use super::{ CameraNode, PassNode, RenderGraph, SharedBuffersNode, TextureCopyNode, WindowSwapChainNode, WindowTextureNode, }; use crate::{ pass::{ LoadOp, Operations, PassDescriptor, RenderPassColorAttachmentDescriptor, RenderPassDepthStencilAttachmentDescriptor, TextureAttachment, }, prelude::MainPass, texture::{Extent3d, TextureDescriptor, TextureDimension, TextureFormat, TextureUsage}, Color, }; use bevy_window::WindowId; pub struct Msaa { pub samples: u32, } impl Default for Msaa { fn default() -> Self { Self { samples: 1 } } } impl Msaa { pub fn color_attachment_descriptor( &self, attachment: TextureAttachment, resolve_target: TextureAttachment, ops: Operations, ) -> RenderPassColorAttachmentDescriptor { if self.samples > 1 { RenderPassColorAttachmentDescriptor { attachment, resolve_target: Some(resolve_target), ops, } } else { RenderPassColorAttachmentDescriptor { attachment, resolve_target: None, ops, } } } } pub struct BaseRenderGraphConfig { pub add_2d_camera: bool, pub add_3d_camera: bool, pub add_main_depth_texture: bool, pub add_main_pass: bool, pub connect_main_pass_to_swapchain: bool, pub connect_main_pass_to_main_depth_texture: bool, } pub mod node { pub const PRIMARY_SWAP_CHAIN: &str = "swapchain"; pub const CAMERA3D: &str = "camera3d"; pub const CAMERA2D: &str = "camera2d"; pub const TEXTURE_COPY: &str = "texture_copy"; pub const MAIN_DEPTH_TEXTURE: &str = "main_pass_depth_texture"; pub const MAIN_SAMPLED_COLOR_ATTACHMENT: &str = "main_pass_sampled_color_attachment"; pub const MAIN_PASS: &str = "main_pass"; pub const SHARED_BUFFERS: &str = "shared_buffers"; } pub mod camera { pub const CAMERA3D: &str = "Camera3d"; pub const CAMERA2D: &str = "Camera2d"; } impl Default for BaseRenderGraphConfig { fn default() -> Self { BaseRenderGraphConfig { add_2d_camera: true, add_3d_camera: true, add_main_pass: true, add_main_depth_texture: true, connect_main_pass_to_swapchain: true, connect_main_pass_to_main_depth_texture: true, } } } /// The "base render graph" provides a core set of render graph nodes which can be used to build any graph. /// By itself this graph doesn't do much, but it allows Render plugins to interop with each other by having a common /// set of nodes. It can be customized using `BaseRenderGraphConfig`. pub trait BaseRenderGraphBuilder { fn add_base_graph(&mut self, config: &BaseRenderGraphConfig, msaa: &Msaa) -> &mut Self; } impl BaseRenderGraphBuilder for RenderGraph { fn add_base_graph(&mut self, config: &BaseRenderGraphConfig, msaa: &Msaa) -> &mut Self { self.add_node(node::TEXTURE_COPY, TextureCopyNode::default()); if config.add_3d_camera { self.add_system_node(node::CAMERA3D, CameraNode::new(camera::CAMERA3D)); } if config.add_2d_camera { self.add_system_node(node::CAMERA2D, CameraNode::new(camera::CAMERA2D)); } self.add_node(node::SHARED_BUFFERS, SharedBuffersNode::default()); if config.add_main_depth_texture { self.add_node( node::MAIN_DEPTH_TEXTURE, WindowTextureNode::new( WindowId::primary(), TextureDescriptor { size: Extent3d { depth: 1, width: 1, height: 1, }, mip_level_count: 1, sample_count: msaa.samples, dimension: TextureDimension::D2, format: TextureFormat::Depth32Float, // PERF: vulkan docs recommend using 24 bit depth for better performance usage: TextureUsage::OUTPUT_ATTACHMENT, }, ), ); } if config.add_main_pass { let mut main_pass_node = PassNode::<&MainPass>::new(PassDescriptor { color_attachments: vec![msaa.color_attachment_descriptor( TextureAttachment::Input("color_attachment".to_string()), TextureAttachment::Input("color_resolve_target".to_string()), Operations { load: LoadOp::Clear(Color::rgb(0.1, 0.1, 0.1)), store: true, }, )], depth_stencil_attachment: Some(RenderPassDepthStencilAttachmentDescriptor { attachment: TextureAttachment::Input("depth".to_string()), depth_ops: Some(Operations { load: LoadOp::Clear(1.0), store: true, }), stencil_ops: None, }), sample_count: msaa.samples, }); main_pass_node.use_default_clear_color(0); if config.add_3d_camera { main_pass_node.add_camera(camera::CAMERA3D); } if config.add_2d_camera { main_pass_node.add_camera(camera::CAMERA2D); } self.add_node(node::MAIN_PASS, main_pass_node); self.add_node_edge(node::TEXTURE_COPY, node::MAIN_PASS) .unwrap(); self.add_node_edge(node::SHARED_BUFFERS, node::MAIN_PASS) .unwrap(); if config.add_3d_camera { self.add_node_edge(node::CAMERA3D, node::MAIN_PASS).unwrap(); } if config.add_2d_camera { self.add_node_edge(node::CAMERA2D, node::MAIN_PASS).unwrap(); } } self.add_node( node::PRIMARY_SWAP_CHAIN, WindowSwapChainNode::new(WindowId::primary()), ); if config.connect_main_pass_to_swapchain { self.add_slot_edge( node::PRIMARY_SWAP_CHAIN, WindowSwapChainNode::OUT_TEXTURE, node::MAIN_PASS, if msaa.samples > 1 { "color_resolve_target" } else { "color_attachment" }, ) .unwrap(); } if msaa.samples > 1 { self.add_node( node::MAIN_SAMPLED_COLOR_ATTACHMENT, WindowTextureNode::new( WindowId::primary(), TextureDescriptor { size: Extent3d { depth: 1, width: 1, height: 1, }, mip_level_count: 1, sample_count: msaa.samples, dimension: TextureDimension::D2, format: TextureFormat::Bgra8UnormSrgb, usage: TextureUsage::OUTPUT_ATTACHMENT, }, ), ); self.add_slot_edge( node::MAIN_SAMPLED_COLOR_ATTACHMENT, WindowSwapChainNode::OUT_TEXTURE, node::MAIN_PASS, "color_attachment", ) .unwrap(); } if config.connect_main_pass_to_main_depth_texture { self.add_slot_edge( node::MAIN_DEPTH_TEXTURE, WindowTextureNode::OUT_TEXTURE, node::MAIN_PASS, "depth", ) .unwrap(); } self } }