port ui over to new render graph

This commit is contained in:
Carter Anderson 2020-02-07 22:42:30 -08:00
parent be1a878943
commit 88ecc9ed43
25 changed files with 821 additions and 230 deletions

View file

@ -20,7 +20,7 @@ pub fn derive_entity_archetype(input: TokenStream) -> TokenStream {
fn insert(self, world: &mut World) -> Entity {
*world.insert((), vec![(
#(self.#field_name),*
)]).first().unwrap()
,)]).first().unwrap()
}
}
})

173
examples/ui_new.rs Normal file
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@ -0,0 +1,173 @@
use bevy::prelude::*;
use bevy::render::render_graph_2::{StandardMaterial, ShaderUniforms};
fn main() {
AppBuilder::new().add_defaults().setup_world(setup).run();
}
fn setup(world: &mut World) {
let cube = Mesh::load(MeshType::Cube);
let cube_handle = {
let mut mesh_storage = world.resources.get_mut::<AssetStorage<Mesh>>().unwrap();
mesh_storage.add(cube)
};
world.build()
// cube
.add_archetype(NewMeshEntity {
mesh: cube_handle.clone(),
material: StandardMaterial {
albedo: math::vec4(0.5, 0.3, 0.3, 1.0),
},
shader_uniforms: ShaderUniforms::new(),
local_to_world: LocalToWorld::identity(),
translation: Translation::new(0.0, 0.0, 1.0),
})
// light
.add_archetype(LightEntity {
light: Light {
color: wgpu::Color {
r: 0.8,
g: 0.8,
b: 0.5,
a: 1.0,
},
fov: f32::to_radians(60.0),
depth: 0.1..50.0,
target_view: None,
},
local_to_world: LocalToWorld::identity(),
translation: Translation::new(4.0, -4.0, 5.0),
rotation: Rotation::from_euler_angles(0.0, 0.0, 0.0),
})
// 3d camera
.add_archetype(CameraEntity {
camera: Camera::new(CameraType::Projection {
fov: std::f32::consts::PI / 4.0,
near: 1.0,
far: 1000.0,
aspect_ratio: 1.0,
}),
active_camera: ActiveCamera,
local_to_world: LocalToWorld(Mat4::look_at_rh(
Vec3::new(3.0, 8.0, 5.0),
Vec3::new(0.0, 0.0, 0.0),
Vec3::new(0.0, 0.0, 1.0),
)),
})
// 2d camera
.add_archetype(Camera2dEntity {
camera: Camera::new(CameraType::Orthographic {
left: 0.0,
right: 0.0,
bottom: 0.0,
top: 0.0,
near: 0.0,
far: 1.0,
}),
active_camera_2d: ActiveCamera2d,
})
.build();
// bottom left anchor with vertical fill
world.insert(
(),
vec![(Node::new(
math::vec2(0.0, 0.0),
Anchors::new(0.0, 0.0, 0.0, 1.0),
Margins::new(10.0, 200.0, 10.0, 10.0),
math::vec4(0.1, 0.1, 0.1, 1.0),
),)],
);
// top right anchor with vertical fill
world.insert(
(),
vec![(Node::new(
math::vec2(0.0, 0.0),
Anchors::new(1.0, 1.0, 0.0, 1.0),
Margins::new(10.0, 100.0, 50.0, 100.0),
math::vec4(0.1, 0.1, 0.1, 1.0),
),)],
);
// render order test: reddest in the back, whitest in the front
world.insert(
(),
vec![(Node::new(
math::vec2(75.0, 75.0),
Anchors::new(0.5, 0.5, 0.5, 0.5),
Margins::new(0.0, 100.0, 0.0, 100.0),
math::vec4(1.0, 0.1, 0.1, 1.0),
),)],
);
world.insert(
(),
vec![(Node::new(
math::vec2(50.0, 50.0),
Anchors::new(0.5, 0.5, 0.5, 0.5),
Margins::new(0.0, 100.0, 0.0, 100.0),
math::vec4(1.0, 0.3, 0.3, 1.0),
),)],
);
world.insert(
(),
vec![(Node::new(
math::vec2(100.0, 100.0),
Anchors::new(0.5, 0.5, 0.5, 0.5),
Margins::new(0.0, 100.0, 0.0, 100.0),
math::vec4(1.0, 0.5, 0.5, 1.0),
),)],
);
world.insert(
(),
vec![(Node::new(
math::vec2(150.0, 150.0),
Anchors::new(0.5, 0.5, 0.5, 0.5),
Margins::new(0.0, 100.0, 0.0, 100.0),
math::vec4(1.0, 0.7, 0.7, 1.0),
),)],
);
// parenting
let parent = *world
.insert(
(),
vec![(Node::new(
math::vec2(300.0, 300.0),
Anchors::new(0.0, 0.0, 0.0, 0.0),
Margins::new(0.0, 200.0, 0.0, 200.0),
math::vec4(0.1, 0.1, 1.0, 1.0),
),)],
)
.first()
.unwrap();
world.insert(
(),
vec![(
Node::new(
math::vec2(0.0, 0.0),
Anchors::new(0.0, 1.0, 0.0, 1.0),
Margins::new(20.0, 20.0, 20.0, 20.0),
math::vec4(0.6, 0.6, 1.0, 1.0),
),
Parent(parent),
)],
);
// alpha test
world.insert(
(),
vec![(Node::new(
math::vec2(200.0, 200.0),
Anchors::new(0.5, 0.5, 0.5, 0.5),
Margins::new(0.0, 100.0, 0.0, 100.0),
math::vec4(1.0, 0.9, 0.9, 0.4),
),)],
);
}

