mirror of
https://github.com/bevyengine/bevy
synced 2024-11-21 20:23:28 +00:00
cleanup
This commit is contained in:
parent
6f376b5f3f
commit
57f798c0bd
20 changed files with 104 additions and 363 deletions
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@ -87,10 +87,10 @@ fn setup(world: &mut World) {
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world
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.build()
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// red cube
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.add_archetype(NewMeshEntity {
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.add_archetype(MeshEntity {
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mesh: cube_handle,
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translation: Translation::new(0.0, 0.0, 1.0),
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..NewMeshEntity::default()
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..MeshEntity::default()
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})
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// camera
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.add_archetype(CameraEntity {
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@ -18,7 +18,10 @@ fn create_entities_insert_vec(
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(),
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vec![(
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plane_handle.clone(),
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Material::new(Albedo::Color(math::vec4(0.1, 0.2, 0.1, 1.0))),
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StandardMaterial {
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albedo: math::vec4(0.1, 0.2, 0.1, 1.0),
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everything_is_red: false,
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},
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LocalToWorld::identity(),
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Translation::new(0.0, 0.0, 0.0),
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)],
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@ -29,7 +32,10 @@ fn create_entities_insert_vec(
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(),
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vec![(
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cube_handle,
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Material::new(Albedo::Color(math::vec4(0.5, 0.3, 0.3, 1.0))),
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StandardMaterial {
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albedo: math::vec4(0.5, 0.3, 0.3, 1.0),
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everything_is_red: false,
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},
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LocalToWorld::identity(),
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Translation::new(0.0, 0.0, 1.0),
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)],
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@ -39,17 +45,7 @@ fn create_entities_insert_vec(
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world.insert(
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(),
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vec![(
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Light {
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color: wgpu::Color {
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r: 0.8,
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g: 0.8,
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b: 0.5,
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a: 1.0,
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},
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fov: f32::to_radians(60.0),
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depth: 0.1..50.0,
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target_view: None,
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},
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Light::default(),
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LocalToWorld::identity(),
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Translation::new(4.0, -4.0, 5.0),
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Rotation::from_euler_angles(0.0, 0.0, 0.0),
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@ -87,28 +83,24 @@ fn create_entities_builder_add_component(
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// plane
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.build_entity()
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.add(plane_handle.clone())
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.add(Material::new(Albedo::Color(math::vec4(0.1, 0.2, 0.1, 1.0))))
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.add(StandardMaterial {
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albedo: math::vec4(0.1, 0.2, 0.1, 1.0),
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everything_is_red: false,
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})
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.add(LocalToWorld::identity())
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.add(Translation::new(0.0, 0.0, 0.0))
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// cube
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.build_entity()
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.add(cube_handle)
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.add(Material::new(Albedo::Color(math::vec4(0.5, 0.3, 0.3, 1.0))))
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.add(StandardMaterial {
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albedo: math::vec4(0.5, 0.3, 0.3, 1.0),
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everything_is_red: false,
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})
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.add(LocalToWorld::identity())
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.add(Translation::new(0.0, 0.0, 1.0))
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// light
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.build_entity()
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.add(Light {
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color: wgpu::Color {
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r: 0.8,
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g: 0.8,
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b: 0.5,
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a: 1.0,
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},
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fov: f32::to_radians(60.0),
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depth: 0.1..50.0,
