Add Uniforms proc macro

This commit is contained in:
Carter Anderson 2020-02-09 18:04:18 -08:00
parent 9078b67677
commit 5b48de96db
11 changed files with 92 additions and 75 deletions

View file

@ -12,5 +12,6 @@ proc-macro = true
syn = "1.0"
quote = "1.0"
Inflector = { version = "0.11.4", default-features = false }
[dev-dependencies]

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@ -1,14 +1,18 @@
extern crate proc_macro;
use inflector::Inflector;
use proc_macro::TokenStream;
use syn::{parse_macro_input, DeriveInput, Data, DataStruct, Fields};
use quote::quote;
use quote::{format_ident, quote};
use syn::{parse_macro_input, Data, DataStruct, DeriveInput, Fields};
#[proc_macro_derive(EntityArchetype)]
pub fn derive_entity_archetype(input: TokenStream) -> TokenStream {
let ast = parse_macro_input!(input as DeriveInput);
let fields = match &ast.data {
Data::Struct(DataStruct { fields: Fields::Named(fields), .. }) => &fields.named,
Data::Struct(DataStruct {
fields: Fields::Named(fields),
..
}) => &fields.named,
_ => panic!("expected a struct with named fields"),
};
@ -19,8 +23,74 @@ pub fn derive_entity_archetype(input: TokenStream) -> TokenStream {
impl EntityArchetype for #struct_name {
fn insert(self, world: &mut World) -> Entity {
*world.insert((), vec![(
#(self.#field_name),*
,)]).first().unwrap()
#(self.#field_name,)*
)]).first().unwrap()
}
}
})
}
#[proc_macro_derive(Uniforms)]
pub fn derive_uniforms(input: TokenStream) -> TokenStream {
let ast = parse_macro_input!(input as DeriveInput);
let fields = match &ast.data {
Data::Struct(DataStruct {
fields: Fields::Named(fields),
..
}) => &fields.named,
_ => panic!("expected a struct with named fields"),
};
let struct_name = &ast.ident;
let struct_name_screaming_snake = struct_name.to_string().to_screaming_snake_case();
let info_ident = format_ident!("{}_UNIFORM_INFO", struct_name_screaming_snake);
let layout_ident = format_ident!("{}_UNIFORM_LAYOUTS", struct_name_screaming_snake);
let layout_arrays = (0..fields.len()).map(|_| quote!(&[]));
let uniform_name_uniform_info = fields
.iter()
.map(|field| format!("{}_{}", struct_name, field.ident.as_ref().unwrap()))
.collect::<Vec<String>>();
let get_uniform_bytes_field_name = fields.iter().map(|field| &field.ident);
let get_uniform_bytes_uniform_name = uniform_name_uniform_info.clone();
let get_uniform_info_uniform_name = uniform_name_uniform_info.clone();
let get_uniform_info_array_refs = (0..fields.len()).map(|i| quote!(&#info_ident[#i]));
TokenStream::from(quote! {
const #info_ident: &[UniformInfo] = &[
#(UniformInfo {
name: #uniform_name_uniform_info,
bind_type: BindType::Uniform {
dynamic: false,
// TODO: fill this in with properties
properties: Vec::new(),
},
},)*
];
const #layout_ident: &[&[UniformPropertyType]] = &[
#(#layout_arrays,)*
];
impl AsUniforms for #struct_name {
fn get_uniform_infos(&self) -> &[UniformInfo] {
#info_ident
}
fn get_uniform_layouts(&self) -> &[&[UniformPropertyType]] {
#layout_ident
}
fn get_uniform_bytes(&self, name: &str) -> Option<Vec<u8>> {
match name {
#(#get_uniform_bytes_uniform_name => Some(self.#get_uniform_bytes_field_name.get_bytes()),)*
_ => None,
}
}
fn get_uniform_info(&self, name: &str) -> Option<&UniformInfo> {
match name {
#(#get_uniform_info_uniform_name => Some(#get_uniform_info_array_refs),)*
_ => None,
}
}
}
})

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@ -14,6 +14,7 @@ pub mod resource_provider;
pub mod resource_providers;
mod standard_material;
mod uniform;
mod renderable;
pub use draw_target::*;
pub use pass::*;
@ -25,3 +26,4 @@ pub use resource::*;
pub use resource_provider::*;
pub use standard_material::*;
pub use uniform::*;
pub use renderable::*;

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@ -23,7 +23,7 @@ layout(set = 0, binding = 1) uniform Lights {
Light SceneLights[MAX_LIGHTS];
};
layout(set = 1, binding = 1) uniform StandardMaterial {
layout(set = 1, binding = 1) uniform StandardMaterial_albedo {
vec4 Albedo;
};

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@ -16,7 +16,7 @@ layout(set = 1, binding = 0) uniform Object {
mat4 Model;
};
layout(set = 1, binding = 1) uniform StandardMaterial {
layout(set = 1, binding = 1) uniform StandardMaterial_albedo {
vec4 Albedo;
};