View file

@ -4,7 +4,7 @@ use crate::{
core::Time,
legion::prelude::{Runnable, Schedulable, Schedule, Universe, World},
render::render_graph_2,
render::render_graph_2::{pipelines::*, passes::*, wgpu_renderer::WgpuRenderer, resource_provider::{CameraResourceProvider, LightResourceProvider}, UniformResourceProvider, StandardMaterial},
render::render_graph_2::{pipelines::*, passes::*, wgpu_renderer::WgpuRenderer, resource_providers::*, UniformResourceProvider, StandardMaterial},
render::{passes::*, *},
plugin::load_plugin,
ui,
@ -175,11 +175,14 @@ impl AppBuilder {
self.render_graph_builder = self
.render_graph_builder
.add_resource_provider(Box::new(CameraResourceProvider))
.add_resource_provider(Box::new(Camera2dResourceProvider))
.add_resource_provider(Box::new(LightResourceProvider::new(10)))
.add_resource_provider(Box::new(UiResourceProvider::new()))
.add_resource_provider(Box::new(UniformResourceProvider::<StandardMaterial>::new()))
.add_resource_provider(Box::new(UniformResourceProvider::<LocalToWorld>::new()))
.add_forward_pass()
.add_forward_pipeline();
.add_forward_pipeline()
.add_ui_pipeline();
self
}

View file

@ -32,4 +32,15 @@ pub struct CameraEntity {
pub camera: Camera,
pub active_camera: ActiveCamera,
pub local_to_world: LocalToWorld,
}
#[derive(EntityArchetype)]
pub struct Camera2dEntity {
pub camera: Camera,
pub active_camera_2d: ActiveCamera2d,
}
#[derive(EntityArchetype)]
pub struct UiEntity {
pub node: Node,
}

View file

@ -177,54 +177,55 @@ impl Pipeline for UiPipeline {
let vs_module = render_graph.device.create_shader_module(&vs_bytes);
let fs_module = render_graph.device.create_shader_module(&fs_bytes);
self.pipeline = Some(render_graph.device.create_render_pipeline(
&wgpu::RenderPipelineDescriptor {
layout: &pipeline_layout,
vertex_stage: wgpu::ProgrammableStageDescriptor {
module: &vs_module,
entry_point: "main",
},
fragment_stage: Some(wgpu::ProgrammableStageDescriptor {
module: &fs_module,
entry_point: "main",
}),
rasterization_state: Some(wgpu::RasterizationStateDescriptor {
front_face: wgpu::FrontFace::Ccw,
cull_mode: wgpu::CullMode::None,
depth_bias: 0,
depth_bias_slope_scale: 0.0,
depth_bias_clamp: 0.0,
}),
primitive_topology: wgpu::PrimitiveTopology::TriangleList,
color_states: &[wgpu::ColorStateDescriptor {
format: wgpu::TextureFormat::Bgra8UnormSrgb,
color_blend: wgpu::BlendDescriptor {
src_factor: wgpu::BlendFactor::SrcAlpha,
dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
operation: wgpu::BlendOperation::Add,
},
alpha_blend: wgpu::BlendDescriptor {
src_factor: wgpu::BlendFactor::One,
dst_factor: wgpu::BlendFactor::One,
operation: wgpu::BlendOperation::Add,
},
write_mask: wgpu::ColorWrite::ALL,
}],
depth_stencil_state: Some(wgpu::DepthStencilStateDescriptor {
format: self.depth_format,
depth_write_enabled: false,
depth_compare: wgpu::CompareFunction::Always,
stencil_front: wgpu::StencilStateFaceDescriptor::IGNORE,
stencil_back: wgpu::StencilStateFaceDescriptor::IGNORE,
stencil_read_mask: 0,
stencil_write_mask: 0,
}),
index_format: wgpu::IndexFormat::Uint16,
vertex_buffers: &[vertex_buffer_descriptor, instance_buffer_descriptor],
sample_count: self.msaa_samples as u32,
sample_mask: !0,
alpha_to_coverage_enabled: false,
let pipedesc = wgpu::RenderPipelineDescriptor {
layout: &pipeline_layout,
vertex_stage: wgpu::ProgrammableStageDescriptor {
module: &vs_module,
entry_point: "main",
},
fragment_stage: Some(wgpu::ProgrammableStageDescriptor {
module: &fs_module,
entry_point: "main",
}),
rasterization_state: Some(wgpu::RasterizationStateDescriptor {
front_face: wgpu::FrontFace::Ccw,
cull_mode: wgpu::CullMode::None,
depth_bias: 0,
depth_bias_slope_scale: 0.0,
depth_bias_clamp: 0.0,
}),
primitive_topology: wgpu::PrimitiveTopology::TriangleList,
color_states: &[wgpu::ColorStateDescriptor {
format: wgpu::TextureFormat::Bgra8UnormSrgb,
color_blend: wgpu::BlendDescriptor {
src_factor: wgpu::BlendFactor::SrcAlpha,
dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
operation: wgpu::BlendOperation::Add,
},
alpha_blend: wgpu::BlendDescriptor {
src_factor: wgpu::BlendFactor::One,
dst_factor: wgpu::BlendFactor::One,
operation: wgpu::BlendOperation::Add,
},
write_mask: wgpu::ColorWrite::ALL,
}],
depth_stencil_state: Some(wgpu::DepthStencilStateDescriptor {
format: self.depth_format,
depth_write_enabled: false,
depth_compare: wgpu::CompareFunction::Always,
stencil_front: wgpu::StencilStateFaceDescriptor::IGNORE,
stencil_back: wgpu::StencilStateFaceDescriptor::IGNORE,
stencil_read_mask: 0,
stencil_write_mask: 0,
}),
index_format: wgpu::IndexFormat::Uint16,
vertex_buffers: &[vertex_buffer_descriptor, instance_buffer_descriptor],
sample_count: self.msaa_samples as u32,
sample_mask: !0,
alpha_to_coverage_enabled: false,
};
self.pipeline = Some(render_graph.device.create_render_pipeline(&pipedesc
));
}