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target_view: None,
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})
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.add(Light::default())
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.add(LocalToWorld::identity())
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.add(Translation::new(4.0, -4.0, 5.0))
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.add(Rotation::from_euler_angles(0.0, 0.0, 0.0))
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@ -139,33 +131,25 @@ fn create_entities_builder_archetype(
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// plane
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.add_archetype(MeshEntity {
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mesh: plane_handle.clone(),
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material: Material::new(Albedo::Color(math::vec4(0.1, 0.2, 0.1, 1.0))),
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local_to_world: LocalToWorld::identity(),
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translation: Translation::new(0.0, 0.0, 0.0),
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material: StandardMaterial {
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albedo: math::vec4(0.1, 0.2, 0.1, 1.0),
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everything_is_red: false
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},
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..Default::default()
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})
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// cube
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.add_archetype(MeshEntity {
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mesh: cube_handle,
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material: Material::new(Albedo::Color(math::vec4(0.5, 0.3, 0.3, 1.0))),
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local_to_world: LocalToWorld::identity(),
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translation: Translation::new(0.0, 0.0, 1.0),
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material: StandardMaterial {
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albedo: math::vec4(0.5, 0.3, 0.3, 1.0),
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everything_is_red: false
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},
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..Default::default()
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})
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// light
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.add_archetype(LightEntity {
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light: Light {
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color: wgpu::Color {
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r: 0.8,
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g: 0.8,
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b: 0.5,
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a: 1.0,
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},
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fov: f32::to_radians(60.0),
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depth: 0.1..50.0,
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target_view: None,
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},
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local_to_world: LocalToWorld::identity(),
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translation: Translation::new(4.0, -4.0, 5.0),
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rotation: Rotation::from_euler_angles(0.0, 0.0, 0.0),
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..Default::default()
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})
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// camera
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.add_archetype(CameraEntity {
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@ -41,18 +41,7 @@ fn setup(world: &mut World) {
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vec![
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// lights
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(
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Light {
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color: wgpu::Color {
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r: 0.8,
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g: 0.8,
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b: 0.5,
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a: 1.0,
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},
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fov: f32::to_radians(60.0),
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depth: 0.1..50.0,
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target_view: None,
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},
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Material::new(Albedo::Color(math::vec4(0.5, 0.3, 0.3, 1.0))),
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Light::default(),
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LocalToWorld::identity(),
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Translation::new(4.0, -4.0, 5.0),
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Rotation::from_euler_angles(0.0, 0.0, 0.0),
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@ -204,9 +193,10 @@ fn create_person(world: &mut World, mesh_handle: Handle<Mesh>, translation: Tran
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value: math::vec3(0.0, 0.0, 0.0),
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},
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Instanced,
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Material::new(Albedo::Color(
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math::vec4(0.5, 0.3, 0.3, 1.0) * random::<f32>(),
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)),
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StandardMaterial {
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albedo: math::vec4(0.5, 0.3, 0.3, 1.0) * random::<f32>(),
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everything_is_red: false,
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},
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mesh_handle,
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LocalToWorld::identity(),
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translation,
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@ -35,7 +35,10 @@ fn setup(world: &mut World) {
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(),
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vec![(
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plane_handle.clone(),
