extern crate core; pub mod camera; pub mod color; pub mod extract_component; mod extract_param; pub mod extract_resource; pub mod globals; pub mod mesh; pub mod primitives; pub mod rangefinder; pub mod render_asset; pub mod render_graph; pub mod render_phase; pub mod render_resource; pub mod renderer; pub mod settings; mod spatial_bundle; pub mod texture; pub mod view; use bevy_core::FrameCount; use bevy_hierarchy::ValidParentCheckPlugin; pub use extract_param::Extract; pub mod prelude { #[doc(hidden)] pub use crate::{ camera::{Camera, OrthographicProjection, PerspectiveProjection, Projection}, color::Color, mesh::{shape, Mesh}, render_resource::Shader, spatial_bundle::SpatialBundle, texture::{Image, ImagePlugin}, view::{ComputedVisibility, Msaa, Visibility, VisibilityBundle}, }; } use globals::GlobalsPlugin; pub use once_cell; use prelude::ComputedVisibility; use crate::{ camera::CameraPlugin, color::Color, mesh::MeshPlugin, primitives::{CubemapFrusta, Frustum}, render_graph::RenderGraph, render_resource::{PipelineCache, Shader, ShaderLoader}, renderer::{render_system, RenderInstance}, view::{ViewPlugin, WindowRenderPlugin}, }; use bevy_app::{App, AppLabel, Plugin}; use bevy_asset::{AddAsset, AssetServer}; use bevy_ecs::prelude::*; use bevy_utils::tracing::debug; use std::{ any::TypeId, ops::{Deref, DerefMut}, }; /// Contains the default Bevy rendering backend based on wgpu. #[derive(Default)] pub struct RenderPlugin; /// The labels of the default App rendering stages. #[derive(Debug, Hash, PartialEq, Eq, Clone, StageLabel)] pub enum RenderStage { /// Extract data from the "app world" and insert it into the "render world". /// This step should be kept as short as possible to increase the "pipelining potential" for /// running the next frame while rendering the current frame. Extract, /// Prepare render resources from the extracted data for the GPU. Prepare, /// Create [`BindGroups`](crate::render_resource::BindGroup) that depend on /// [`Prepare`](RenderStage::Prepare) data and queue up draw calls to run during the /// [`Render`](RenderStage::Render) stage. Queue, // TODO: This could probably be moved in favor of a system ordering abstraction in Render or Queue /// Sort the [`RenderPhases`](crate::render_phase::RenderPhase) here. PhaseSort, /// Actual rendering happens here. /// In most cases, only the render backend should insert resources here. Render, /// Cleanup render resources here. Cleanup, } /// The simulation [`World`] of the application, stored as a resource. /// This resource is only available during [`RenderStage::Extract`] and not /// during command application of that stage. /// See [`Extract`] for more details. #[derive(Resource, Default)] pub struct MainWorld(World); /// The Render App World. This is only available as a resource during the Extract step. #[derive(Resource, Default)] pub struct RenderWorld(World); impl Deref for MainWorld { type Target = World; fn deref(&self) -> &Self::Target { &self.0 } } impl DerefMut for MainWorld { fn deref_mut(&mut self) -> &mut Self::Target { &mut self.0 } } pub mod main_graph { pub mod node { pub const CAMERA_DRIVER: &str = "camera_driver"; } } /// A Label for the rendering sub-app. #[derive(Debug, Clone, Copy, Hash, PartialEq, Eq, AppLabel)] pub struct RenderApp; impl Plugin for RenderPlugin { /// Initializes the renderer, sets up the [`RenderStage`](RenderStage) and creates the rendering sub-app. fn build(&self, app: &mut App) { let options = app .world .get_resource::() .cloned() .unwrap_or_default(); app.add_asset::() .add_debug_asset::() .init_asset_loader::() .init_debug_asset_loader::() .register_type::(); if let Some(backends) = options.backends { let windows = app.world.resource_mut::(); let instance = wgpu::Instance::new(backends); let surface = windows .get_primary() .and_then(|window| window.raw_handle()) .map(|wrapper| unsafe { let handle = wrapper.get_handle(); instance.create_surface(&handle) }); let request_adapter_options = wgpu::RequestAdapterOptions { power_preference: options.power_preference, compatible_surface: surface.as_ref(), ..Default::default() }; let (device, queue, adapter_info, render_adapter) = futures_lite::future::block_on( renderer::initialize_renderer(&instance, &options, &request_adapter_options), ); debug!("Configured wgpu adapter Limits: {:#?}", device.limits()); debug!("Configured wgpu adapter Features: {:#?}", device.features()); app.insert_resource(device.clone()) .insert_resource(queue.clone()) .insert_resource(adapter_info.clone()) .insert_resource(render_adapter.clone()) .init_resource::() .register_type::() .register_type::(); let pipeline_cache = PipelineCache::new(device.clone()); let asset_server = app.world.resource::().clone(); let mut render_app = App::empty(); let mut extract_stage = SystemStage::parallel().with_system(PipelineCache::extract_shaders); // Get the ComponentId for MainWorld. This does technically 'waste' a `WorldId`, but that's probably fine render_app.init_resource::(); render_app.world.remove_resource::(); let main_world_in_render = render_app .world .components() .get_resource_id(TypeId::of::()); // `Extract` systems must read from the main world. We want to emit an error when that doesn't occur // Safe to unwrap: Ensured it existed just above extract_stage.set_must_read_resource(main_world_in_render.unwrap()); // don't apply buffers when the stage finishes running // extract stage runs on the render