#![feature(min_specialization)] pub mod batch; mod camera; 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 renderable::*; pub use vertex::Vertex; pub mod base_render_graph; pub mod draw_target; pub mod pass; pub mod pipeline; pub mod render_resource; mod renderable; pub mod texture; pub use once_cell; use self::{ mesh::Mesh, pipeline::{ PipelineAssignments, PipelineCompiler, PipelineDescriptor, VertexBufferDescriptors, }, render_resource::{ entity_render_resource_assignments_system, EntityRenderResourceAssignments, RenderResourceAssignments, }, shader::Shader, texture::Texture, }; use base_render_graph::{BaseRenderGraphBuilder, BaseRenderGraphConfig}; use bevy_app::{stage, AppBuilder, AppPlugin}; use bevy_asset::AddAsset; use legion::prelude::IntoSystem; use mesh::mesh_resource_provider_system; use render_graph::RenderGraph; use render_resource::EntitiesWaitingForAssets; use texture::PngTextureLoader; pub static RENDER_RESOURCE_STAGE: &str = "render_resource"; pub static RENDER_STAGE: &str = "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) { let mut render_graph = RenderGraph::default(); if let Some(ref config) = self.base_render_graph_config { render_graph.add_base_graph(app.resources(), config); } app.add_stage_after(stage::POST_UPDATE, RENDER_RESOURCE_STAGE) .add_stage_after(RENDER_RESOURCE_STAGE, RENDER_STAGE) .add_asset::() .add_asset::() .add_asset::() .add_asset::() .add_asset_loader(PngTextureLoader::default()) .add_resource(render_graph) .init_resource::() .init_resource::() .init_resource::() .init_resource::() .init_resource::() .init_resource::() .add_system(entity_render_resource_assignments_system()) .init_system_to_stage(stage::POST_UPDATE, camera::camera_update_system) .add_system_to_stage( stage::PRE_UPDATE, EntitiesWaitingForAssets::clear_system.system(), ) .init_system_to_stage(RENDER_RESOURCE_STAGE, mesh_resource_provider_system); } }