mirror of
https://github.com/bevyengine/bevy
synced 2024-11-21 20:23:28 +00:00
entity uniforms kind of work in the new render graph
but only the last entity because they all use the same buffer
This commit is contained in:
parent
5ca84dbde0
commit
d76b2b032e
18 changed files with 395 additions and 152 deletions
14
.vscode/launch.json
vendored
14
.vscode/launch.json
vendored
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@ -26,15 +26,15 @@
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{
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"type": "lldb",
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"request": "launch",
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"name": "Debug example 'simple'",
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"name": "Build and launch example",
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"cargo": {
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"args": [
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"build",
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"--example=simple",
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"--example=simple_new_graph",
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"--package=bevy"
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],
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"filter": {
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"name": "simple",
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"name": "simple_new_graph",
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"kind": "example"
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}
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},
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@ -44,13 +44,13 @@
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{
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"type": "lldb",
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"request": "launch",
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"name": "Debug unit tests in example 'simple'",
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"name": "Launch example",
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"cargo": {
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"args": [
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"test",
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"--no-run",
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"run",
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"--example=simple",
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"--package=bevy"
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"--package=bevy",
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"--release"
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],
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"filter": {
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"name": "simple",
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@ -120,21 +120,21 @@ fn create_entities_builder_add_component(world: &mut World, plane_handle: Handle
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fn create_entities_builder_archetype(world: &mut World, plane_handle: Handle<Mesh>, cube_handle: Handle<Mesh>) {
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world.build()
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// plane
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.build_archetype(MeshEntity {
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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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})
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// cube
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.build_archetype(MeshEntity {
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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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})
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// light
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.build_archetype(LightEntity {
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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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@ -151,7 +151,7 @@ fn create_entities_builder_archetype(world: &mut World, plane_handle: Handle<Mes
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rotation: Rotation::from_euler_angles(0.0, 0.0, 0.0),
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})
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// camera
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.build_archetype(CameraEntity {
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.add_archetype(CameraEntity {
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camera: Camera::new(CameraType::Projection {
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fov: std::f32::consts::PI / 4.0,
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near: 1.0,
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@ -26,21 +26,21 @@ pub fn setup(world: &mut World) {
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world.build()
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// plane
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.build_archetype(MeshEntity {
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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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})
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// cube
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.build_archetype(MeshEntity {
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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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})
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// light
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// .build_archetype(LightEntity {
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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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@ -57,7 +57,7 @@ pub fn setup(world: &mut World) {
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// rotation: Rotation::from_euler_angles(0.0, 0.0, 0.0),
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// })
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// camera
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.build_archetype(CameraEntity {
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.add_archetype(CameraEntity {
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camera: Camera::new(CameraType::Projection {
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fov: std::f32::consts::PI / 4.0,
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near: 1.0,
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@ -15,21 +15,21 @@ fn setup(world: &mut World) {
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world.build()
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// plane
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.build_archetype(MeshEntity {