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Material::new(Albedo::Color(math::vec4(0.1, 0.2, 0.1, 1.0))),
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StandardMaterial {
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albedo: math::vec4(0.1, 0.2, 0.1, 1.0),
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everything_is_red: false,
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},
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LocalToWorld::identity(),
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Translation::new(0.0, 0.0, -5.0),
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)],
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@ -47,7 +50,10 @@ fn setup(world: &mut World) {
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(),
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vec![(
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cube_handle.clone(),
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Material::new(Albedo::Color(math::vec4(0.5, 0.3, 0.3, 1.0))),
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StandardMaterial {
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albedo: math::vec4(0.5, 0.3, 0.3, 1.0),
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everything_is_red: false,
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},
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LocalToWorld::identity(),
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Translation::new(0.0, 0.0, 1.0),
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Rotation::from_euler_angles(0.0, 0.0, 0.0),
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@ -62,7 +68,10 @@ fn setup(world: &mut World) {
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(),
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vec![(
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cube_handle,
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Material::new(Albedo::Color(math::vec4(0.5, 0.3, 0.3, 1.0))),
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StandardMaterial {
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albedo: math::vec4(0.5, 0.3, 0.3, 1.0),
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everything_is_red: false,
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},
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LocalToWorld::identity(),
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Translation::new(0.0, 0.0, 3.0),
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Parent(parent_cube),
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@ -74,18 +83,7 @@ fn setup(world: &mut World) {
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world.insert(
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(),
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vec![(
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Light {
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color: wgpu::Color {
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r: 0.8,
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g: 0.8,
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b: 0.5,
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a: 1.0,
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},
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fov: f32::to_radians(60.0),
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depth: 0.1..50.0,
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target_view: None,
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},
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Material::new(Albedo::Color(math::vec4(0.5, 0.3, 0.3, 1.0))),
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Light::default(),
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LocalToWorld::identity(),
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Translation::new(4.0, -4.0, 5.0),
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Rotation::from_euler_angles(0.0, 0.0, 0.0),
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@ -26,14 +26,14 @@ pub fn setup(world: &mut World) {
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world.build()
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// plane
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.add_archetype(MeshEntity {
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.add_archetype(NewMeshEntity {
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mesh: plane_handle.clone(),
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material: Material::new(Albedo::Color(math::vec4(0.1, 0.2, 0.1, 1.0))),
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local_to_world: LocalToWorld::identity(),
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translation: Translation::new(0.0, 0.0, 0.0),
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})
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// cube
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.add_archetype(MeshEntity {
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.add_archetype(NewMeshEntity {
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mesh: cube_handle,
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material: Material::new(Albedo::Color(math::vec4(0.5, 0.3, 0.3, 1.0))),
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local_to_world: LocalToWorld::identity(),
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@ -16,7 +16,7 @@ fn setup(world: &mut World) {
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world
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.build()
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// plane
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.add_archetype(NewMeshEntity {
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.add_archetype(MeshEntity {
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mesh: plane_handle.clone(),
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material: StandardMaterial {
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albedo: math::vec4(0.1, 0.2, 0.1, 1.0),
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@ -25,7 +25,7 @@ fn setup(world: &mut World) {
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..Default::default()
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})
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// tan cube
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.add_archetype(NewMeshEntity {
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.add_archetype(MeshEntity {
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mesh: cube_handle.clone(),
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material: StandardMaterial {
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albedo: math::vec4(0.5, 0.4, 0.3, 1.0),
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@ -35,7 +35,7 @@ fn setup(world: &mut World) {