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@ -68,7 +68,7 @@ impl ForwardPipelineBuilder for RenderGraphBuilder {
},
},
Binding {
name: "StandardMaterial".to_string(),
name: "StandardMaterial_albedo".to_string(),
bind_type: BindType::Uniform {
dynamic: true,
properties: vec![UniformProperty {

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@ -10,7 +10,7 @@ layout(set = 0, binding = 0) uniform Camera {
mat4 ViewProj;
};
layout(set = 1, binding = 1) uniform StandardMaterial {
layout(set = 1, binding = 1) uniform StandardMaterial_albedo {
vec4 Albedo;
};

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@ -16,7 +16,7 @@ layout(set = 1, binding = 0) uniform Object {
mat4 Model;
};
layout(set = 1, binding = 1) uniform StandardMaterial {
layout(set = 1, binding = 1) uniform StandardMaterial_albedo {
vec4 Albedo;
};

View file

@ -43,7 +43,7 @@ impl ForwardFlatPipelineBuilder for RenderGraphBuilder {
},
},
Binding {
name: "StandardMaterial".to_string(),
name: "StandardMaterial_albedo".to_string(),
bind_type: BindType::Uniform {
dynamic: true,
properties: vec![UniformProperty {

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@ -0,0 +1,6 @@
use crate::{asset::Handle, render::Shader};
pub struct Renderable {
pub render: bool,
pub shaders: Vec<Handle<Shader>>,
}

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@ -6,63 +6,14 @@ use crate::{
},
};
use bevy_derive::Uniforms;
use zerocopy::AsBytes;
#[derive(Uniforms)]
pub struct StandardMaterial {
pub albedo: Vec4,
}
// create this from a derive macro
const STANDARD_MATERIAL_UNIFORM_INFO: &[UniformInfo] = &[UniformInfo {
name: "StandardMaterial",
bind_type: BindType::Uniform {
dynamic: false,
// TODO: fill this in with properties
properties: Vec::new(),
},
}];
// these are separate from BindType::Uniform{properties} because they need to be const
const STANDARD_MATERIAL_UNIFORM_LAYOUTS: &[&[UniformPropertyType]] = &[&[]];
// const
impl AsUniforms for StandardMaterial {
fn get_uniform_infos(&self) -> &[UniformInfo] {
STANDARD_MATERIAL_UNIFORM_INFO
}
fn get_uniform_layouts(&self) -> &[&[UniformPropertyType]] {
STANDARD_MATERIAL_UNIFORM_LAYOUTS
}
fn get_uniform_bytes(&self, name: &str) -> Option<Vec<u8>> {
match name {
"StandardMaterial" => Some(self.albedo.get_bytes()),
_ => None,
}
}
fn get_uniform_info(&self, name: &str) -> Option<&UniformInfo> {
match name {
"StandardMaterial" => Some(&STANDARD_MATERIAL_UNIFORM_INFO[0]),
_ => None,
}
}
// fn iter_properties(&self) -> std::slice::Iter<&'static str> {
// STANDARD_MATERIAL_PROPERTIES.iter()
// }
// fn get_property(&self, name: &str) -> Option<ShaderValue> {
// match name {
// "albedo" => Some(match self.albedo {
// Albedo::Color(color) => ShaderValue::Vec4(color),
// Albedo::Texture(ref texture) => ShaderValue::Texture(texture)
// }),
// _ => None,
// }
// }
}
// create this from a derive macro
const LOCAL_TO_WORLD_UNIFORM_INFO: &[UniformInfo] = &[UniformInfo {
name: "Object",
bind_type: BindType::Uniform {
@ -75,7 +26,6 @@ const LOCAL_TO_WORLD_UNIFORM_INFO: &[UniformInfo] = &[UniformInfo {
// these are separate from BindType::Uniform{properties} because they need to be const
const LOCAL_TO_WORLD_UNIFORM_LAYOUTS: &[&[UniformPropertyType]] = &[&[]];
// const ST
impl AsUniforms for bevy_transform::prelude::LocalToWorld {
fn get_uniform_infos(&self) -> &[UniformInfo] {
LOCAL_TO_WORLD_UNIFORM_INFO
@ -97,16 +47,4 @@ impl AsUniforms for bevy_transform::prelude::LocalToWorld {
_ => None,
}
}
// fn iter_properties(&self) -> std::slice::Iter<&'static str> {
// STANDARD_MATERIAL_PROPERTIES.iter()
// }
// fn get_property(&self, name: &str) -> Option<ShaderValue> {
// match name {
// "albedo" => Some(match self.albedo {
// Albedo::Color(color) => ShaderValue::Vec4(color),
// Albedo::Texture(ref texture) => ShaderValue::Texture(texture)
// }),
// _ => None,
// }
// }
}