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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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})
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// cube
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.build_archetype(MeshEntity {
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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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})
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// light
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.build_archetype(LightEntity {
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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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@ -46,7 +46,7 @@ fn setup(world: &mut World) {
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rotation: Rotation::from_euler_angles(0.0, 0.0, 0.0),
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})
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// camera
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.build_archetype(CameraEntity {
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.add_archetype(CameraEntity {
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camera: Camera::new(CameraType::Projection {
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fov: std::f32::consts::PI / 4.0,
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near: 1.0,
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@ -1,5 +1,5 @@
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use bevy::prelude::*;
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use bevy::render::render_graph_2::{StandardMaterial, ShaderUniforms};
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use bevy::render::render_graph_2::{StandardMaterial, ShaderUniforms, uniform_selector};
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fn main() {
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AppBuilder::new().add_defaults().setup_world(setup).run();
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@ -16,28 +16,43 @@ fn setup(world: &mut World) {
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world.build()
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// plane
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// .build_archetype(MeshEntity {
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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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// })
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// cube
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.build_archetype(NewMeshEntity {
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mesh: cube_handle,
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.add_archetype(NewMeshEntity {
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mesh: cube_handle.clone(),
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material: StandardMaterial {
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albedo: math::vec4(1.0, 0.0, 0.0, 1.0),
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},
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shader_uniforms: ShaderUniforms {
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uniform_selectors: Vec::new(
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)
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uniform_selectors: vec![
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uniform_selector::<StandardMaterial>,
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uniform_selector::<LocalToWorld>,
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]
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},
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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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})
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// .add_archetype(NewMeshEntity {
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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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// },
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// shader_uniforms: ShaderUniforms {
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// uniform_selectors: vec![
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// uniform_selector::<StandardMaterial>,
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// uniform_selector::<LocalToWorld>,
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// ]
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// },
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// local_to_world: LocalToWorld::identity(),
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// translation: Translation::new(-2.0, 0.0, 1.0),
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// })
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// light
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// .build_archetype(LightEntity {
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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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@ -54,7 +69,7 @@ fn setup(world: &mut World) {
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// rotation: Rotation::from_euler_angles(0.0, 0.0, 0.0),
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// })
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// camera
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.build_archetype(CameraEntity {
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.add_archetype(CameraEntity {
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camera: Camera::new(CameraType::Projection {
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fov: std::f32::consts::PI / 4.0,
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near: 1.0,
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@ -52,7 +52,7 @@ impl App {
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}
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if let Some(ref mut renderer) = self.renderer {
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renderer.process_render_graph(&self.render_graph, &mut self.world);
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renderer.process_render_graph(&mut self.render_graph, &mut self.world);
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}
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if let Some(mut time) = self.world.resources.get_mut::<Time>() {
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@ -79,7 +79,7 @@ impl App {
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}
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if let Some(ref mut renderer) = self.renderer {
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renderer.initialize(&mut self.world);
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renderer.initialize(&mut self.world, &mut self.render_graph);
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}
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log::info!("Entering render loop...");
