pub mod camera; pub mod color; pub mod mesh; pub mod render_asset; pub mod render_graph; pub mod render_phase; pub mod render_resource; pub mod renderer; pub mod shader; pub mod texture; pub mod view; use std::ops::{Deref, DerefMut}; pub use once_cell; use wgpu::BackendBit; use crate::{ camera::CameraPlugin, mesh::MeshPlugin, render_graph::RenderGraph, render_phase::DrawFunctions, renderer::render_system, texture::ImagePlugin, view::{ViewPlugin, WindowRenderPlugin}, }; use bevy_app::{App, Plugin, SubAppLabel}; use bevy_ecs::prelude::*; #[derive(Default)] pub struct RenderPlugin; /// The names of the default App stages #[derive(Debug, Hash, PartialEq, Eq, Clone, StageLabel)] pub enum RenderStage { /// Extract data from "app world" and insert it into "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 extracted data. Prepare, /// Create Bind Groups that depend on Prepare data and queue up draw calls to run during the Render stage. Queue, // TODO: This could probably be moved in favor of a system ordering abstraction in Render or Queue /// Sort RenderPhases here PhaseSort, /// Actual rendering happens here. In most cases, only the render backend should insert resources here Render, /// Cleanup render resources here. Cleanup, } /// The Render App World. This is only available as a resource during the Extract step. #[derive(Default)] pub struct RenderWorld(World); impl Deref for RenderWorld { type Target = World; fn deref(&self) -> &Self::Target { &self.0 } } impl DerefMut for RenderWorld { fn deref_mut(&mut self) -> &mut Self::Target { &mut self.0 } } /// Label for the rendering sub-app #[derive(Debug, Clone, Copy, Hash, PartialEq, Eq, SubAppLabel)] pub struct RenderSubApp; /// A "scratch" world used to avoid allocating new worlds every frame when // swapping out the Render World. #[derive(Default)] struct ScratchRenderWorld(World); impl Plugin for RenderPlugin { fn build(&self, app: &mut App) { let (instance, device, queue) = futures_lite::future::block_on(renderer::initialize_renderer( BackendBit::PRIMARY, &wgpu::RequestAdapterOptions { power_preference: wgpu::PowerPreference::HighPerformance, ..Default::default() }, &wgpu::DeviceDescriptor::default(), )); app.insert_resource(device.clone()) .insert_resource(queue.clone()) .init_resource::(); let mut render_app = App::empty(); let mut extract_stage = SystemStage::parallel(); // don't apply buffers when the stage finishes running // extract stage runs on the app world, but the buffers are applied to the render world 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(render_system.exclusive_system()), ) .add_stage(RenderStage::Cleanup, SystemStage::parallel()) .insert_resource(instance) .insert_resource(device) .insert_resource(queue) .init_resource::() .init_resource::(); app.add_sub_app(RenderSubApp, render_app, move |app_world, render_app| { // 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(); render_app .world .entities() .reserve_entities(meta_len as u32); // flushing as "invalid" ensures that app world entities aren't added as "empty archetype" entities by default // these entities cannot be accessed without spawning directly onto them // this _only_ works as expected because clear_entities() is called at the end of every frame. render_app.world.entities_mut().flush_as_invalid(); // extract extract(app_world, render_app); // prepare let prepare = render_app .schedule .get_stage_mut::(&RenderStage::Prepare) .unwrap(); prepare.run(&mut render_app.world); // queue let queue = render_app .schedule .get_stage_mut::(&RenderStage::Queue) .unwrap(); queue.run(&mut render_app.world); // phase sort let phase_sort = render_app .schedule .get_stage_mut::(&RenderStage::PhaseSort) .unwrap(); phase_sort.run(&mut render_app.world); // render let render = render_app .schedule .get_stage_mut::(&RenderStage::Render) .unwrap(); render.run(&mut render_app.world); // cleanup let cleanup = render_app .schedule .get_stage_mut::(&RenderStage::Cleanup) .unwrap(); cleanup.run(&mut render_app.world); render_app.world.clear_entities(); }); app.add_plugin(WindowRenderPlugin) .add_plugin(CameraPlugin) .add_plugin(ViewPlugin) .add_plugin(MeshPlugin) .add_plugin(ImagePlugin); } } fn extract(app_world: &mut World, render_app: &mut App) { let extract = render_app .schedule .get_stage_mut::(&RenderStage::Extract) .unwrap(); // temporarily add the render world to the app world as a resource let scratch_world = app_world.remove_resource::().unwrap(); let render_world = std::mem::replace(&mut render_app.world, scratch_world.0); app_world.insert_resource(RenderWorld(render_world)); extract.run(app_world); // add the render world back to the render app let render_world = app_world.remove_resource::().unwrap(); let scratch_world = std::mem::replace(&mut render_app.world, render_world.0); app_world.insert_resource(ScratchRenderWorld(scratch_world)); extract.apply_buffers(&mut render_app.world); }