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..Default::default()
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})
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// red cube
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.add_archetype(NewMeshEntity {
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.add_archetype(MeshEntity {
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mesh: cube_handle.clone(),
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material: StandardMaterial {
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albedo: math::vec4(0.5, 0.4, 0.3, 1.0),
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@ -46,20 +46,9 @@ fn setup(world: &mut World) {
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})
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// light
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.add_archetype(LightEntity {
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light: Light {
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color: wgpu::Color {
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r: 0.8,
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g: 0.8,
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b: 0.8,
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a: 1.0,
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},
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fov: f32::to_radians(60.0),
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depth: 0.1..50.0,
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target_view: None,
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},
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local_to_world: LocalToWorld::identity(),
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translation: Translation::new(4.0, -4.0, 5.0),
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rotation: Rotation::from_euler_angles(0.0, 0.0, 0.0),
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..Default::default()
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})
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// camera
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.add_archetype(CameraEntity {
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|
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@ -70,7 +70,7 @@ fn setup(world: &mut World) {
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let mut builder = world
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.build()
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// plane
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.add_archetype(NewMeshEntity {
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.add_archetype(MeshEntity {
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mesh: plane_handle.clone(),
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material: StandardMaterial {
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albedo: math::vec4(0.1, 0.2, 0.1, 1.0),
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@ -79,7 +79,7 @@ fn setup(world: &mut World) {
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..Default::default()
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})
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// cube
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.add_archetype(NewMeshEntity {
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.add_archetype(MeshEntity {
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mesh: cube_handle.clone(),
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material: StandardMaterial {
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albedo: math::vec4(1.0, 1.0, 1.0, 1.0),
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@ -88,7 +88,7 @@ fn setup(world: &mut World) {
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translation: Translation::new(0.0, 0.0, 1.0),
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..Default::default()
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})
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.add_archetype(NewMeshEntity {
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.add_archetype(MeshEntity {
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mesh: cube_handle.clone(),
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material: StandardMaterial {
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albedo: math::vec4(0.0, 1.0, 0.0, 1.0),
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@ -99,20 +99,8 @@ fn setup(world: &mut World) {
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})
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// light
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.add_archetype(LightEntity {
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light: Light {
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color: wgpu::Color {
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r: 0.8,
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g: 0.8,
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b: 0.5,
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a: 1.0,
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},
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fov: f32::to_radians(60.0),
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depth: 0.1..50.0,
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target_view: None,
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},
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local_to_world: LocalToWorld::identity(),
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translation: Translation::new(4.0, -4.0, 5.0),
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rotation: Rotation::from_euler_angles(0.0, 0.0, 0.0),
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..Default::default()
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})
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// camera
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.add_archetype(CameraEntity {
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@ -132,7 +120,7 @@ fn setup(world: &mut World) {
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let mut rng = StdRng::from_entropy();
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for _ in 0..10000 {
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builder = builder.add_archetype(NewMeshEntity {
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builder = builder.add_archetype(MeshEntity {
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mesh: cube_handle.clone(),
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material: StandardMaterial {
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albedo: math::vec4(
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|
