bevy/crates/bevy_render/src/lib.rs
Nathan Stocks faeccd7a09 Reflection cleanup (#1536)
This is an effort to provide the correct `#[reflect_value(...)]` attributes where they are needed.  

Supersedes #1533 and resolves #1528.

---

I am working under the following assumptions (thanks to @bjorn3 and @Davier for advice here):

- Any `enum` that derives `Reflect` and one or more of { `Serialize`, `Deserialize`, `PartialEq`, `Hash` } needs a `#[reflect_value(...)]` attribute containing the same subset of { `Serialize`, `Deserialize`, `PartialEq`, `Hash` } that is present on the derive.
- Same as above for `struct` and `#[reflect(...)]`, respectively.
- If a `struct` is used as a component, it should also have `#[reflect(Component)]`
- All reflected types should be registered in their plugins

I treated the following as components (added `#[reflect(Component)]` if necessary):
- `bevy_render`
  - `struct RenderLayers`
- `bevy_transform`
  - `struct GlobalTransform`
  - `struct Parent`
  - `struct Transform`
- `bevy_ui`
  - `struct Style`

Not treated as components:
- `bevy_math`
  - `struct Size<T>`
  - `struct Rect<T>`
  - Note: The updates for `Size<T>` and `Rect<T>` in `bevy::math::geometry` required using @Davier's suggestion to add `+ PartialEq` to the trait bound. I then registered the specific types used over in `bevy_ui` such as `Size<Val>`, etc. in `bevy_ui`'s plugin, since `bevy::math` does not contain a plugin.
- `bevy_render`
  - `struct Color`
  - `struct PipelineSpecialization`
  - `struct ShaderSpecialization`
  - `enum PrimitiveTopology`
  - `enum IndexFormat`

Not Addressed:
- I am not searching for components in Bevy that are _not_ reflected. So if there are components that are not reflected that should be reflected, that will need to be figured out in another PR.
- I only added `#[reflect(...)]` or `#[reflect_value(...)]` entries for the set of four traits { `Serialize`, `Deserialize`, `PartialEq`, `Hash` } _if they were derived via `#[derive(...)]`_. I did not look for manual trait implementations of the same set of four, nor did I consider any traits outside the four.  Are those other possibilities something that needs to be looked into?
2021-03-09 23:39:41 +00:00