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@ -101,7 +101,7 @@ impl App {
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if let Some(ref mut renderer) = self.renderer {
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renderer
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.resize(&mut self.world, size.width, size.height);
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.resize(&mut self.world, &mut self.render_graph, size.width, size.height);
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}
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}
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event::Event::WindowEvent { event, .. } => match event {
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@ -4,7 +4,7 @@ use crate::{
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core::Time,
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legion::prelude::{Runnable, Schedulable, Schedule, Universe, World},
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render::render_graph_2,
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render::render_graph_2::{pipelines::*, wgpu_renderer::WgpuRenderer},
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render::render_graph_2::{pipelines::*, wgpu_renderer::WgpuRenderer, resource_provider::CameraResourceProvider},
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render::{passes::*, *},
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plugin::load_plugin,
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ui,
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@ -174,6 +174,7 @@ impl AppBuilder {
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pub fn add_render_graph_defaults(mut self) -> Self {
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self.render_graph_builder = self
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.render_graph_builder
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.add_resource_provider(Box::new(CameraResourceProvider))
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.add_forward_pass()
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.add_forward_pipeline();
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@ -48,7 +48,7 @@ impl<'a> EntityBuilder<'a> {
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self
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}
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pub fn build_archetype(mut self, entity_archetype: impl EntityArchetype) -> Self {
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pub fn add_archetype(mut self, entity_archetype: impl EntityArchetype) -> Self {
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self.current_entity = Some(entity_archetype.insert(self.world));
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self
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}
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@ -19,7 +19,7 @@ pub fn mesh_draw_target(world: &World, render_pass: &mut dyn RenderPass) {
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let mut last_mesh_id = None;
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let mesh_query =
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<(Read<ShaderUniforms>, Read<Handle<Mesh>>)>::query().filter(!component::<Instanced>());
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for (_material, mesh) in mesh_query.iter(world) {
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for (_shader_uniforms, mesh) in mesh_query.iter(world) {
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let current_mesh_id = mesh.id;
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let mut should_load_mesh = last_mesh_id == None;
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};
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}
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// TODO: re-getting the mesh isn't necessary. just store the index count
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if let Some(mesh_asset) = mesh_storage.get(mesh.id) {
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// TODO: validate bind group properties against shader uniform properties at least once
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render_pass.setup_bind_groups();
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render_pass.draw_indexed(0..mesh_asset.indices.len() as u32, 0, 0..1);
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};
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@ -1,7 +1,7 @@
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pub mod pipelines;
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pub mod resource_name;
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pub mod wgpu_renderer;
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mod resource_provider;
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pub mod resource_provider;
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mod resource;
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mod pipeline;
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mod pipeline_layout;
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@ -42,6 +42,17 @@ pub enum BindType {
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},
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}
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impl BindType {
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pub fn get_uniform_size(&self) -> Option<u64> {
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match self {
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BindType::Uniform { properties, .. } => {
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Some(properties.iter().fold(0, |total, property| total + property.property_type.get_size()))
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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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#[derive(Hash)]
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pub struct UniformProperty {
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pub name: String,
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@ -57,8 +68,21 @@ pub enum UniformPropertyType {
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Vec3,
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Vec4,
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Mat4,
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Struct(Vec<UniformPropertyType>),
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Array(Box<UniformPropertyType>, usize),
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// Struct(Vec<UniformPropertyType>),
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// Array(Box<UniformPropertyType>, usize),
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}
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impl UniformPropertyType {
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fn get_size(&self) -> u64 {
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match self {