|
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@ -19,7 +19,7 @@ fn setup(world: &mut World) {
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world
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.build()
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// cube
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.add_archetype(NewMeshEntity {
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.add_archetype(MeshEntity {
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mesh: cube_handle.clone(),
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material: StandardMaterial {
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albedo: math::vec4(0.5, 0.3, 0.3, 1.0),
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|
@ -30,20 +30,8 @@ fn setup(world: &mut World) {
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})
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// light
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.add_archetype(LightEntity {
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light: Light {
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color: wgpu::Color {
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r: 0.8,
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g: 0.8,
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b: 0.5,
|
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a: 1.0,
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},
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fov: f32::to_radians(60.0),
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depth: 0.1..50.0,
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target_view: None,
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},
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local_to_world: LocalToWorld::identity(),
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translation: Translation::new(4.0, -4.0, 5.0),
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rotation: Rotation::from_euler_angles(0.0, 0.0, 0.0),
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..Default::default()
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})
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// camera
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.add_archetype(CameraEntity {
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|
|
|
@ -14,7 +14,7 @@ fn setup(world: &mut World) {
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world
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.build()
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// cube
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.add_archetype(NewMeshEntity {
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.add_archetype(MeshEntity {
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mesh: cube_handle.clone(),
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material: StandardMaterial {
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albedo: math::vec4(0.5, 0.3, 0.3, 1.0),
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|
@ -25,20 +25,8 @@ fn setup(world: &mut World) {
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})
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// light
|
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.add_archetype(LightEntity {
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light: Light {
|
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color: wgpu::Color {
|
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r: 0.8,
|
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g: 0.8,
|
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b: 0.5,
|
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a: 1.0,
|
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},
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fov: f32::to_radians(60.0),
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depth: 0.1..50.0,
|
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target_view: None,
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},
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local_to_world: LocalToWorld::identity(),
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translation: Translation::new(4.0, -4.0, 5.0),
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rotation: Rotation::from_euler_angles(0.0, 0.0, 0.0),
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..Default::default()
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})
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// 3d camera
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.add_archetype(CameraEntity {
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|
|
|
@ -1,28 +1,19 @@
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use crate::{
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prelude::*,
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render::render_graph::{Renderable, ShaderUniforms, StandardMaterial},
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render::render_graph::{Renderable, StandardMaterial},
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};
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use bevy_derive::EntityArchetype;
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#[derive(EntityArchetype)]
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#[derive(EntityArchetype, Default)]
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pub struct MeshEntity {
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pub mesh: Handle<Mesh>,
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pub material: Material,
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pub material: StandardMaterial,
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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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}
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#[derive(EntityArchetype, Default)]
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pub struct NewMeshEntity {
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pub mesh: Handle<Mesh>,
|
||||
pub material: StandardMaterial,
|
||||
pub renderable: Renderable,
|
||||
pub shader_uniforms: ShaderUniforms,
|
||||
pub local_to_world: LocalToWorld,
|
||||
pub translation: Translation,
|
||||
}
|
||||
|
||||
#[derive(EntityArchetype)]
|
||||
pub struct LightEntity {
|
||||
pub light: Light,
|
||||
pub local_to_world: LocalToWorld,
|
||||
|
|
|
@ -5,7 +5,7 @@ pub use crate::{
|
|||
ecs,
|
||||
ecs::{default_archetypes::*, EntityArchetype, WorldBuilder, WorldBuilderSource},
|
||||
render::{
|
||||
ActiveCamera, ActiveCamera2d, Albedo, Camera, CameraType, Instanced, Light, Material,
|
||||
ActiveCamera, ActiveCamera2d, Camera, CameraType, Instanced, Light,
|
||||
render_graph::StandardMaterial,
|
||||
},
|
||||
