mirror of
https://github.com/bevyengine/bevy
synced 2025-01-10 04:08:55 +00:00
235 lines
6.6 KiB
Rust
235 lines
6.6 KiB
Rust
use crate::{
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legion::{
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borrow::RefMap,
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prelude::{Entity, World},
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},
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math::Vec4,
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render::render_graph_2::{BindType, UniformPropertyType},
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};
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use std::collections::HashMap;
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use legion::storage::Component;
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use zerocopy::AsBytes;
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pub type ShaderUniformSelector = fn(Entity, &World) -> Option<RefMap<&dyn AsUniforms>>;
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pub struct ShaderUniforms {
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// used for distinguishing
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pub uniform_selectors: Vec<ShaderUniformSelector>,
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pub dynamic_uniform_indices: HashMap<String, u64>,
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}
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impl ShaderUniforms {
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pub fn new() -> Self {
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ShaderUniforms {
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uniform_selectors: Vec::new(),
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dynamic_uniform_indices: HashMap::new(),
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}
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}
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pub fn add(&mut self, selector: ShaderUniformSelector) {
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self.uniform_selectors.push(selector);
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}
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pub fn get_uniform_info<'a>(
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&'a self,
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world: &'a World,
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entity: Entity,
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uniform_name: &str,
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) -> Option<&'a UniformInfo> {
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for uniform_selector in self.uniform_selectors.iter().rev() {
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let uniforms = uniform_selector(entity, world).unwrap_or_else(|| {
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panic!(
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"ShaderUniform selector points to a missing component. Uniform: {}",
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uniform_name
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)
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});
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let info = uniforms.get_uniform_info(uniform_name);
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if let Some(_) = info {
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return info;
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}
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}
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None
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}
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pub fn get_uniform_bytes<'a>(
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&'a self,
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world: &'a World,
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entity: Entity,
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uniform_name: &str,
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) -> Option<Vec<u8>> {
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for uniform_selector in self.uniform_selectors.iter().rev() {
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let uniforms = uniform_selector(entity, world).unwrap_or_else(|| {
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panic!(
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"ShaderUniform selector points to a missing component. Uniform: {}",
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uniform_name
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)
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});
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let bytes = uniforms.get_uniform_bytes(uniform_name);
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if let Some(_) = bytes {
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return bytes;
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}
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}
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None
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}
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}
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pub struct StandardMaterial {
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pub albedo: Vec4,
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}
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pub trait GetBytes {
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fn get_bytes(&self) -> Vec<u8>;
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fn get_bytes_ref(&self) -> Option<&[u8]>;
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}
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// TODO: might need to add zerocopy to this crate to impl AsBytes for external crates
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// impl<T> GetBytes for T where T : AsBytes {
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// fn get_bytes(&self) -> Vec<u8> {
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// self.as_bytes().into()
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// }
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// fn get_bytes_ref(&self) -> Option<&[u8]> {
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// Some(self.as_bytes())
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// }
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// }
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impl GetBytes for Vec4 {
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fn get_bytes(&self) -> Vec<u8> {
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let vec4_array: [f32; 4] = (*self).into();
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vec4_array.as_bytes().into()
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}
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fn get_bytes_ref(&self) -> Option<&[u8]> {
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None
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}
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}
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pub trait AsUniforms {
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fn get_uniform_infos(&self) -> &[UniformInfo];
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fn get_uniform_info(&self, name: &str) -> Option<&UniformInfo>;
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fn get_uniform_layouts(&self) -> &[&[UniformPropertyType]];
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fn get_uniform_bytes(&self, name: &str) -> Option<Vec<u8>>;
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// TODO: support zero-copy uniforms
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// fn get_uniform_bytes_ref(&self, name: &str) -> Option<&[u8]>;
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}
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// pub struct UniformInfo<'a> {
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// pub name: &'a str,
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// pub
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// }