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UniformPropertyType::Int => 4,
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UniformPropertyType::Float => 4,
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UniformPropertyType::UVec4 => 4 * 4,
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UniformPropertyType::Vec3 => 4 * 3,
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UniformPropertyType::Vec4 => 4 * 4,
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UniformPropertyType::Mat4 => 4 * 4 * 4,
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}
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}
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}
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#[derive(Copy, Clone, Hash)]
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@ -1,7 +1,8 @@
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#version 450
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layout(location = 0) in vec3 v_Normal;
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layout(location = 1) in vec4 v_Position;
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layout(location = 0) in vec4 v_Position;
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layout(location = 1) in vec3 v_Normal;
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layout(location = 2) in vec2 v_Uv;
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layout(location = 0) out vec4 o_Target;
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@ -15,5 +16,6 @@ layout(set = 1, binding = 1) uniform StandardMaterial {
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void main() {
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// multiply the light by material color
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o_Target = vec4(1.0, 0.0, 0.0, 1.0);
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o_Target = Albedo;
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}
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@ -2,10 +2,11 @@
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layout(location = 0) in vec4 a_Pos;
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layout(location = 1) in vec4 a_Normal;
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layout(location = 2) in vec4 a_Uv;
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layout(location = 2) in vec2 a_Uv;
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layout(location = 0) out vec3 v_Normal;
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layout(location = 1) out vec4 v_Position;
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layout(location = 0) out vec4 v_Position;
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layout(location = 1) out vec3 v_Normal;
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layout(location = 2) out vec2 v_Uv;
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layout(set = 0, binding = 0) uniform Camera {
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mat4 ViewProj;
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@ -22,5 +23,7 @@ layout(set = 1, binding = 1) uniform StandardMaterial {
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void main() {
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v_Normal = mat3(Model) * vec3(a_Normal.xyz);
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v_Position = Model * vec4(a_Pos);
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// v_Normal = vec3(a_Normal.xyz);
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// v_Position = vec4(a_Pos);
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gl_Position = ViewProj * v_Position;
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}
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|
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@ -75,15 +75,15 @@ impl ForwardPipelineBuilder for RenderGraphBuilder {
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depth_bias_slope_scale: 0.0,
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depth_bias_clamp: 0.0,
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})
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.with_depth_stencil_state(wgpu::DepthStencilStateDescriptor {
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format: wgpu::TextureFormat::Depth32Float,
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depth_write_enabled: true,
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depth_compare: wgpu::CompareFunction::Less,
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stencil_front: wgpu::StencilStateFaceDescriptor::IGNORE,
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stencil_back: wgpu::StencilStateFaceDescriptor::IGNORE,
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stencil_read_mask: 0,
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stencil_write_mask: 0,
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})
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// .with_depth_stencil_state(wgpu::DepthStencilStateDescriptor {
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// format: wgpu::TextureFormat::Depth32Float,
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// depth_write_enabled: true,
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// depth_compare: wgpu::CompareFunction::Less,
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// stencil_front: wgpu::StencilStateFaceDescriptor::IGNORE,
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// stencil_back: wgpu::StencilStateFaceDescriptor::IGNORE,
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// stencil_read_mask: 0,
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// stencil_write_mask: 0,
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// })
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.add_color_state(wgpu::ColorStateDescriptor {
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format: wgpu::TextureFormat::Bgra8UnormSrgb,
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color_blend: wgpu::BlendDescriptor::REPLACE,
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|
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@ -1,18 +1,19 @@
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use crate::{legion::prelude::*, render::render_graph_2::{RenderGraph, ResourceInfo, PipelineDescriptor, BindGroup}};
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use crate::{legion::prelude::*, render::render_graph_2::{RenderGraph, ResourceInfo, PipelineDescriptor}};
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use std::ops::Range;
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pub trait Renderer {
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fn initialize(&mut self, world: &mut World);
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fn resize(&mut self, world: &mut World, width: u32, height: u32);
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fn process_render_graph(&mut self, render_graph: &RenderGraph, world: &mut World);
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// TODO: swap out wgpu::BufferUsage for custom type