ui::{Anchors, Margins, Node},
|
||||
|
|
|
@ -1,5 +0,0 @@
|
|||
pub struct InstanceBufferInfo {
|
||||
pub buffer: wgpu::Buffer,
|
||||
pub instance_count: usize,
|
||||
pub mesh_id: usize,
|
||||
}
|
|
@ -1,12 +1,21 @@
|
|||
use crate::{math, prelude::Translation, render::camera};
|
||||
use crate::{math, math::Vec4, prelude::Translation, render::camera};
|
||||
use std::ops::Range;
|
||||
use zerocopy::{AsBytes, FromBytes};
|
||||
|
||||
pub struct Light {
|
||||
pub color: wgpu::Color,
|
||||
pub color: Vec4,
|
||||
pub fov: f32,
|
||||
pub depth: Range<f32>,
|
||||
pub target_view: Option<wgpu::TextureView>,
|
||||
}
|
||||
|
||||
impl Default for Light {
|
||||
fn default() -> Self {
|
||||
Light {
|
||||
color: Vec4::new(1.0, 1.0, 1.0, 1.0),
|
||||
depth: 0.1..50.0,
|
||||
fov: f32::to_radians(60.0),
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#[repr(C)]
|
||||
|
@ -29,12 +38,7 @@ impl LightRaw {
|
|||
LightRaw {
|
||||
proj: proj.to_cols_array_2d(),
|
||||
pos: [x, y, z, 1.0],
|
||||
color: [
|
||||
light.color.r as f32,
|
||||
light.color.g as f32,
|
||||
light.color.b as f32,
|
||||
1.0,
|
||||
],
|
||||
color: light.color.into(),
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,49 +0,0 @@
|
|||
use crate::{
|
||||
asset::{Handle, Texture},
|
||||
math,
|
||||
};
|
||||
use zerocopy::{AsBytes, FromBytes};
|
||||
|
||||
pub enum Albedo {
|
||||
Color(math::Vec4),
|
||||
Texture(Handle<Texture>),
|
||||
}
|
||||
|
||||
pub struct Material {
|
||||
pub albedo: Albedo,
|
||||
pub bind_group: Option<wgpu::BindGroup>,
|
||||
pub uniform_buf: Option<wgpu::Buffer>,
|
||||
}
|
||||
|
||||
pub struct Instanced;
|
||||
|
||||
impl Material {
|
||||
pub fn new(albedo: Albedo) -> Self {
|
||||
Material {
|
||||
albedo,
|
||||
bind_group: None,
|
||||
uniform_buf: None,
|
||||
}
|
||||
}
|
||||
|
||||
pub fn get_color(&self) -> math::Vec4 {
|
||||
match self.albedo {
|
||||
Albedo::Color(color) => color,
|
||||
_ => math::vec4(1.0, 0.0, 1.0, 1.0),
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#[repr(C)]
|
||||
#[derive(Clone, Copy, AsBytes, FromBytes)]
|
||||
pub struct MaterialUniforms {
|
||||
pub model: [[f32; 4]; 4],
|
||||
pub color: [f32; 4],
|
||||
}
|
||||
|
||||
#[repr(C)]
|
||||
#[derive(Clone, Copy, AsBytes, FromBytes)]
|
||||
pub struct SimpleMaterialUniforms {
|
||||
pub position: [f32; 3],
|
||||
pub color: [f32; 4],
|
||||
}
|
|
@ -1,56 +1,15 @@
|
|||
pub mod camera;
|
||||
pub mod instancing;
|
||||
pub mod render_graph;
|
||||
pub mod shader;
|
||||
pub mod shader_reflect;
|
||||
|
||||
mod light;
|
||||
mod material;
|
||||
mod vertex;
|
||||
|
||||
pub use camera::*;
|
||||
pub use light::*;
|
||||
pub use material::*;
|
||||
pub use shader::*;
|
||||
|
||||
use std::mem;
|
||||
pub use vertex::Vertex;
|
||||
|
||||
pub struct UniformBuffer {
|
||||
pub buffer: wgpu::Buffer,
|
||||
pub size: u64,
|
||||
}
|
||||
|
||||
impl UniformBuffer {
|
||||
pub fn get_binding_resource<'a>(&'a self) -> wgpu::BindingResource<'a> {
|
||||
wgpu::BindingResource::Buffer {
|
||||
buffer: &self.buffer,
|
||||
range: 0..self.size,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pub fn get_vertex_buffer_descriptor<'a>() -> wgpu::VertexBufferDescriptor<'a> {
|
||||
let vertex_size = mem::size_of::<Vertex>();
|
||||
wgpu::VertexBufferDescriptor {
|
||||
stride: vertex_size as wgpu::BufferAddress,
|
||||
step_mode: wgpu::InputStepMode::Vertex,
|
||||
attributes: &[
|
||||
wgpu::VertexAttributeDescriptor {
|
||||
format: wgpu::VertexFormat::Float4,
|
||||
offset: 0,
|
||||
shader_location: 0,
|
||||
},
|
||||
wgpu::VertexAttributeDescriptor {
|
||||
format: wgpu::VertexFormat::Float4,
|
||||
offset: 4 * 4,
|
||||
shader_location: 1,
|
||||
},
|
||||
wgpu::VertexAttributeDescriptor {
|
||||
format: wgpu::VertexFormat::Float2,
|
||||
offset: 8 * 4,
|
||||
shader_location: 2,
|
||||
},
|
||||
],
|
||||
}
|
||||
}
|
||||
pub struct Instanced;
|
|
@ -2,7 +2,7 @@ use crate::{
|
|||
asset::{AssetStorage, Handle, Mesh},
|
||||
legion::prelude::*,
|
||||
render::{
|
||||
render_graph::{resource_name, RenderPass, Renderable, ShaderUniforms, PipelineDescriptor},
|
||||
render_graph::{resource_name, RenderPass, Renderable, PipelineDescriptor},
|
||||
Instanced,
|
||||
},
|
||||
};
|
||||
|
@ -13,9 +13,9 @@ pub fn meshes_draw_target(world: &World, render_pass: &mut dyn RenderPass, _pipe
|
|||
let mesh_storage = world.resources.get_mut::<AssetStorage<Mesh>>().unwrap();
|
||||
let mut current_mesh_id = None;
|
||||
let mut current_mesh_index_length = 0;
|
||||
let mesh_query = <(Read<ShaderUniforms>, Read<Handle<Mesh>>, Read<Renderable>)>::query()
|
||||
let mesh_query = <(Read<Handle<Mesh>>, Read<Renderable>)>::query()
|
||||
.filter(!component::<Instanced>());
|
||||
for (entity, (_shader_uniforms, mesh, renderable)) in mesh_query.iter_entities(world) {
|
||||
for (entity, (mesh, renderable)) in mesh_query.iter_entities(world) {
|
||||
if !renderable.is_visible {
|
||||
continue;
|
||||
}
|
||||
|
|
|
@ -1,7 +1,7 @@
|
|||
use crate::{
|
||||
legion::prelude::*,
|
||||
render::render_graph::{
|
||||
resource::DynamicUniformBufferInfo, PipelineDescriptor, RenderGraph, ResourceInfo,
|
||||
DynamicUniformBufferInfo, PipelineDescriptor, RenderGraph, ResourceInfo,
|
||||
TextureDescriptor,
|
||||
},
|
||||
};
|
||||
|
|
|
@ -1,6 +1,3 @@
|
|||
use legion::prelude::Entity;
|
||||
use std::collections::HashMap;
|
||||
|
||||
pub enum ResourceInfo {
|
||||
BufferMapped {
|
||||
size: u64,
|
||||
|
@ -18,24 +15,4 @@ pub enum ResourceInfo {
|
|||
mesh_id: usize,
|
||||
// pub layout: Option<
|
||||
},
|
||||
}
|
||||
|
||||
pub struct DynamicUniformBufferInfo {
|
||||
pub indices: HashMap<usize, Entity>,
|
||||
pub offsets: HashMap<Entity, u64>,
|
||||
pub capacity: u64,
|
||||
pub count: u64,
|
||||
pub size: u64,
|
||||
}
|
||||
|
||||
impl DynamicUniformBufferInfo {
|
||||
pub fn new() -> Self {
|
||||
DynamicUniformBufferInfo {
|
||||
capacity: 0,
|
||||
count: 0,
|
||||
indices: HashMap::new(),
|
||||
offsets: HashMap::new(),
|
||||
size: 0,
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,6 +1,6 @@
|
|||
use crate::{
|
||||
render::render_graph::{
|
||||
resource::DynamicUniformBufferInfo, AsUniforms, Renderable, Renderer, ResourceProvider,
|
||||
DynamicUniformBufferInfo, AsUniforms, Renderable, Renderer, ResourceProvider,
|
||||
},
|
||||
};
|
||||
use legion::prelude::*;
|
||||
|
@ -36,7 +36,6 @@ where
|
|||
|
||||
fn update(&mut self, renderer: &mut dyn Renderer, world: &mut World) {
|
||||
let query = <(Read<T>, Read<Renderable>)>::query();
|
||||
// retrieve all uniforms buffers that aren't aleady set. these are "dynamic" uniforms, which are set by the user in ShaderUniforms
|
||||
// TODO: this breaks down in multiple ways:
|
||||
// (SOLVED 1) resource_info will be set after the first run so this won't update.