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pub struct UniformInfo<'a> {
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pub name: &'a str,
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pub bind_type: BindType,
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}
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pub fn uniform_selector<T>(entity: Entity, world: &World) -> Option<RefMap<&dyn AsUniforms>>
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where
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T: AsUniforms + Component,
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{
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world
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.get_component::<T>(entity)
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.map(|c| c.map_into(|s| s as &dyn AsUniforms))
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}
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// create this from a derive macro
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const STANDARD_MATERIAL_UNIFORM_INFO: &[UniformInfo] = &[UniformInfo {
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name: "StandardMaterial",
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bind_type: BindType::Uniform {
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dynamic: false,
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// TODO: fill this in with properties
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properties: Vec::new(),
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},
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}];
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// these are separate from BindType::Uniform{properties} because they need to be const
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const STANDARD_MATERIAL_UNIFORM_LAYOUTS: &[&[UniformPropertyType]] = &[&[]];
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// const ST
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impl AsUniforms for StandardMaterial {
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fn get_uniform_infos(&self) -> &[UniformInfo] {
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STANDARD_MATERIAL_UNIFORM_INFO
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}
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fn get_uniform_layouts(&self) -> &[&[UniformPropertyType]] {
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STANDARD_MATERIAL_UNIFORM_LAYOUTS
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}
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fn get_uniform_bytes(&self, name: &str) -> Option<Vec<u8>> {
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match name {
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"StandardMaterial" => Some(self.albedo.get_bytes()),
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_ => None,
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}
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}
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fn get_uniform_info(&self, name: &str) -> Option<&UniformInfo> {
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match name {
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"StandardMaterial" => Some(&STANDARD_MATERIAL_UNIFORM_INFO[0]),
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_ => None,
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}
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}
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// fn iter_properties(&self) -> std::slice::Iter<&'static str> {
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// STANDARD_MATERIAL_PROPERTIES.iter()
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// }
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// fn get_property(&self, name: &str) -> Option<ShaderValue> {
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// match name {
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// "albedo" => Some(match self.albedo {
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// Albedo::Color(color) => ShaderValue::Vec4(color),
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// Albedo::Texture(ref texture) => ShaderValue::Texture(texture)
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// }),
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// _ => None,
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// }
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// }
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}
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// create this from a derive macro
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const LOCAL_TO_WORLD_UNIFORM_INFO: &[UniformInfo] = &[UniformInfo {
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name: "Object",
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bind_type: BindType::Uniform {
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dynamic: false,
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// TODO: fill this in with properties
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properties: Vec::new(),
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},
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}];
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// these are separate from BindType::Uniform{properties} because they need to be const
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const LOCAL_TO_WORLD_UNIFORM_LAYOUTS: &[&[UniformPropertyType]] = &[&[]];
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// const ST
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impl AsUniforms for bevy_transform::prelude::LocalToWorld {
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fn get_uniform_infos(&self) -> &[UniformInfo] {
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LOCAL_TO_WORLD_UNIFORM_INFO
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}
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fn get_uniform_layouts(&self) -> &[&[UniformPropertyType]] {
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LOCAL_TO_WORLD_UNIFORM_LAYOUTS
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}
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fn get_uniform_bytes(&self, name: &str) -> Option<Vec<u8>> {
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match name {
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"Object" => Some(self.0.to_cols_array_2d().as_bytes().into()),
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_ => None,
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}
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}
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fn get_uniform_info(&self, name: &str) -> Option<&UniformInfo> {
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match name {
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"Object" => Some(&LOCAL_TO_WORLD_UNIFORM_INFO[0]),
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_ => None,
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}
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}
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// fn iter_properties(&self) -> std::slice::Iter<&'static str> {
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// STANDARD_MATERIAL_PROPERTIES.iter()
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// }
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// fn get_property(&self, name: &str) -> Option<ShaderValue> {
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// match name {
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// "albedo" => Some(match self.albedo {
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// Albedo::Color(color) => ShaderValue::Vec4(color),
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// Albedo::Texture(ref texture) => ShaderValue::Texture(texture)
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// }),
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// _ => None,
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// }
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// }
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}
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