View file

@ -7,6 +7,8 @@ use crate::{
},
};
use super::resource_name;
use super::ResourceInfo;
use zerocopy::AsBytes;
// A set of draw calls. ex: get + draw meshes, get + draw instanced meshes, draw ui meshes, etc
@ -60,3 +62,46 @@ pub fn mesh_draw_target(world: &World, render_pass: &mut dyn RenderPass) {
renderer.remove_buffer(MESH_VERTEX_BUFFER_NAME);
renderer.remove_buffer(MESH_INDEX_BUFFER_NAME);
}
pub fn ui_draw_target(world: &World, render_pass: &mut dyn RenderPass) {
let mut mesh_storage = world.resources.get_mut::<AssetStorage<Mesh>>().unwrap();
// NOTE: this is ugly and borrowing is stupid
let result = {
let renderer = render_pass.get_renderer();
let result = if let Some(ResourceInfo::InstanceBuffer { count, mesh_id, .. }) =
renderer.get_resource_info(resource_name::buffer::UI_INSTANCES)
{
Some((*count, *mesh_id))
} else {
None
};
if let Some((instance_count, mesh_id)) = result {
if let Some(mesh_asset) = mesh_storage.get(mesh_id) {
renderer.create_buffer_with_data(
MESH_VERTEX_BUFFER_NAME,
mesh_asset.vertices.as_bytes(),
wgpu::BufferUsage::VERTEX,
);
renderer.create_buffer_with_data(
MESH_INDEX_BUFFER_NAME,
mesh_asset.indices.as_bytes(),
wgpu::BufferUsage::INDEX,
);
Some((instance_count, mesh_asset.indices.len()))
} else {
None
}
} else {
None
}
};
if let Some((instance_count, indices_length)) = result {
render_pass.setup_bind_groups(None);
render_pass.set_index_buffer(MESH_INDEX_BUFFER_NAME, 0);
render_pass.set_vertex_buffer(0, MESH_VERTEX_BUFFER_NAME, 0);
render_pass.set_vertex_buffer(1, resource_name::buffer::UI_INSTANCES, 0);
render_pass.draw_indexed(0..indices_length as u32, 0, 0..(instance_count as u32));
}
}

View file

@ -2,6 +2,7 @@ pub mod pipelines;
pub mod resource_name;
pub mod wgpu_renderer;
pub mod resource_provider;
pub mod resource_providers;
pub mod passes;
mod resource;
mod pipeline;

View file

@ -1,7 +1,7 @@
use crate::render::render_graph_2::{
resource_name, PassDescriptor, RenderGraphBuilder, RenderPassColorAttachmentDescriptor,
RenderPassDepthStencilAttachmentDescriptor, TextureDescriptor, TextureDimension,
FrameTexture,
resource_providers::FrameTextureResourceProvider,
};
pub trait ForwardPassBuilder {
@ -10,7 +10,7 @@ pub trait ForwardPassBuilder {
impl ForwardPassBuilder for RenderGraphBuilder {
fn add_forward_pass(self) -> Self {
self.add_resource_provider(Box::new(FrameTexture::new(resource_name::texture::DEPTH, TextureDescriptor {
self.add_resource_provider(Box::new(FrameTextureResourceProvider::new(resource_name::texture::DEPTH, TextureDescriptor {
size: wgpu::Extent3d {
depth: 1,
width: 1,

View file

@ -87,14 +87,12 @@ impl PipelineDescriptor {
pub struct PipelineBuilder {
pipeline: PipelineDescriptor,
vertex_buffer_descriptor_offset: u64,
}
impl PipelineBuilder {
pub fn new(vertex_shader: Shader) -> Self {
PipelineBuilder {
pipeline: PipelineDescriptor::new(vertex_shader),
vertex_buffer_descriptor_offset: 0,
}
}
@ -130,16 +128,8 @@ impl PipelineBuilder {
pub fn add_vertex_buffer_descriptor(
mut self,
mut vertex_buffer_descriptor: VertexBufferDescriptor,
vertex_buffer_descriptor: VertexBufferDescriptor,
) -> Self {
let mut offset = 0;
for attribute in vertex_buffer_descriptor.attributes.iter_mut() {
offset += attribute.offset;
attribute.offset += self.vertex_buffer_descriptor_offset;
}
self.vertex_buffer_descriptor_offset += offset;
self.pipeline
.vertex_buffer_descriptors
.push(vertex_buffer_descriptor);