|
||||
// (2) if we create new buffers, the old bind groups will be invalid
|
||||
|
|
|
@ -1,12 +1,9 @@
|
|||
use crate::{
|
||||
legion::{
|
||||
borrow::RefMap,
|
||||
prelude::{Entity, World},
|
||||
},
|
||||
math::Vec4,
|
||||
render::render_graph::{BindType, UniformPropertyType},
|
||||
};
|
||||
use legion::storage::Component;
|
||||
use legion::prelude::Entity;
|
||||
use std::collections::HashMap;
|
||||
use zerocopy::AsBytes;
|
||||
|
||||
pub trait GetBytes {
|
||||
|
@ -70,79 +67,22 @@ pub struct UniformInfo<'a> {
|
|||
pub bind_type: BindType,
|
||||
}
|
||||
|
||||
pub fn uniform_selector<T>(entity: Entity, world: &World) -> Option<RefMap<&dyn AsUniforms>>
|
||||
where
|
||||
T: AsUniforms + Component,
|
||||
{
|
||||
world
|
||||
.get_component::<T>(entity)
|
||||
.map(|c| c.map_into(|s| s as &dyn AsUniforms))
|
||||
pub struct DynamicUniformBufferInfo {
|
||||
pub indices: HashMap<usize, Entity>,
|
||||
pub offsets: HashMap<Entity, u64>,
|
||||
pub capacity: u64,
|
||||
pub count: u64,
|
||||
pub size: u64,
|
||||
}
|
||||
|
||||
// TODO: Remove these
|
||||
|
||||
pub type ShaderUniformSelector = fn(Entity, &World) -> Option<RefMap<&dyn AsUniforms>>;
|
||||
|
||||
#[derive(Default)]
|
||||
pub struct ShaderUniforms {
|
||||
// used for distinguishing
|
||||
pub uniform_selectors: Vec<ShaderUniformSelector>,
|
||||
}
|
||||
|
||||
impl ShaderUniforms {
|
||||
impl DynamicUniformBufferInfo {
|
||||
pub fn new() -> Self {
|
||||
ShaderUniforms {
|
||||
uniform_selectors: Vec::new(),
|
||||
DynamicUniformBufferInfo {
|
||||
capacity: 0,
|
||||
count: 0,
|
||||
indices: HashMap::new(),
|
||||
offsets: HashMap::new(),
|
||||
size: 0,
|
||||
}
|
||||
}
|
||||
|
||||
pub fn add(&mut self, selector: ShaderUniformSelector) {
|
||||
self.uniform_selectors.push(selector);
|
||||
}
|
||||
|
||||
pub fn get_uniform_info<'a>(
|
||||
&'a self,
|
||||
world: &'a World,
|
||||
entity: Entity,
|
||||
uniform_name: &str,
|
||||
) -> Option<&'a UniformInfo> {
|
||||
for uniform_selector in self.uniform_selectors.iter().rev() {
|
||||
let uniforms = uniform_selector(entity, world).unwrap_or_else(|| {
|
||||
panic!(
|
||||
"ShaderUniform selector points to a missing component. Uniform: {}",
|
||||
uniform_name
|
||||
)
|
||||
});
|
||||
|
||||
let info = uniforms.get_uniform_info(uniform_name);
|
||||
if let Some(_) = info {
|
||||
return info;
|
||||
}
|
||||
}
|
||||
|
||||
None
|
||||
}
|
||||
|
||||
pub fn get_uniform_bytes<'a>(
|
||||
&'a self,
|
||||
world: &'a World,
|
||||
entity: Entity,
|
||||
uniform_name: &str,
|
||||
) -> Option<Vec<u8>> {
|
||||
for uniform_selector in self.uniform_selectors.iter().rev() {
|
||||
let uniforms = uniform_selector(entity, world).unwrap_or_else(|| {
|
||||
panic!(
|
||||
"ShaderUniform selector points to a missing component. Uniform: {}",
|
||||
uniform_name
|
||||
)
|
||||
});
|
||||
|
||||
let bytes = uniforms.get_uniform_bytes(uniform_name);
|
||||
if let Some(_) = bytes {
|
||||
return bytes;
|
||||
}
|
||||
}
|
||||
|
||||
None
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue