pub mod batch; pub mod camera; pub mod color; pub mod draw; pub mod mesh; pub mod pass; pub mod pipeline; pub mod render_graph; pub mod renderer; pub mod shader; pub mod texture; mod entity; pub use once_cell; pub mod prelude { pub use crate::{ base::Msaa, color::Color, draw::Draw, entity::*, mesh::{shape, Mesh}, pipeline::RenderPipelines, shader::Shader, texture::Texture, }; } use crate::prelude::*; use base::Msaa; use bevy_app::prelude::*; use bevy_asset::AddAsset; use bevy_ecs::{IntoQuerySystem, IntoThreadLocalSystem}; use bevy_type_registry::RegisterType; use camera::{ActiveCameras, Camera, OrthographicProjection, PerspectiveProjection, VisibleEntities}; use pipeline::{PipelineCompiler, PipelineDescriptor, VertexBufferDescriptors, ShaderSpecialization, PipelineSpecialization, DynamicBinding, PrimitiveTopology}; use render_graph::{ base::{self, BaseRenderGraphBuilder, BaseRenderGraphConfig}, RenderGraph, }; use renderer::{AssetRenderResourceBindings, RenderResourceBindings}; use std::ops::Range; use texture::{HdrTextureLoader, ImageTextureLoader, 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::() .add_asset_loader::() .register_component::() .register_component::() .register_component::() .register_component::() .register_component::() .register_component::() .register_component::() .register_property::() .register_property::>() .register_property::() .register_property::() .register_property::() .register_properties::() .init_resource::() .init_resource::() .init_resource::() .init_resource::() .init_resource::() .init_resource::() .init_resource::() .add_system_to_stage( bevy_app::stage::PRE_UPDATE, draw::clear_draw_system.system(), ) .add_system_to_stage( bevy_app::stage::POST_UPDATE, camera::active_cameras_system.system(), ) .add_system_to_stage( bevy_app::stage::POST_UPDATE, camera::camera_system::.system(), ) .add_system_to_stage( bevy_app::stage::POST_UPDATE, camera::camera_system::.system(), ) // registration order matters here. this must come after all camera_system:: systems .add_system_to_stage( bevy_app::stage::POST_UPDATE, camera::visible_entities_system.system(), ) // TODO: turn these "resource systems" into graph nodes and remove the RENDER_RESOURCE stage .add_system_to_stage( stage::RENDER_RESOURCE, mesh::mesh_resource_provider_system.system(), ) .add_system_to_stage( stage::RENDER_RESOURCE, Texture::texture_resource_system.system(), ) .add_system_to_stage( stage::RENDER_GRAPH_SYSTEMS, render_graph::render_graph_schedule_executor_system.thread_local_system(), ) .add_system_to_stage(stage::DRAW, pipeline::draw_render_pipelines_system.system()) .add_system_to_stage( stage::POST_RENDER, shader::clear_shader_defs_system.system(), ); if app.resources().get::().is_none() { app.init_resource::(); } if let Some(ref config) = self.base_render_graph_config { let resources = app.resources(); let mut render_graph = resources.get_mut::().unwrap(); let msaa = resources.get::().unwrap(); render_graph.add_base_graph(config, &msaa); let mut active_cameras = resources.get_mut::().unwrap(); if config.add_3d_camera { active_cameras.add(base::camera::CAMERA3D); } if config.add_2d_camera { active_cameras.add(base::camera::CAMERA2D); } } } }