pub mod batch; mod camera; pub mod draw; pub mod entity; pub mod mesh; pub mod render_graph; pub mod renderer; pub mod shader; pub mod vertex; mod color; pub use camera::*; pub use color::*; pub use vertex::Vertex; pub mod base_render_graph; pub mod pass; pub mod pipeline; pub mod render_resource; pub mod texture; pub use once_cell; use self::{ mesh::Mesh, pipeline::{PipelineCompiler, PipelineDescriptor, VertexBufferDescriptors}, render_resource::RenderResourceBindings, shader::Shader, texture::Texture, }; use base_render_graph::{BaseRenderGraphBuilder, BaseRenderGraphConfig}; use bevy_app::{AppBuilder, AppPlugin}; use bevy_asset::AddAsset; use bevy_type_registry::RegisterType; use draw::{clear_draw_system, draw_system, Draw}; use legion::prelude::IntoSystem; use mesh::mesh_resource_provider_system; use pipeline::{compile_pipelines_system, RenderPipelines}; use render_graph::{system::render_graph_schedule_executor_system, RenderGraph}; use render_resource::{bind_groups_system, AssetRenderResourceBindings}; use std::ops::Range; use texture::{PngTextureLoader, TextureResourceSystemState}; pub mod stage { /// Stage where render resources are set up pub static RENDER_RESOURCE: &str = "render_resource"; /// Stage where Render Graph systems are run. In general you shouldn't add systems to this stage manually. pub static RENDER_GRAPH_SYSTEMS: &str = "render_graph_systems"; // Stage where draw systems are executed. This is generally where Draw components are setup pub static DRAW: &str = "draw"; pub static RENDER: &str = "render"; pub static POST_RENDER: &str = "post_render"; } pub struct RenderPlugin { /// configures the "base render graph". If this is not `None`, the "base render graph" will be added pub base_render_graph_config: Option, } impl Default for RenderPlugin { fn default() -> Self { RenderPlugin { base_render_graph_config: Some(BaseRenderGraphConfig::default()), } } } impl AppPlugin for RenderPlugin { fn build(&self, app: &mut AppBuilder) { app.add_stage_after(bevy_asset::stage::ASSET_EVENTS, stage::RENDER_RESOURCE) .add_stage_after(stage::RENDER_RESOURCE, stage::RENDER_GRAPH_SYSTEMS) .add_stage_after(stage::RENDER_GRAPH_SYSTEMS, stage::DRAW) .add_stage_after(stage::DRAW, stage::RENDER) .add_stage_after(stage::RENDER, stage::POST_RENDER) .add_asset::() .add_asset::() .add_asset::() .add_asset::() .add_asset_loader::() .register_component::() .register_component::() .register_component::() .register_component::() .register_component::() .register_property_type::() .register_property_type::>() .init_resource::() .init_resource::() .init_resource::() .init_resource::() .init_resource::() .init_resource::() .add_system_to_stage(bevy_app::stage::PRE_UPDATE, clear_draw_system.system()) .init_system_to_stage( bevy_app::stage::POST_UPDATE, camera::camera_system::, ) .init_system_to_stage( bevy_app::stage::POST_UPDATE, camera::camera_system::, ) // TODO: turn these "resource systems" into graph nodes and remove the RENDER_RESOURCE stage .init_system_to_stage(stage::RENDER_RESOURCE, mesh_resource_provider_system) .add_system_to_stage( stage::RENDER_RESOURCE, Texture::texture_resource_system.system(), ) .add_system_to_stage( stage::RENDER_GRAPH_SYSTEMS, render_graph_schedule_executor_system, ) .add_system_to_stage( stage::RENDER_GRAPH_SYSTEMS, compile_pipelines_system.system(), ) .add_system_to_stage(stage::RENDER_GRAPH_SYSTEMS, bind_groups_system.system()) .add_system_to_stage(stage::DRAW, draw_system::.system()); if let Some(ref config) = self.base_render_graph_config { let resources = app.resources(); let mut render_graph = resources.get_mut::().unwrap(); render_graph.add_base_graph(config); } } }