View file

@ -1,5 +1,7 @@
mod forward;
mod forward_flat;
mod ui;
pub use forward::*;
pub use forward_flat::*;
pub use forward_flat::*;
pub use ui::*;

View file

@ -0,0 +1,108 @@
use crate::render::{
Vertex,
{
render_graph_2::{
ui_draw_target, pipeline_layout::*, PipelineDescriptor,
RenderGraphBuilder,
},
shader::{Shader, ShaderStage},
},
};
use crate::render::render_graph_2::VertexBufferDescriptor;
use crate::render::render_graph_2::resource_providers::RectData;
pub trait UiPipelineBuilder {
fn add_ui_pipeline(self) -> Self;
}
impl UiPipelineBuilder for RenderGraphBuilder {
fn add_ui_pipeline(self) -> Self {
self.add_pipeline(
"ui",
PipelineDescriptor::build(Shader::from_glsl(
include_str!("ui.vert"),
ShaderStage::Vertex,
))
.with_fragment_shader(Shader::from_glsl(
include_str!("ui.frag"),
ShaderStage::Fragment,
))
.add_bind_group(BindGroup::new(
vec![
Binding {
name: "Camera2d".to_string(),
bind_type: BindType::Uniform {
dynamic: false,
properties: vec![
UniformProperty {
name: "ViewProj".to_string(),
property_type: UniformPropertyType::Mat4,
},
]
}
},
]
))
.with_rasterization_state(wgpu::RasterizationStateDescriptor {
front_face: wgpu::FrontFace::Ccw,
cull_mode: wgpu::CullMode::None,
depth_bias: 0,
depth_bias_slope_scale: 0.0,
depth_bias_clamp: 0.0,
})
.with_depth_stencil_state(wgpu::DepthStencilStateDescriptor {
format: wgpu::TextureFormat::Depth32Float,
depth_write_enabled: false,
depth_compare: wgpu::CompareFunction::Always,
stencil_front: wgpu::StencilStateFaceDescriptor::IGNORE,
stencil_back: wgpu::StencilStateFaceDescriptor::IGNORE,
stencil_read_mask: 0,
stencil_write_mask: 0,
})
.add_color_state(wgpu::ColorStateDescriptor {
format: wgpu::TextureFormat::Bgra8UnormSrgb,
color_blend: wgpu::BlendDescriptor {
src_factor: wgpu::BlendFactor::SrcAlpha,
dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
operation: wgpu::BlendOperation::Add,
},
alpha_blend: wgpu::BlendDescriptor {
src_factor: wgpu::BlendFactor::One,
dst_factor: wgpu::BlendFactor::One,
operation: wgpu::BlendOperation::Add,
},
write_mask: wgpu::ColorWrite::ALL,
})
.add_vertex_buffer_descriptor(Vertex::get_vertex_buffer_descriptor())
.add_vertex_buffer_descriptor(
VertexBufferDescriptor {
stride: std::mem::size_of::<RectData>() as u64,
step_mode: wgpu::InputStepMode::Instance,
attributes: vec![
wgpu::VertexAttributeDescriptor {
format: wgpu::VertexFormat::Float2,
offset: 0,
shader_location: 3,
},
wgpu::VertexAttributeDescriptor {
format: wgpu::VertexFormat::Float2,
offset: 2 * 4,
shader_location: 4,
},
wgpu::VertexAttributeDescriptor {
format: wgpu::VertexFormat::Float4,
offset: 4 * 4,
shader_location: 5,
},
wgpu::VertexAttributeDescriptor {
format: wgpu::VertexFormat::Float,
offset: 8 * 4,
shader_location: 6,
},
],
}
)
.add_draw_target(ui_draw_target)
.build(),
)
}
}

View file

@ -0,0 +1,9 @@
#version 450
layout(location = 0) in vec4 v_Color;
layout(location = 0) out vec4 o_Target;
void main() {
o_Target = v_Color;
}

View file

@ -0,0 +1,25 @@
#version 450
// vertex attributes
layout(location = 0) in vec4 a_Pos;
layout(location = 1) in vec4 a_Normal;
layout(location = 2) in vec2 a_Uv;
// instanced attributes (RectData)
layout (location = 3) in vec2 a_RectPosition;
layout (location = 4) in vec2 a_RectSize;
layout (location = 5) in vec4 a_RectColor;
layout (location = 6) in float a_RectZIndex;
layout(location = 0) out vec4 v_Color;
layout(set = 0, binding = 0) uniform Camera2d {
mat4 ViewProj;
};
void main() {
v_Color = a_RectColor;
vec4 position = a_Pos * vec4(a_RectSize, 0.0, 1.0);
position = position + vec4(a_RectPosition + a_RectSize / 2.0, -a_RectZIndex, 0.0);
gl_Position = ViewProj * position;
}

