bevy/pipelined/bevy_render2/src/lib.rs
2021-07-24 16:43:37 -07:00

159 lines
5.3 KiB
Rust

pub mod camera;
pub mod color;
pub mod core_pipeline;
pub mod mesh;
pub mod pass;
pub mod pipeline;
pub mod render_command;
pub mod render_graph;
pub mod render_phase;
pub mod render_resource;
pub mod renderer;
pub mod shader;
pub mod texture;
pub mod view;
pub use once_cell;
use crate::{
camera::CameraPlugin,
mesh::MeshPlugin,
render_command::RenderCommandPlugin,
render_graph::RenderGraph,
render_phase::DrawFunctions,
renderer::RenderResources,
texture::TexturePlugin,
view::{ViewPlugin, WindowRenderPlugin},
};
use bevy_app::{App, Plugin, StartupStage};
use bevy_ecs::prelude::*;
use bevy_utils::tracing::warn;
#[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,
}
impl Plugin for RenderPlugin {
fn build(&self, app: &mut App) {
app.add_startup_system_to_stage(
StartupStage::PreStartup,
check_for_render_resource_context.system(),
);
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())
.add_stage(RenderStage::Cleanup, SystemStage::parallel())
.init_resource::<RenderGraph>()
.init_resource::<DrawFunctions>();
app.add_sub_app(render_app, |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::<SystemStage>(&RenderStage::Prepare)
.unwrap();
prepare.run(&mut render_app.world);
// queue
let queue = render_app
.schedule
.get_stage_mut::<SystemStage>(&RenderStage::Queue)
.unwrap();
queue.run(&mut render_app.world);
// phase sort
let phase_sort = render_app
.schedule
.get_stage_mut::<SystemStage>(&RenderStage::PhaseSort)
.unwrap();
phase_sort.run(&mut render_app.world);
// render
let render = render_app
.schedule
.get_stage_mut::<SystemStage>(&RenderStage::Render)
.unwrap();
render.run(&mut render_app.world);
// cleanup
let cleanup = render_app
.schedule
.get_stage_mut::<SystemStage>(&RenderStage::Cleanup)
.unwrap();
cleanup.run(&mut render_app.world);
render_app.world.clear_entities();
});
app.add_plugin(RenderCommandPlugin)
.add_plugin(WindowRenderPlugin)
.add_plugin(CameraPlugin)
.add_plugin(ViewPlugin)
.add_plugin(MeshPlugin)
.add_plugin(TexturePlugin);
}
}
fn extract(app_world: &mut World, render_app: &mut App) {
let extract = render_app
.schedule
.get_stage_mut::<SystemStage>(&RenderStage::Extract)
.unwrap();
extract.run(app_world);
extract.apply_buffers(&mut render_app.world);
}
fn check_for_render_resource_context(context: Option<Res<RenderResources>>) {
if context.is_none() {
warn!(
"bevy_render couldn't find a render backend. Perhaps try adding the bevy_wgpu feature/plugin!"
);
}
}