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fn initialize(&mut self, world: &mut World, render_graph: &mut RenderGraph);
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fn resize(&mut self, world: &mut World, render_graph: &mut RenderGraph, width: u32, height: u32);
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fn process_render_graph(&mut self, render_graph: &mut RenderGraph, world: &mut World);
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// TODO: swap out wgpu::BufferUsage for non-wgpu type
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fn create_buffer_with_data(&mut self, name: &str, data: &[u8], buffer_usage: wgpu::BufferUsage);
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fn setup_bind_group(&mut self, bind_group: &BindGroup) -> u64;
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fn create_buffer(&mut self, name: &str, size: u64, buffer_usage: wgpu::BufferUsage);
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fn remove_buffer(&mut self, name: &str);
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fn get_resource_info(&self, name: &str) -> Option<&ResourceInfo>;
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}
|
||||
|
||||
pub trait RenderPass {
|
||||
// TODO: consider using static dispatch for the renderer: Renderer<WgpuBackend>. compare compile times
|
||||
fn get_renderer(&mut self) -> &mut dyn Renderer;
|
||||
fn get_pipeline_descriptor(&self) -> &PipelineDescriptor;
|
||||
fn set_index_buffer(&mut self, name: &str, offset: u64);
|
||||
|
|
|
@ -1,4 +1,8 @@
|
|||
pub enum ResourceInfo {
|
||||
BufferMapped {
|
||||
size: u64,
|
||||
buffer_usage: wgpu::BufferUsage,
|
||||
},
|
||||
Buffer {
|
||||
size: u64,
|
||||
buffer_usage: wgpu::BufferUsage,
|
||||
|
|
|
@ -37,7 +37,7 @@ pub trait GetBytes {
|
|||
}
|
||||
|
||||
// TODO: might need to add zerocopy to this crate to impl AsBytes for external crates
|
||||
// impl GetBytes for dyn AsBytes {
|
||||
// impl<T> GetBytes for T where T : AsBytes {
|
||||
// fn get_bytes(&self) -> Vec<u8> {
|
||||
// self.as_bytes().into()
|
||||
// }
|
||||
|
@ -61,7 +61,7 @@ impl GetBytes for Vec4 {
|
|||
pub trait AsUniforms {
|
||||
fn get_uniform_info(&self) -> &[UniformInfo];
|
||||
fn get_uniform_layouts(&self) -> &[&[UniformPropertyType]];
|
||||
fn get_uniform_value(&self, index: usize) -> Vec<u8>;
|
||||
fn get_uniform_bytes(&self, name: &str) -> Option<Vec<u8>>;
|
||||
// TODO: support zero-copy uniforms
|
||||
// fn get_uniform_value_ref(&self, index: usize) -> &[u8];
|
||||
}
|
||||
|
@ -71,27 +71,12 @@ pub trait AsUniforms {
|
|||
// pub
|
||||
// }
|
||||
|
||||
|
||||
// create this from a derive macro
|
||||
const STANDARD_MATERIAL_UNIFORM_INFO: &[UniformInfo] = &[
|
||||
UniformInfo {
|
||||
name: "StandardMaterial",
|
||||
bind_type: BindType::Uniform {
|
||||
dynamic: false,
|
||||
properties: Vec::new()
|
||||
},
|
||||
}
|
||||
];
|
||||
|
||||
// these are separate from BindType::Uniform{properties} because they need to be const
|
||||
const STANDARD_MATERIAL_UNIFORM_LAYOUTS: &[&[UniformPropertyType]] = &[&[]];
|
||||
|
||||
pub struct UniformInfo<'a> {
|
||||
pub name: &'a str,
|
||||
pub bind_type: BindType,
|
||||
}
|
||||
|
||||
pub fn standard_material_selector<T>(entity: Entity, world: &World) -> Option<RefMap<&dyn AsUniforms>> where T: AsUniforms + Component {
|
||||
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| {
|
||||
|
@ -100,6 +85,21 @@ pub fn standard_material_selector<T>(entity: Entity, world: &World) -> Option<Re
|
|||
})
|
||||
}
|
||||
|
||||
// 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 ST
|
||||
impl AsUniforms for StandardMaterial {
|
||||
fn get_uniform_info(&self) -> &[UniformInfo] {
|
||||
|
@ -110,10 +110,66 @@ impl AsUniforms for StandardMaterial {
|
|||
STANDARD_MATERIAL_UNIFORM_LAYOUTS
|
||||
}
|
||||
|
||||
fn get_uniform_value(&self, index: usize) -> Vec<u8> {
|
||||
match index {
|
||||
0 => self.albedo.get_bytes(),
|
||||
_ => panic!("index out of bounds"),
|
||||
fn get_uniform_bytes(&self, name: &str) -> Option<Vec<u8>> {
|
||||
match name {
|
||||
"StandardMaterial" => Some(self.albedo.get_bytes()),
|
||||
_ => 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,
|
||||
// }
|
||||
// }
|
||||
// fn get_selector(&self) -> ShaderMaterialSelector {
|
||||
// |entity, world| {
|
||||
// world.get_component::<Self>(entity).map(
|
||||
// |c: Ref<StandardMaterial>| {
|
||||
// c.map_into(|s| {
|
||||
// s as &dyn ShaderMaterial
|
||||
// })
|
||||
// }
|
||||
// )
|
||||
// }
|
||||
// }
|
||||
}
|
||||
|
||||
// create this from a derive macro
|
||||
const LOCAL_TO_WORLD_UNIFORM_INFO: &[UniformInfo] = &[
|
||||
UniformInfo {
|
||||
name: "Object",
|
||||
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 LOCAL_TO_WORLD_UNIFORM_LAYOUTS: &[&[UniformPropertyType]] = &[&[]];
|
||||
|
||||
// const ST
|
||||
impl AsUniforms for bevy_transform::prelude::LocalToWorld {
|
||||
fn get_uniform_info(&self) -> &[UniformInfo] {
|
||||
LOCAL_TO_WORLD_UNIFORM_INFO
|
||||
}
|
||||
|
||||
fn get_uniform_layouts(&self) -> &[&[UniformPropertyType]] {
|
||||
LOCAL_TO_WORLD_UNIFORM_LAYOUTS
|
||||
}
|
||||
|
||||
fn get_uniform_bytes(&self, name: &str) -> Option<Vec<u8>> {
|
||||
match name {
|
||||
"Object" => Some(self.0.to_cols_array_2d().as_bytes().into()),
|
||||
_ => None,
|
||||
}
|
||||
}
|
||||
// fn iter_properties(&self) -> std::slice::Iter<&'static str> {
|
||||
|
|
|
@ -3,7 +3,8 @@ use crate::{
|
|||
render::render_graph_2::{
|
||||
resource_name, BindGroup, BindType, PassDescriptor, PipelineDescriptor, RenderGraph,
|
||||
RenderPass, RenderPassColorAttachmentDescriptor,
|
||||
RenderPassDepthStencilAttachmentDescriptor, Renderer, ResourceInfo, TextureDimension,
|
||||
RenderPassDepthStencilAttachmentDescriptor, Renderer, ResourceInfo, ShaderUniforms,
|
||||
TextureDimension,
|
||||
},
|
||||
};
|
||||
use std::{
|
||||
|
@ -21,7 +22,7 @@ pub struct WgpuRenderer {
|
|||
pub buffers: HashMap<String, wgpu::Buffer>,
|
||||
pub textures: HashMap<String, wgpu::TextureView>,
|
||||
pub resource_info: HashMap<String, ResourceInfo>,
|
||||
pub bind_groups: HashMap<u64, wgpu::BindGroup>,
|
||||
pub bind_groups: HashMap<u64, BindGroupInfo>,
|
||||
pub bind_group_layouts: HashMap<u64, wgpu::BindGroupLayout>,
|
||||
}
|
||||
|
||||
|
@ -117,9 +118,8 @@ impl WgpuRenderer {
|
|||
})
|
||||
.collect::<Vec<&wgpu::BindGroupLayout>>();
|
||||
|
||||
|
||||
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
|
||||
bind_group_layouts: bind_group_layouts.as_slice()
|
||||
bind_group_layouts: bind_group_layouts.as_slice(),
|
||||
});
|
||||
|
||||
let render_pipeline_descriptor = wgpu::RenderPipelineDescriptor {
|
||||
|
@ -229,10 +229,131 @@ impl WgpuRenderer {
|
|||
fn add_resource_info(&mut self, name: &str, resource_info: ResourceInfo) {
|
||||
self.resource_info.insert(name.to_string(), resource_info);
|
||||
}
|
||||
|
||||
// TODO: consider moving this to a resource provider
|
||||
fn setup_bind_group(&mut self, bind_group: &BindGroup) -> u64 {
|
||||
// TODO: cache hash result in bind_group?