View file

@ -27,6 +27,8 @@ pub trait Renderer {
) -> Option<&mut DynamicUniformBufferInfo>;
fn add_dynamic_uniform_buffer_info(&mut self, name: &str, info: DynamicUniformBufferInfo);
fn create_buffer(&mut self, name: &str, size: u64, buffer_usage: wgpu::BufferUsage);
fn create_instance_buffer(&mut self, name: &str, mesh_id: usize, size: usize, count: usize, buffer_usage: wgpu::BufferUsage);
fn create_instance_buffer_with_data(&mut self, name: &str, mesh_id: usize, data: &[u8], size: usize, count: usize, buffer_usage: wgpu::BufferUsage);
fn create_buffer_mapped(
&mut self,
name: &str,

View file

@ -8,4 +8,11 @@ pub enum ResourceInfo {
buffer_usage: wgpu::BufferUsage,
// pub layout: Option<
},
InstanceBuffer {
size: usize,
count: usize,
buffer_usage: wgpu::BufferUsage,
mesh_id: usize,
// pub layout: Option<
},
}

View file

@ -5,5 +5,10 @@ pub mod texture {
pub mod uniform {
pub const CAMERA: &str = "Camera";
pub const CAMERA2D: &str = "Camera2d";
pub const LIGHTS: &str = "Lights";
}
pub mod buffer {
pub const UI_INSTANCES: &str = "UiInstances";
}

View file

@ -1,171 +1,8 @@
use crate::{render::{
render_graph_2::{resource_name, Renderer, TextureDescriptor},
ActiveCamera, Camera, Light, LightRaw,
}, transform::prelude::Translation};
use bevy_transform::prelude::LocalToWorld;
use crate::render::render_graph_2::Renderer;
use legion::prelude::*;
use zerocopy::AsBytes;
pub trait ResourceProvider {
fn initialize(&mut self, renderer: &mut dyn Renderer, world: &mut World);
fn update(&mut self, renderer: &mut dyn Renderer, world: &mut World);
fn resize(&mut self, renderer: &mut dyn Renderer, world: &mut World, width: u32, height: u32);
}
pub struct CameraResourceProvider;
impl ResourceProvider for CameraResourceProvider {
fn initialize(&mut self, renderer: &mut dyn Renderer, _world: &mut World) {
renderer.create_buffer(
resource_name::uniform::CAMERA,
std::mem::size_of::<[[f32; 4]; 4]>() as u64,
wgpu::BufferUsage::COPY_DST | wgpu::BufferUsage::UNIFORM,
);
}
fn update(&mut self, _renderer: &mut dyn Renderer, _world: &mut World) {}
fn resize(&mut self, renderer: &mut dyn Renderer, world: &mut World, width: u32, height: u32) {
let matrix_size = std::mem::size_of::<[[f32; 4]; 4]>();
for (mut camera, local_to_world, _) in
<(Write<Camera>, Read<LocalToWorld>, Read<ActiveCamera>)>::query().iter_mut(world)
{
camera.update(width, height);
let camera_matrix: [[f32; 4]; 4] =
(camera.view_matrix * local_to_world.0).to_cols_array_2d();
renderer.create_buffer_mapped(
"camera_tmp",
matrix_size,
wgpu::BufferUsage::COPY_SRC,
&mut |data| {
data[0..matrix_size].copy_from_slice(camera_matrix.as_bytes());
},
);
renderer.copy_buffer_to_buffer(
"camera_tmp",
0,
resource_name::uniform::CAMERA,
0,
matrix_size as u64,
);
}
}
}
pub struct LightResourceProvider {
pub lights_are_dirty: bool,
pub max_lights: usize,
}
#[repr(C)]
#[derive(Clone, Copy, AsBytes)]
pub struct LightCount {
pub num_lights: [u32; 4],
}
impl LightResourceProvider {
pub fn new(max_lights: usize) -> Self {
LightResourceProvider {
lights_are_dirty: true,
max_lights: max_lights,
}
}
}
impl ResourceProvider for LightResourceProvider {
fn initialize(&mut self, renderer: &mut dyn Renderer, _world: &mut World) {
let light_uniform_size =
(std::mem::size_of::<LightCount>() + self.max_lights * std::mem::size_of::<LightRaw>()) as wgpu::BufferAddress;
renderer.create_buffer(
resource_name::uniform::LIGHTS,
light_uniform_size,
wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_SRC | wgpu::BufferUsage::COPY_DST,
);
}
fn update(&mut self, renderer: &mut dyn Renderer, world: &mut World) {
if self.lights_are_dirty {
let light_query = <(Read<Light>, Read<LocalToWorld>, Read<Translation>)>::query();
let light_count = light_query.iter(world).count();
if light_count == 0 {
return;
}
self.lights_are_dirty = false;
let size = std::mem::size_of::<LightRaw>();
let total_size = size * light_count;
let light_count_size = std::mem::size_of::<LightCount>();
renderer
.create_buffer_mapped("LIGHT_TMP", total_size, wgpu::BufferUsage::COPY_SRC, &mut |data| {
for ((light, local_to_world, translation), slot) in light_query
.iter(world)
.zip(data.chunks_exact_mut(size))
{
slot.copy_from_slice(
LightRaw::from(&light, &local_to_world.0, &translation).as_bytes(),
);
}
});
renderer
.create_buffer_mapped("LIGHT_COUNT_TMP", light_count_size, wgpu::BufferUsage::COPY_SRC, &mut |data| {
data.copy_from_slice([light_count as u32, 0, 0, 0].as_bytes());
});
renderer.copy_buffer_to_buffer(
"LIGHT_COUNT_TMP",
0,
resource_name::uniform::LIGHTS,
0,
light_count_size as wgpu::BufferAddress,
);
renderer.copy_buffer_to_buffer(
"LIGHT_TMP",
0,
resource_name::uniform::LIGHTS,
light_count_size as u64,
total_size as wgpu::BufferAddress,
);
}
}
fn resize(&mut self, renderer: &mut dyn Renderer, world: &mut World, width: u32, height: u32) {}
}
pub struct FrameTexture {
pub name: String,
pub descriptor: TextureDescriptor,
}
impl FrameTexture {
pub fn new(name: &str, descriptor: TextureDescriptor) -> Self {
FrameTexture {
name: name.to_string(),
descriptor,
}
}
pub fn update(&mut self, renderer: &mut dyn Renderer, world: &World) {
let window = world.resources.get::<winit::window::Window>().unwrap();
let window_size = window.inner_size();
self.descriptor.size.width = window_size.width;
self.descriptor.size.height = window_size.height;
renderer.create_texture(&self.name, &self.descriptor);
}
}
impl ResourceProvider for FrameTexture {
fn initialize(&mut self, renderer: &mut dyn Renderer, world: &mut World) {
self.update(renderer, world);
}
fn update(&mut self, renderer: &mut dyn Renderer, world: &mut World) {
}
fn resize(&mut self, renderer: &mut dyn Renderer, world: &mut World, width: u32, height: u32) {
self.update(renderer, world);
}
}