208 lines
6.5 KiB
Rust

pub mod camera;
pub mod color;
pub mod colorspace;
pub mod draw;
pub mod entity;
pub mod mesh;
pub mod pass;
pub mod pipeline;
pub mod render_graph;
pub mod renderer;
pub mod shader;
pub mod texture;
pub mod wireframe;
use bevy_ecs::{
schedule::SystemStage,
system::{IntoExclusiveSystem, IntoSystem},
};
use draw::Visible;
pub use once_cell;
pub mod prelude {
pub use crate::{
base::Msaa,
color::Color,
draw::{Draw, Visible},
entity::*,
mesh::{shape, Mesh},
pass::ClearColor,
pipeline::RenderPipelines,
shader::Shader,
texture::Texture,
};
}
use crate::prelude::*;
use base::Msaa;
use bevy_app::prelude::*;
use bevy_asset::{AddAsset, AssetStage};
use bevy_ecs::schedule::StageLabel;
use camera::{
ActiveCameras, Camera, DepthCalculation, OrthographicProjection, PerspectiveProjection,
RenderLayers, ScalingMode, VisibleEntities, WindowOrigin,
};
use pipeline::{
IndexFormat, PipelineCompiler, PipelineDescriptor, PipelineSpecialization, PrimitiveTopology,
ShaderSpecialization, VertexBufferLayout,
};
use render_graph::{
base::{self, BaseRenderGraphConfig, MainPass},
RenderGraph,
};
use renderer::{AssetRenderResourceBindings, RenderResourceBindings};
use shader::ShaderLoader;
#[cfg(feature = "hdr")]
use texture::HdrTextureLoader;
#[cfg(feature = "png")]
use texture::ImageTextureLoader;
/// The names of "render" App stages
#[derive(Debug, Hash, PartialEq, Eq, Clone, StageLabel)]
pub enum RenderStage {
/// Stage where render resources are set up
RenderResource,
/// Stage where Render Graph systems are run. In general you shouldn't add systems to this stage manually.
RenderGraphSystems,
// Stage where draw systems are executed. This is generally where Draw components are setup
Draw,
Render,
PostRender,
}
/// Adds core render types and systems to an App
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<BaseRenderGraphConfig>,
}
impl Default for RenderPlugin {
fn default() -> Self {
RenderPlugin {
base_render_graph_config: Some(BaseRenderGraphConfig::default()),
}
}
}
impl Plugin for RenderPlugin {
fn build(&self, app: &mut AppBuilder) {
#[cfg(feature = "png")]
{
app.init_asset_loader::<ImageTextureLoader>();
}
#[cfg(feature = "hdr")]
{
app.init_asset_loader::<HdrTextureLoader>();
}
app.add_stage_after(
AssetStage::AssetEvents,
RenderStage::RenderResource,
SystemStage::parallel(),
)
.add_stage_after(
RenderStage::RenderResource,
RenderStage::RenderGraphSystems,
SystemStage::parallel(),
)
.add_stage_after(
RenderStage::RenderGraphSystems,
RenderStage::Draw,
SystemStage::parallel(),
)
.add_stage_after(
RenderStage::Draw,
RenderStage::Render,
SystemStage::parallel(),
)
.add_stage_after(
RenderStage::Render,
RenderStage::PostRender,
SystemStage::parallel(),
)
.init_asset_loader::<ShaderLoader>()
.add_asset::<Mesh>()
.add_asset::<Texture>()
.add_asset::<Shader>()
.add_asset::<PipelineDescriptor>()
.register_type::<Camera>()
.register_type::<DepthCalculation>()
.register_type::<Draw>()
.register_type::<Visible>()
.register_type::<RenderPipelines>()
.register_type::<OrthographicProjection>()
.register_type::<PerspectiveProjection>()
.register_type::<MainPass>()
.register_type::<VisibleEntities>()
.register_type::<Color>()
.register_type::<ShaderSpecialization>()
.register_type::<PrimitiveTopology>()
.register_type::<IndexFormat>()
.register_type::<PipelineSpecialization>()
.register_type::<RenderLayers>()
.register_type::<ScalingMode>()
.register_type::<VertexBufferLayout>()
.register_type::<WindowOrigin>()
.init_resource::<ClearColor>()
.init_resource::<RenderGraph>()
.init_resource::<PipelineCompiler>()
.init_resource::<Msaa>()
.init_resource::<RenderResourceBindings>()
.init_resource::<AssetRenderResourceBindings>()
.init_resource::<ActiveCameras>()
.add_system_to_stage(CoreStage::PreUpdate, draw::clear_draw_system.system())
.add_system_to_stage(
CoreStage::PostUpdate,
camera::active_cameras_system.system(),
)
.add_system_to_stage(
CoreStage::PostUpdate,
camera::camera_system::<OrthographicProjection>.system(),
)
.add_system_to_stage(
CoreStage::PostUpdate,
camera::camera_system::<PerspectiveProjection>.system(),
)
// registration order matters here. this must come after all camera_system::<T> systems
.add_system_to_stage(
CoreStage::PostUpdate,
camera::visible_entities_system.system(),
)
.add_system_to_stage(
RenderStage::RenderResource,
shader::shader_update_system.system(),
)
.add_system_to_stage(
RenderStage::RenderResource,
mesh::mesh_resource_provider_system.system(),
)
.add_system_to_stage(
RenderStage::RenderResource,
Texture::texture_resource_system.system(),
)
.add_system_to_stage(
RenderStage::RenderGraphSystems,
render_graph::render_graph_schedule_executor_system.exclusive_system(),
)
.add_system_to_stage(
RenderStage::Draw,
pipeline::draw_render_pipelines_system.system(),
)
.add_system_to_stage(
RenderStage::PostRender,
shader::clear_shader_defs_system.system(),
);
if let Some(ref config) = self.base_render_graph_config {
crate::base::add_base_graph(config, app.world_mut());
let mut active_cameras = app.world_mut().get_resource_mut::<ActiveCameras>().unwrap();
if config.add_3d_camera {
active_cameras.add(base::camera::CAMERA_3D);
}
if config.add_2d_camera {
active_cameras.add(base::camera::CAMERA_2D);
}
}
}
}