|
||||
let mut hasher = DefaultHasher::new();
|
||||
bind_group.hash(&mut hasher);
|
||||
let bind_group_id = hasher.finish();
|
||||
|
||||
if let None = self.bind_groups.get(&bind_group_id) {
|
||||
let mut unset_uniforms = Vec::new();
|
||||
// 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) {
|
||||
unset_uniforms.push(binding.name.to_string());
|
||||
if let BindType::Uniform { .. } = &binding.bind_type {
|
||||
let size = binding.bind_type.get_uniform_size().unwrap();
|
||||
self.create_buffer(
|
||||
&binding.name,
|
||||
size,
|
||||
wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST,
|
||||
)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// create wgpu Bindings
|
||||
let bindings = bind_group
|
||||
.bindings
|
||||
.iter()
|
||||
.enumerate()
|
||||
.map(|(i, b)| {
|
||||
let resource_info = self.resource_info.get(&b.name).unwrap();
|
||||
wgpu::Binding {
|
||||
binding: i as u32,
|
||||
resource: match &b.bind_type {
|
||||
BindType::Uniform {
|
||||
dynamic,
|
||||
properties,
|
||||
} => {
|
||||
if let ResourceInfo::Buffer { size, buffer_usage } = resource_info {
|
||||
let buffer = self.buffers.get(&b.name).unwrap();
|
||||
wgpu::BindingResource::Buffer {
|
||||
buffer: buffer,
|
||||
range: 0..*size,
|
||||
}
|
||||
} else {
|
||||
panic!("expected a Buffer resource");
|
||||
}
|
||||
}
|
||||
_ => panic!("unsupported bind type"),
|
||||
},
|
||||
}
|
||||
})
|
||||
.collect::<Vec<wgpu::Binding>>();
|
||||
|
||||
let bind_group_layout = self.bind_group_layouts.get(&bind_group_id).unwrap();
|
||||
let bind_group_descriptor = wgpu::BindGroupDescriptor {
|
||||
layout: bind_group_layout,
|
||||
bindings: bindings.as_slice(),
|
||||
};
|
||||
|
||||
let bind_group = self.device.create_bind_group(&bind_group_descriptor);
|
||||
self.bind_groups.insert(
|
||||
bind_group_id,
|
||||
BindGroupInfo {
|
||||
bind_group,
|
||||
unset_uniforms,
|
||||
},
|
||||
);
|
||||
}
|
||||
|
||||
bind_group_id
|
||||
}
|
||||
|
||||
fn setup_entity_shader_uniforms(
|
||||
&mut self,
|
||||
bind_group: &BindGroup,
|
||||
world: &World,
|
||||
entity: Entity,
|
||||
shader_uniforms: &ShaderUniforms,
|
||||
encoder: &mut wgpu::CommandEncoder,
|
||||
) {
|
||||
// TODO: cache hash result in bind_group?
|
||||
let mut hasher = DefaultHasher::new();
|
||||
bind_group.hash(&mut hasher);
|
||||
let bind_group_id = hasher.finish();
|
||||
let bind_group_info = self.bind_groups.get(&bind_group_id).unwrap();
|
||||
for unset_uniform in bind_group_info.unset_uniforms.iter() {
|
||||
let mut found_uniform = false;
|
||||
for uniform_selector in shader_uniforms.uniform_selectors.iter().rev() {
|
||||
let uniforms = uniform_selector(entity, world).unwrap_or_else(|| {
|
||||
panic!(
|
||||
"ShaderUniform selector points to a missing component. Uniform: {}",
|
||||
unset_uniform
|
||||
)
|
||||
});
|
||||
if let Some(bytes) = uniforms.get_uniform_bytes(unset_uniform) {
|
||||
// TODO: validate bind_group layout vs shader uniform
|
||||
let temp_buffer = self
|
||||
.device
|
||||
.create_buffer_with_data(bytes.as_slice(), wgpu::BufferUsage::COPY_SRC);
|
||||
let uniform_buffer = self.buffers.get(unset_uniform).unwrap();
|
||||
|
||||
encoder.copy_buffer_to_buffer(
|
||||
&temp_buffer,
|
||||
0,
|
||||
uniform_buffer,
|
||||
0,
|
||||
bytes.len() as u64,
|
||||
);
|
||||
|
||||
found_uniform = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if !found_uniform {
|
||||
panic!("ShaderUniform did not find a source for Uniform: {}. Consider adding a uniform selector to this entity's ShaderUniforms component.", unset_uniform);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
impl Renderer for WgpuRenderer {
|
||||
fn initialize(&mut self, world: &mut World) {
|
||||
fn initialize(&mut self, world: &mut World, render_graph: &mut RenderGraph) {
|
||||
let (surface, window_size) = {
|
||||
let window = world.resources.get::<winit::window::Window>().unwrap();
|
||||
let surface = wgpu::Surface::create(window.deref());
|
||||
|
@ -241,10 +362,19 @@ impl Renderer for WgpuRenderer {
|
|||
};
|
||||
|
||||
self.surface = Some(surface);
|
||||
self.resize(world, window_size.width, window_size.height);
|
||||
self.resize(world, render_graph, window_size.width, window_size.height);
|
||||
for resource_provider in render_graph.resource_providers.iter_mut() {
|
||||
resource_provider.initialize(self, world);
|
||||
}
|
||||
}
|
||||
|
||||
fn resize(&mut self, world: &mut World, width: u32, height: u32) {
|
||||
fn resize(
|
||||
&mut self,
|
||||
world: &mut World,
|
||||
render_graph: &mut RenderGraph,
|
||||
width: u32,
|
||||
height: u32,
|
||||
) {
|
||||
self.swap_chain_descriptor.width = width;
|
||||
self.swap_chain_descriptor.height = height;
|
||||
let swap_chain = self
|
||||
|
@ -253,9 +383,16 @@ impl Renderer for WgpuRenderer {
|
|||
|
||||
// WgpuRenderer can't own swap_chain without creating lifetime ergonomics issues, so lets just store it in World.