View file

@ -0,0 +1,48 @@
use crate::{render::{
render_graph_2::{resource_name, Renderer},
ActiveCamera2d, Camera,
}};
use legion::prelude::*;
use zerocopy::AsBytes;
use crate::render::render_graph_2::ResourceProvider;
pub struct Camera2dResourceProvider;
impl ResourceProvider for Camera2dResourceProvider {
fn initialize(&mut self, renderer: &mut dyn Renderer, _world: &mut World) {
renderer.create_buffer(
resource_name::uniform::CAMERA2D,
std::mem::size_of::<[[f32; 4]; 4]>() as u64,
wgpu::BufferUsage::COPY_DST | wgpu::BufferUsage::UNIFORM,
);
}
fn update(&mut self, _renderer: &mut dyn Renderer, _world: &mut World) {}
fn resize(&mut self, renderer: &mut dyn Renderer, world: &mut World, width: u32, height: u32) {
let matrix_size = std::mem::size_of::<[[f32; 4]; 4]>();
for (mut camera, _) in
<(Write<Camera>, Read<ActiveCamera2d>)>::query().iter_mut(world)
{
camera.update(width, height);
let camera_matrix: [[f32; 4]; 4] =
camera.view_matrix.to_cols_array_2d();
renderer.create_buffer_mapped(
"camera2d_tmp",
matrix_size,
wgpu::BufferUsage::COPY_SRC,
&mut |data| {
data[0..matrix_size].copy_from_slice(camera_matrix.as_bytes());
},
);
renderer.copy_buffer_to_buffer(
"camera2d_tmp",
0,
resource_name::uniform::CAMERA2D,
0,
matrix_size as u64,
);
}
}
}

View file

@ -0,0 +1,49 @@
use crate::{render::{
render_graph_2::{resource_name, Renderer},
ActiveCamera, Camera,
}};
use bevy_transform::prelude::LocalToWorld;
use legion::prelude::*;
use zerocopy::AsBytes;
use crate::render::render_graph_2::ResourceProvider;
pub struct CameraResourceProvider;
impl ResourceProvider for CameraResourceProvider {
fn initialize(&mut self, renderer: &mut dyn Renderer, _world: &mut World) {
renderer.create_buffer(
resource_name::uniform::CAMERA,
std::mem::size_of::<[[f32; 4]; 4]>() as u64,
wgpu::BufferUsage::COPY_DST | wgpu::BufferUsage::UNIFORM,
);
}
fn update(&mut self, _renderer: &mut dyn Renderer, _world: &mut World) {}
fn resize(&mut self, renderer: &mut dyn Renderer, world: &mut World, width: u32, height: u32) {
let matrix_size = std::mem::size_of::<[[f32; 4]; 4]>();
for (mut camera, local_to_world, _) in
<(Write<Camera>, Read<LocalToWorld>, Read<ActiveCamera>)>::query().iter_mut(world)
{
camera.update(width, height);
let camera_matrix: [[f32; 4]; 4] =
(camera.view_matrix * local_to_world.0).to_cols_array_2d();
renderer.create_buffer_mapped(
"camera_tmp",
matrix_size,
wgpu::BufferUsage::COPY_SRC,
&mut |data| {
data[0..matrix_size].copy_from_slice(camera_matrix.as_bytes());
},
);
renderer.copy_buffer_to_buffer(
"camera_tmp",
0,
resource_name::uniform::CAMERA,
0,
matrix_size as u64,
);
}
}
}