world, but buffers are applied // after access to the main world is removed // See also https://github.com/bevyengine/bevy/issues/5082 extract_stage.set_apply_buffers(false); render_app .add_stage(RenderStage::Extract, extract_stage) .add_stage(RenderStage::Prepare, SystemStage::parallel()) .add_stage(RenderStage::Queue, SystemStage::parallel()) .add_stage(RenderStage::PhaseSort, SystemStage::parallel()) .add_stage( RenderStage::Render, SystemStage::parallel() .with_system(PipelineCache::process_pipeline_queue_system) .with_system(render_system.at_end()), ) .add_stage(RenderStage::Cleanup, SystemStage::parallel()) .init_resource::() .insert_resource(RenderInstance(instance)) .insert_resource(device) .insert_resource(queue) .insert_resource(render_adapter) .insert_resource(adapter_info) .insert_resource(pipeline_cache) .insert_resource(asset_server); let (sender, receiver) = bevy_time::create_time_channels(); app.insert_resource(receiver); render_app.insert_resource(sender); app.add_sub_app(RenderApp, render_app, move |app_world, render_app| { #[cfg(feature = "trace")] let _render_span = bevy_utils::tracing::info_span!("renderer subapp").entered(); { #[cfg(feature = "trace")] let _stage_span = bevy_utils::tracing::info_span!("stage", name = "reserve_and_flush") .entered(); // reserve all existing app entities for use in render_app // they can only be spawned using `get_or_spawn()` let meta_len = app_world.entities().meta_len(); assert_eq!( render_app.world.entities().len(), 0, "An entity was spawned after the entity list was cleared last frame and before the extract stage began. This is not supported", ); // This is safe given the clear_entities call in the past frame and the assert above unsafe { render_app .world .entities_mut() .flush_and_reserve_invalid_assuming_no_entities(meta_len); } } { #[cfg(feature = "trace")] let _stage_span = bevy_utils::tracing::info_span!("stage", name = "extract").entered(); // extract extract(app_world, render_app); } { #[cfg(feature = "trace")] let _stage_span = bevy_utils::tracing::info_span!("stage", name = "prepare").entered(); // prepare let prepare = render_app .schedule .get_stage_mut::(RenderStage::Prepare) .unwrap(); prepare.run(&mut render_app.world); } { #[cfg(feature = "trace")] let _stage_span = bevy_utils::tracing::info_span!("stage", name = "queue").entered(); // queue let queue = render_app .schedule .get_stage_mut::(RenderStage::Queue) .unwrap(); queue.run(&mut render_app.world); } { #[cfg(feature = "trace")] let _stage_span = bevy_utils::tracing::info_span!("stage", name = "sort").entered(); // phase sort let phase_sort = render_app .schedule .get_stage_mut::(RenderStage::PhaseSort) .unwrap(); phase_sort.run(&mut render_app.world); } { #[cfg(feature = "trace")] let _stage_span = bevy_utils::tracing::info_span!("stage", name = "render").entered(); // render let render = render_app .schedule .get_stage_mut::(RenderStage::Render) .unwrap(); render.run(&mut render_app.world); } { #[cfg(feature = "trace")] let _stage_span = bevy_utils::tracing::info_span!("stage", name = "cleanup").entered(); // cleanup let cleanup = render_app .schedule .get_stage_mut::(RenderStage::Cleanup) .unwrap(); cleanup.run(&mut render_app.world); } { #[cfg(feature = "trace")] let _stage_span = bevy_utils::tracing::info_span!("stage", name = "clear_entities").entered(); render_app.world.clear_entities(); } }); } app.add_plugin(ValidParentCheckPlugin::::default()) .add_plugin(WindowRenderPlugin) .add_plugin(CameraPlugin) .add_plugin(ViewPlugin) .add_plugin(MeshPlugin) .add_plugin(GlobalsPlugin) .add_plugin(FrameCountPlugin); } } /// A "scratch" world used to avoid allocating new worlds every frame when /// swapping out the [`MainWorld`] for [`RenderStage::Extract`]. #[derive(Resource, Default)] struct ScratchMainWorld(World); /// Executes the [`Extract`](RenderStage::Extract) stage of the renderer. /// This updates the render world with the extracted ECS data of the current frame. fn extract(app_world: &mut World, render_app: &mut App) { let extract = render_app .schedule .get_stage_mut::(RenderStage::Extract) .unwrap(); // temporarily add the app world to the render world as a resource let scratch_world = app_world.remove_resource::().unwrap(); let inserted_world = std::mem::replace(app_world, scratch_world.0); let running_world = &mut render_app.world; running_world.insert_resource(MainWorld(inserted_world)); extract.run(running_world); // move the app world back, as if nothing happened. let inserted_world = running_world.remove_resource::().unwrap(); let scratch_world = std::mem::replace(app_world, inserted_world.0); app_world.insert_resource(ScratchMainWorld(scratch_world)); // Note: We apply buffers (read, Commands) after the `MainWorld` has been removed from the render app's world // so that in future, pipelining will be able to do this too without any code relying on it. // see extract.apply_buffers(running_world); } pub struct FrameCountPlugin; impl Plugin for FrameCountPlugin { fn build(&self, app: &mut bevy_app::App) { app.add_system(update_frame_count); if let Ok(render_app) = app.get_sub_app_mut(RenderApp) { render_app.add_system_to_stage(RenderStage::Extract, extract_frame_count); } } } fn update_frame_count(mut frame_count: ResMut) { frame_count.0 = frame_count.0.wrapping_add(1); } fn extract_frame_count(mut commands: Commands, frame_count: Extract>) { commands.insert_resource(**frame_count); }