mirror of
https://github.com/bevyengine/bevy
synced 2024-11-22 04:33:37 +00:00
add renderable to render related queries
This commit is contained in:
parent
d58c5e7f5c
commit
f24a274a2a
14 changed files with 59 additions and 47 deletions
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@ -1,7 +1,4 @@
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use bevy::{
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prelude::*,
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render::render_graph_2::{StandardMaterial},
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};
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use bevy::{prelude::*, render::render_graph_2::StandardMaterial};
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fn main() {
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AppBuilder::new().add_defaults().setup_world(setup).run();
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@ -1,7 +1,4 @@
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use bevy::{
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prelude::*,
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render::render_graph_2::{ShaderUniforms, StandardMaterial},
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};
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use bevy::{prelude::*, render::render_graph_2::StandardMaterial};
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fn main() {
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AppBuilder::new().add_defaults().setup_world(setup).run();
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@ -1,6 +1,6 @@
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use crate::{
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prelude::*,
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render::render_graph_2::{ShaderUniforms, StandardMaterial, Renderable},
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render::render_graph_2::{Renderable, ShaderUniforms, StandardMaterial},
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};
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use bevy_derive::EntityArchetype;
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@ -22,10 +22,16 @@ impl ForwardPipeline {
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impl Pipeline for ForwardPipeline {
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fn initialize(&mut self, render_graph: &mut RenderGraphData, _: &mut World) {
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let vs_bytes =
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shader::glsl_to_spirv(include_str!("forward.vert"), shader::ShaderStage::Vertex, None);
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let fs_bytes =
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shader::glsl_to_spirv(include_str!("forward.frag"), shader::ShaderStage::Fragment, None);
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let vs_bytes = shader::glsl_to_spirv(
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include_str!("forward.vert"),
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shader::ShaderStage::Vertex,
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None,
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);
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let fs_bytes = shader::glsl_to_spirv(
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include_str!("forward.frag"),
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shader::ShaderStage::Fragment,
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None,
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);
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let bind_group_layout =
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render_graph
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@ -102,10 +102,16 @@ impl Pipeline for ShadowPipeline {
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let vertex_buffer_descriptor = get_vertex_buffer_descriptor();
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// Create the render pipeline
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let vs_bytes =
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shader::glsl_to_spirv(include_str!("shadow.vert"), shader::ShaderStage::Vertex, None);
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let fs_bytes =
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shader::glsl_to_spirv(include_str!("shadow.frag"), shader::ShaderStage::Fragment, None);
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let vs_bytes = shader::glsl_to_spirv(
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include_str!("shadow.vert"),
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shader::ShaderStage::Vertex,
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None,
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);
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let fs_bytes = shader::glsl_to_spirv(
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include_str!("shadow.frag"),
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shader::ShaderStage::Fragment,
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None,
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);
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let vs_module = render_graph.device.create_shader_module(&vs_bytes);
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let fs_module = render_graph.device.create_shader_module(&fs_bytes);
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@ -95,7 +95,8 @@ impl UiPipeline {
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impl Pipeline for UiPipeline {
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fn initialize(&mut self, render_graph: &mut RenderGraphData, world: &mut World) {
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let vs_bytes = shader::glsl_to_spirv(include_str!("ui.vert"), shader::ShaderStage::Vertex, None);
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let vs_bytes =
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shader::glsl_to_spirv(include_str!("ui.vert"), shader::ShaderStage::Vertex, None);
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let fs_bytes =
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shader::glsl_to_spirv(include_str!("ui.frag"), shader::ShaderStage::Fragment, None);
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@ -2,7 +2,7 @@ use crate::{
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asset::{AssetStorage, Handle, Mesh},
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legion::prelude::*,
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render::{
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render_graph_2::{resource_name, RenderPass, ShaderUniforms},
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render_graph_2::{resource_name, RenderPass, Renderable, ShaderUniforms},
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Instanced,
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},
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};
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@ -13,9 +13,13 @@ pub fn mesh_draw_target(world: &World, render_pass: &mut dyn RenderPass) {
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let mut mesh_storage = world.resources.get_mut::<AssetStorage<Mesh>>().unwrap();
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let mut current_mesh_id = None;
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let mut current_mesh_index_length = 0;
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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 (entity, (_shader_uniforms, mesh)) in mesh_query.iter_entities(world) {
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let mesh_query = <(Read<ShaderUniforms>, Read<Handle<Mesh>>, Read<Renderable>)>::query()
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.filter(!component::<Instanced>());
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for (entity, (_shader_uniforms, mesh, renderable)) in mesh_query.iter_entities(world) {
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if !renderable.is_visible {
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continue;
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}
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let mut should_load_mesh = current_mesh_id == None;
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if let Some(current) = current_mesh_id {
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should_load_mesh = current != mesh.id;
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@ -6,24 +6,24 @@ mod pipeline;
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mod pipeline_layout;
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pub mod pipelines;
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mod render_graph;
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mod renderable;
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mod renderer;
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pub mod renderers;
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mod resource;
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pub mod resource_name;
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pub mod resource_provider;
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pub mod resource_providers;
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mod uniforms;
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mod uniform;
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mod renderable;
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mod uniforms;
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pub use draw_target::*;
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pub use pass::*;
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pub use pipeline::*;
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pub use pipeline_layout::*;
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pub use render_graph::*;
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pub use renderable::*;
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pub use renderer::*;