View file

@ -0,0 +1,38 @@
use crate::prelude::World;
use crate::render::render_graph_2::Renderer;
use crate::render::render_graph_2::ResourceProvider;
use crate::render::render_graph_2::TextureDescriptor;
pub struct FrameTextureResourceProvider {
pub name: String,
pub descriptor: TextureDescriptor,
}
impl FrameTextureResourceProvider {
pub fn new(name: &str, descriptor: TextureDescriptor) -> Self {
FrameTextureResourceProvider {
name: name.to_string(),
descriptor,
}
}
pub fn update(&mut self, renderer: &mut dyn Renderer, world: &World) {
let window = world.resources.get::<winit::window::Window>().unwrap();
let window_size = window.inner_size();
self.descriptor.size.width = window_size.width;
self.descriptor.size.height = window_size.height;
renderer.create_texture(&self.name, &self.descriptor);
}
}
impl ResourceProvider for FrameTextureResourceProvider {
fn initialize(&mut self, renderer: &mut dyn Renderer, world: &mut World) {
self.update(renderer, world);
}
fn update(&mut self, _renderer: &mut dyn Renderer, _world: &mut World) {}
fn resize(&mut self, renderer: &mut dyn Renderer, world: &mut World, _width: u32, _height: u32) {
self.update(renderer, world);
}
}

View file

@ -0,0 +1,89 @@
use zerocopy::AsBytes;
use legion::prelude::*;
use crate::render::render_graph_2::ResourceProvider;
use crate::render::render_graph_2::resource_name;
use crate::render::render_graph_2::Renderer;
use crate::render::{Light, LightRaw};
use bevy_transform::prelude::{LocalToWorld, Translation};
pub struct LightResourceProvider {
pub lights_are_dirty: bool,
pub max_lights: usize,
}
#[repr(C)]
#[derive(Clone, Copy, AsBytes)]
pub struct LightCount {
pub num_lights: [u32; 4],
}
impl LightResourceProvider {
pub fn new(max_lights: usize) -> Self {
LightResourceProvider {
lights_are_dirty: true,
max_lights: max_lights,
}
}
}
impl ResourceProvider for LightResourceProvider {
fn initialize(&mut self, renderer: &mut dyn Renderer, _world: &mut World) {
let light_uniform_size =
(std::mem::size_of::<LightCount>() + self.max_lights * std::mem::size_of::<LightRaw>()) as wgpu::BufferAddress;
renderer.create_buffer(
resource_name::uniform::LIGHTS,
light_uniform_size,
wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_SRC | wgpu::BufferUsage::COPY_DST,
);
}
fn update(&mut self, renderer: &mut dyn Renderer, world: &mut World) {
if self.lights_are_dirty {
let light_query = <(Read<Light>, Read<LocalToWorld>, Read<Translation>)>::query();
let light_count = light_query.iter(world).count();
if light_count == 0 {
return;
}
self.lights_are_dirty = false;
let size = std::mem::size_of::<LightRaw>();
let total_size = size * light_count;
let light_count_size = std::mem::size_of::<LightCount>();
renderer
.create_buffer_mapped("LIGHT_TMP", total_size, wgpu::BufferUsage::COPY_SRC, &mut |data| {
for ((light, local_to_world, translation), slot) in light_query
.iter(world)
.zip(data.chunks_exact_mut(size))
{
slot.copy_from_slice(
LightRaw::from(&light, &local_to_world.0, &translation).as_bytes(),
);
}
});
renderer
.create_buffer_mapped("LIGHT_COUNT_TMP", light_count_size, wgpu::BufferUsage::COPY_SRC, &mut |data| {
data.copy_from_slice([light_count as u32, 0, 0, 0].as_bytes());
});
renderer.copy_buffer_to_buffer(
"LIGHT_COUNT_TMP",
0,
resource_name::uniform::LIGHTS,
0,
light_count_size as wgpu::BufferAddress,
);
renderer.copy_buffer_to_buffer(
"LIGHT_TMP",
0,
resource_name::uniform::LIGHTS,
light_count_size as u64,
total_size as wgpu::BufferAddress,
);
}
}
fn resize(&mut self, _renderer: &mut dyn Renderer, _world: &mut World, _width: u32, _height: u32) {}
}

View file

@ -0,0 +1,11 @@
mod ui_resource_provider;
mod frame_texture_resource_provider;
mod light_resource_provider;
mod camera_resource_provider;
mod camera2d_resource_provider;
pub use ui_resource_provider::*;
pub use frame_texture_resource_provider::*;
pub use light_resource_provider::*;
pub use camera_resource_provider::*;
pub use camera2d_resource_provider::*;

