_TO_WORLD_UNIFORM_INFO[0]),
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_ => None,
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}
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}
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// fn iter_properties(&self) -> std::slice::Iter<&'static str> {
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// STANDARD_MATERIAL_PROPERTIES.iter()
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// }
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// fn get_property(&self, name: &str) -> Option<ShaderValue> {
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// match name {
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// "albedo" => Some(match self.albedo {
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// Albedo::Color(color) => ShaderValue::Vec4(color),
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// Albedo::Texture(ref texture) => ShaderValue::Texture(texture)
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// }),
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// _ => None,
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// }
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// }
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}
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}
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