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pub use resource::*;
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pub use resource_provider::*;
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pub use uniforms::*;
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pub use uniform::*;
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pub use renderable::*;
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pub use uniforms::*;
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@ -1,7 +1,7 @@
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use crate::{
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legion::prelude::World,
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render::render_graph_2::{
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resource::DynamicUniformBufferInfo, AsUniforms, Renderer, ResourceProvider,
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resource::DynamicUniformBufferInfo, AsUniforms, Renderable, Renderer, ResourceProvider,
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},
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};
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use legion::prelude::*;
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@ -13,7 +13,6 @@ where
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{
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_marker: PhantomData<T>,
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uniform_buffer_info_names: Vec<String>,
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// dynamic_uniform_buffer_infos: HashMap<String, DynamicUniformBufferInfo>,
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}
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impl<T> UniformResourceProvider<T>
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@ -22,7 +21,6 @@ where
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{
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pub fn new() -> Self {
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UniformResourceProvider {
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// dynamic_uniform_buffer_infos: HashMap::new(),
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uniform_buffer_info_names: Vec::new(),
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_marker: PhantomData,
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}
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@ -36,7 +34,7 @@ where
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fn initialize(&mut self, _renderer: &mut dyn Renderer, _world: &mut World) {}
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fn update(&mut self, renderer: &mut dyn Renderer, world: &mut World) {
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let query = <Read<T>>::query();
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let query = <(Read<T>, Read<Renderable>)>::query();
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// retrieve all uniforms buffers that aren't aleady set. these are "dynamic" uniforms, which are set by the user in ShaderUniforms
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// TODO: this breaks down in multiple ways:
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// (SOLVED 1) resource_info will be set after the first run so this won't update.
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@ -52,7 +50,7 @@ where
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let mut sizes = Vec::new();
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let mut counts = Vec::new();
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for uniforms in query.iter(world) {
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for (uniforms, _renderable) in query.iter(world) {
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let uniform_layouts = uniforms.get_uniform_layouts();
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for (i, uniform_info) in uniforms.get_uniform_infos().iter().enumerate() {
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// only add the first time a uniform info is processed
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@ -117,7 +115,7 @@ where
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let alignment = wgpu::BIND_BUFFER_ALIGNMENT as usize;
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let mut offset = 0usize;
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let info = renderer.get_dynamic_uniform_buffer_info_mut(name).unwrap();
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for (i, (entity, _uniforms)) in query.iter_entities(world).enumerate() {
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for (i, (entity, _)) in query.iter_entities(world).enumerate() {
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// TODO: check if index has changed. if it has, then entity should be updated
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// TODO: only mem-map entities if their data has changed
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// PERF: These hashmap inserts are pretty expensive (10 fps for 10000 entities)
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@ -135,7 +133,7 @@ where
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&mut |mapped| {
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let alignment = wgpu::BIND_BUFFER_ALIGNMENT as usize;
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let mut offset = 0usize;
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for uniforms in query.iter(world) {
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for (uniforms, _renderable) in query.iter(world) {
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// TODO: check if index has changed. if it has, then entity should be updated
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// TODO: only mem-map entities if their data has changed
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// TODO: try getting ref first
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@ -44,7 +44,6 @@ pub trait AsUniforms {
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fn get_shader_defs(&self) -> Option<Vec<String>>;
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// TODO: support zero-copy uniforms
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// fn get_uniform_bytes_ref(&self, name: &str) -> Option<&[u8]>;
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}
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pub trait ShaderDefSuffixProvider {
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@ -1,8 +1,6 @@
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use crate::{
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render::render_graph_2::{
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use crate::render::render_graph_2::{
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uniform::{AsUniforms, UniformInfo},
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BindType, UniformPropertyType,
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},
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};
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use zerocopy::AsBytes;
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@ -1,5 +1,5 @@
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mod standard_material;
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mod local_to_world;
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mod standard_material;
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pub use standard_material::*;
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pub use local_to_world::*;
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pub use standard_material::*;
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math::Vec4,
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render::render_graph_2::{
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uniform::{AsUniforms, GetBytes, UniformInfo},
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BindType, UniformPropertyType, ShaderDefSuffixProvider
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BindType, ShaderDefSuffixProvider, UniformPropertyType,
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},
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};
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@ -17,7 +17,11 @@ impl Into<shaderc::ShaderKind> for ShaderStage {
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}
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}
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pub fn glsl_to_spirv(glsl_source: &str, stage: ShaderStage, shader_defs: Option<&Vec<String>>) -> Vec<u32> {
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pub fn glsl_to_spirv(
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glsl_source: &str,
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stage: ShaderStage,
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shader_defs: Option<&Vec<String>>,
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) -> Vec<u32> {
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let shader_kind: shaderc::ShaderKind = stage.into();
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let mut compiler = shaderc::Compiler::new().unwrap();
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let mut options = shaderc::CompileOptions::new().unwrap();
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pub fn get_spirv(&self) -> Vec<u32> {
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match self.source {
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ShaderSource::Spirv(ref bytes) => bytes.clone(),
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ShaderSource::Glsl(ref source) => glsl_to_spirv(&source, self.stage, self.macros.as_ref()),
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ShaderSource::Glsl(ref source) => {
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glsl_to_spirv(&source, self.stage, self.macros.as_ref())
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}
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}
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}
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