View file

@ -0,0 +1,100 @@
use crate::prelude::Node;
use crate::render::render_graph_2::resource_name;
use crate::render::render_graph_2::ResourceProvider;
use crate::{ecs, render::render_graph_2::Renderer, asset::{Handle, Mesh, Asset, AssetStorage}, math};
use bevy_transform::prelude::Parent;
use legion::prelude::*;
use zerocopy::{AsBytes, FromBytes};
use crate::asset::MeshType;
#[repr(C)]
#[derive(Clone, Copy, Debug, AsBytes, FromBytes)]
pub struct RectData {
pub position: [f32; 2],
pub size: [f32; 2],
pub color: [f32; 4],
pub z_index: f32,
}
pub struct UiResourceProvider {
pub quad: Option<Handle<Mesh>>,
}
impl UiResourceProvider {
pub fn new() -> Self {
UiResourceProvider {
quad: None,
}
}
pub fn update(&mut self, renderer: &mut dyn Renderer, world: &World) {
let node_query = <Read<Node>>::query().filter(!component::<Parent>());
let mut data = Vec::new();
if node_query.iter(world).count() > 0 {
// TODO: this probably isn't the best way to handle z-ordering
let mut z = 0.9999;
{
let mut add_data: Box<dyn FnMut(&World, Entity, ()) -> Option<()>> =
Box::new(|world, entity, _| {
let node = world.get_component::<Node>(entity).unwrap();
data.push(RectData {
position: node.global_position.into(),
size: node.size.into(),
color: node.color.into(),
z_index: z,
});
z -= 0.0001;
Some(())
});
for entity in node_query
.iter_entities(world)
.map(|(entity, _)| entity)
.collect::<Vec<Entity>>()
{
ecs::run_on_hierarchy(world, entity, (), &mut add_data);
}
}
}
if data.len() == 0 {
return
}
let size = std::mem::size_of::<RectData>();
let mesh_id = self.quad.as_ref().unwrap().id;
renderer.create_instance_buffer_with_data(
resource_name::buffer::UI_INSTANCES,
mesh_id,
data.as_bytes(),
size,
data.len(),
wgpu::BufferUsage::COPY_SRC | wgpu::BufferUsage::VERTEX,
);
}
}
impl ResourceProvider for UiResourceProvider {
fn initialize(&mut self, _renderer: &mut dyn Renderer, world: &mut World) {
// self.update(renderer, world);
let mut mesh_storage = world.resources.get_mut::<AssetStorage<Mesh>>().unwrap();
let quad = Mesh::load(MeshType::Quad {
north_west: math::vec2(-0.5, 0.5),
north_east: math::vec2(0.5, 0.5),
south_west: math::vec2(-0.5, -0.5),
south_east: math::vec2(0.5, -0.5),
});
self.quad = Some(mesh_storage.add(quad));
}
fn update(&mut self, renderer: &mut dyn Renderer, world: &mut World) {
self.update(renderer, world);
}
fn resize(&mut self, _renderer: &mut dyn Renderer, _world: &mut World, _width: u32, _height: u32) {
}
}

View file

@ -260,7 +260,7 @@ impl<T> ResourceProvider for UniformResourceProvider<T>
where
T: AsUniforms + Send + Sync + 'static,
{
fn initialize(&mut self, renderer: &mut dyn super::Renderer, world: &mut World) {}
fn initialize(&mut self, _renderer: &mut dyn super::Renderer, _world: &mut World) {}
fn update(&mut self, renderer: &mut dyn super::Renderer, world: &mut World) {
let query = <Read<T>>::query();
@ -381,7 +381,7 @@ where
fn resize(
&mut self,
renderer: &mut dyn super::Renderer,
_renderer: &mut dyn super::Renderer,
_world: &mut World,
_width: u32,
_height: u32,

View file

@ -255,6 +255,7 @@ impl WgpuRenderer {
// if a uniform resource buffer doesn't exist, create a new empty one
for binding in bind_group.bindings.iter() {
if let None = self.resource_info.get(&binding.name) {
println!("Warning: creating new empty buffer for binding {}", binding.name);
unset_uniforms.push(binding.name.to_string());
if let BindType::Uniform { .. } = &binding.bind_type {
let size = binding.bind_type.get_uniform_size().unwrap();
@ -584,6 +585,41 @@ impl Renderer for WgpuRenderer {
self.buffers.insert(name.to_string(), buffer);
}
fn create_instance_buffer(&mut self, name: &str, mesh_id: usize, size: usize, count: usize, buffer_usage: wgpu::BufferUsage) {
let buffer = self.device.create_buffer(&wgpu::BufferDescriptor {
size: (size * count) as u64,
usage: buffer_usage,
});
self.add_resource_info(
name,
ResourceInfo::InstanceBuffer {
buffer_usage,
size,
count,
mesh_id,
},
);
self.buffers.insert(name.to_string(), buffer);
}
fn create_instance_buffer_with_data(&mut self, name: &str, mesh_id: usize, data: &[u8], size: usize, count: usize, buffer_usage: wgpu::BufferUsage) {
let buffer = self.device.create_buffer_with_data(data, buffer_usage);
self.add_resource_info(
name,
ResourceInfo::InstanceBuffer {
buffer_usage,
size,
count,
mesh_id,
},
);
self.buffers.insert(name.to_string(), buffer);
}
fn get_resource_info(&self, name: &str) -> Option<&ResourceInfo> {
self.resource_info.get(name)
}
@ -719,6 +755,7 @@ impl<'a, 'b, 'c, 'd> RenderPass for WgpuRenderPass<'a, 'b, 'c, 'd> {
}
}
// TODO: check to see if bind group is already set
self.render_pass.set_bind_group(
i as u32,
&bind_group_info.bind_group,