|
||||
world.resources.insert(swap_chain);
|
||||
for resource_provider in render_graph.resource_providers.iter_mut() {
|
||||
resource_provider.resize(self, world, width, height);
|
||||
}
|
||||
}
|
||||
|
||||
fn process_render_graph(&mut self, render_graph: &RenderGraph, world: &mut World) {
|
||||
fn process_render_graph(&mut self, render_graph: &mut RenderGraph, world: &mut World) {
|
||||
for resource_provider in render_graph.resource_providers.iter_mut() {
|
||||
resource_provider.update(self, world);
|
||||
}
|
||||
|
||||
let mut swap_chain = world.resources.get_mut::<wgpu::SwapChain>().unwrap();
|
||||
let frame = swap_chain
|
||||
.get_next_texture()
|
||||
|
@ -265,22 +402,47 @@ impl Renderer for WgpuRenderer {
|
|||
.device
|
||||
.create_command_encoder(&wgpu::CommandEncoderDescriptor { todo: 0 });
|
||||
|
||||
// setup, pipelines, bind groups, and resources
|
||||
for (pipeline_name, pipeline_descriptor) in render_graph.pipeline_descriptors.iter() {
|
||||
// create pipelines
|
||||
if let None = self.render_pipelines.get(pipeline_name) {
|
||||
let render_pipeline = WgpuRenderer::create_render_pipeline(
|
||||
pipeline_descriptor,
|
||||
&mut self.bind_group_layouts,
|
||||
&self.device,
|
||||
);
|
||||
self.render_pipelines
|
||||
.insert(pipeline_name.to_string(), render_pipeline);
|
||||
}
|
||||
|
||||
// create bind groups
|
||||
for bind_group in pipeline_descriptor.pipeline_layout.bind_groups.iter() {
|
||||
self.setup_bind_group(bind_group);
|
||||
// TODO: Move this out of the for loop
|
||||
// copy entity ShaderUniforms to buffers
|
||||
let shader_uniform_query = <Read<ShaderUniforms>>::query();
|
||||
for (entity, shader_uniforms) in shader_uniform_query.iter_entities(world) {
|
||||
self.setup_entity_shader_uniforms(
|
||||
bind_group,
|
||||
world,
|
||||
entity,
|
||||
&&*shader_uniforms,
|
||||
&mut encoder,
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
for (pass_name, pass_descriptor) in render_graph.pass_descriptors.iter() {
|
||||
// run passes
|
||||
let mut render_pass = self.create_render_pass(pass_descriptor, &mut encoder, &frame);
|
||||
if let Some(pass_pipelines) = render_graph.pass_pipelines.get(pass_name) {
|
||||
for pass_pipeline in pass_pipelines.iter() {
|
||||
if let Some(pipeline_descriptor) =
|
||||
render_graph.pipeline_descriptors.get(pass_pipeline)
|
||||
{
|
||||
if let None = self.render_pipelines.get(pass_pipeline) {
|
||||
let render_pipeline = WgpuRenderer::create_render_pipeline(
|
||||
pipeline_descriptor,
|
||||
&mut self.bind_group_layouts,
|
||||
&self.device,
|
||||
);
|
||||
self.render_pipelines
|
||||
.insert(pass_pipeline.to_string(), render_pipeline);
|
||||
}
|
||||
let render_pipeline = self.render_pipelines.get(pass_pipeline).unwrap();
|
||||
render_pass.set_pipeline(render_pipeline);
|
||||
|
||||
let mut render_pass = WgpuRenderPass {
|
||||
render_pass: &mut render_pass,
|
||||
|
@ -318,6 +480,23 @@ impl Renderer for WgpuRenderer {
|
|||
self.buffers.insert(name.to_string(), buffer);
|
||||
}
|
||||
|
||||
fn create_buffer(&mut self, name: &str, size: u64, buffer_usage: wgpu::BufferUsage) {
|
||||
let buffer = self.device.create_buffer(&wgpu::BufferDescriptor {
|
||||
size: size,
|
||||
usage: buffer_usage,
|
||||
});
|
||||
|
||||
self.add_resource_info(
|
||||
name,
|
||||
ResourceInfo::Buffer {
|
||||
buffer_usage,
|
||||
size: size,
|
||||
},
|
||||
);
|
||||
|
||||
self.buffers.insert(name.to_string(), buffer);
|
||||
}
|
||||
|
||||
fn get_resource_info(&self, name: &str) -> Option<&ResourceInfo> {
|
||||
self.resource_info.get(name)
|
||||
}
|
||||
|
@ -325,56 +504,6 @@ impl Renderer for WgpuRenderer {
|
|||
fn remove_buffer(&mut self, name: &str) {
|
||||
self.buffers.remove(name);
|
||||
}
|
||||
|
||||
fn setup_bind_group(&mut self, bind_group: &BindGroup) -> u64 {
|
||||
// TODO: cache hash result in bind_group?
|
||||
let mut hasher = DefaultHasher::new();
|
||||
bind_group.hash(&mut hasher);
|
||||
let bind_group_id = hasher.finish();
|
||||
|
||||
|
||||
// TODO: setup bind group layout
|
||||
if let None = self.bind_groups.get(&bind_group_id) {
|
||||
let bindings = bind_group
|
||||
.bindings
|
||||
.iter()
|
||||
.enumerate()
|
||||
.map(|(i, b)| wgpu::Binding {
|
||||
binding: i as u32,
|
||||
resource: match &b.bind_type {
|
||||
BindType::Uniform {
|
||||
dynamic,
|
||||
properties,
|
||||
} => {
|
||||
let resource_info = self.resource_info.get(&b.name).unwrap();
|
||||
if let ResourceInfo::Buffer { size, buffer_usage } = resource_info {
|
||||
let buffer = self.buffers.get(&b.name).unwrap();
|
||||
wgpu::BindingResource::Buffer {
|
||||
buffer: buffer,
|
||||
range: 0..*size,
|
||||
}
|
||||
} else {
|
||||
panic!("expected a Buffer resource");
|
||||
}
|
||||
}
|
||||
_ => panic!("unsupported bind type"),
|
||||
},
|
||||
})
|
||||
.collect::<Vec<wgpu::Binding>>();
|
||||
|
||||
let bind_group_layout = self.bind_group_layouts.get(&bind_group_id).unwrap();
|
||||
let bind_group_descriptor = wgpu::BindGroupDescriptor {
|
||||
layout: bind_group_layout,
|
||||
bindings: bindings.as_slice(),
|
||||
};
|
||||
|
||||
let bind_group = self.device.create_bind_group(&bind_group_descriptor);
|
||||
// let bind
|
||||
self.bind_groups.insert(bind_group_id, bind_group);
|
||||
}
|
||||
|
||||
bind_group_id
|
||||
}
|
||||
}
|
||||
|
||||
pub struct WgpuRenderPass<'a, 'b, 'c, 'd> {
|
||||
|
@ -422,12 +551,13 @@ impl<'a, 'b, 'c, 'd> RenderPass for WgpuRenderPass<'a, 'b, 'c, 'd> {
|
|||
.iter()
|
||||
.enumerate()
|
||||
{
|
||||
let id = self.renderer.setup_bind_group(bind_group);
|
||||
self.render_pass.set_bind_group(
|
||||
i as u32,
|
||||
self.renderer.bind_groups.get(&id).unwrap(),
|
||||
&[],
|
||||
);
|
||||
// TODO: cache hash result in bind_group?
|
||||
let mut hasher = DefaultHasher::new();
|
||||
bind_group.hash(&mut hasher);
|
||||
let bind_group_id = hasher.finish();
|
||||
let bind_group_info = self.renderer.bind_groups.get(&bind_group_id).unwrap();
|
||||
self.render_pass
|
||||
.set_bind_group(i as u32, &bind_group_info.bind_group, &[]);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -470,3 +600,8 @@ impl From<&BindType> for wgpu::BindingType {
|
|||
}
|
||||
}
|
||||
}
|
||||
|
||||
pub struct BindGroupInfo {
|
||||
pub bind_group: wgpu::BindGroup,
|
||||
pub unset_uniforms: Vec<String>,
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue