bevy/examples/shader/compute_shader_game_of_life.rs
Jakob Hellermann b1476015d9 add some more pipelined-rendering shader examples (#3041)
based on #3031 

Adds some examples showing of how to use the new pipelined rendering for custom shaders.

- a minimal shader example which doesn't use render assets
- the same but using glsl
- an example showing how to render instanced data
- a shader which uses the seconds since startup to animate some textures


Instancing shader:
![grafik](https://user-images.githubusercontent.com/22177966/139299294-e176b62a-53d1-4287-9a66-02fb55affc02.png)
Animated shader:
![animate_shader](https://user-images.githubusercontent.com/22177966/139299718-2940c0f3-8480-4ee0-98d7-b6ba40dc1472.gif)
(the gif makes it look a bit ugly)

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-01-05 19:43:11 +00:00

209 lines
6.6 KiB
Rust

use bevy::{
core_pipeline::node::MAIN_PASS_DEPENDENCIES,
prelude::*,
render::{
render_asset::RenderAssets,
render_graph::{self, RenderGraph},
render_resource::*,
renderer::{RenderContext, RenderDevice},
RenderApp, RenderStage,
},
window::WindowDescriptor,
};
const SIZE: (u32, u32) = (1280, 720);
const WORKGROUP_SIZE: u32 = 8;
fn main() {
App::new()
.insert_resource(ClearColor(Color::BLACK))
.insert_resource(WindowDescriptor {
// uncomment for unthrottled FPS
// vsync: false,
..Default::default()
})
.add_plugins(DefaultPlugins)
.add_plugin(GameOfLifeComputePlugin)
.add_startup_system(setup)
.run();
}
fn setup(mut commands: Commands, mut images: ResMut<Assets<Image>>) {
let mut image = Image::new_fill(
Extent3d {
width: SIZE.0,
height: SIZE.1,
depth_or_array_layers: 1,
},
TextureDimension::D2,
&[0, 0, 0, 255],
TextureFormat::Rgba8Unorm,
);
image.texture_descriptor.usage =
TextureUsages::COPY_DST | TextureUsages::STORAGE_BINDING | TextureUsages::TEXTURE_BINDING;
let image = images.add(image);
commands.spawn_bundle(SpriteBundle {
sprite: Sprite {
custom_size: Some(Vec2::new(SIZE.0 as f32, SIZE.1 as f32)),
..Default::default()
},
texture: image.clone(),
..Default::default()
});
commands.spawn_bundle(OrthographicCameraBundle::new_2d());
commands.insert_resource(GameOfLifeImage(image))
}
pub struct GameOfLifeComputePlugin;
impl Plugin for GameOfLifeComputePlugin {
fn build(&self, app: &mut App) {
let render_app = app.sub_app_mut(RenderApp);
render_app
.init_resource::<GameOfLifePipeline>()
.add_system_to_stage(RenderStage::Extract, extract_game_of_life_image)
.add_system_to_stage(RenderStage::Queue, queue_bind_group);
let mut render_graph = render_app.world.get_resource_mut::<RenderGraph>().unwrap();
render_graph.add_node("game_of_life", DispatchGameOfLife::default());
render_graph
.add_node_edge("game_of_life", MAIN_PASS_DEPENDENCIES)
.unwrap();
}
}
struct GameOfLifeImage(Handle<Image>);
struct GameOfLifeImageBindGroup(BindGroup);
fn extract_game_of_life_image(mut commands: Commands, image: Res<GameOfLifeImage>) {
commands.insert_resource(GameOfLifeImage(image.0.clone()));
}
fn queue_bind_group(
mut commands: Commands,
pipeline: Res<GameOfLifePipeline>,
gpu_images: Res<RenderAssets<Image>>,
game_of_life_image: Res<GameOfLifeImage>,
render_device: Res<RenderDevice>,
) {
let view = &gpu_images[&game_of_life_image.0];
let bind_group = render_device.create_bind_group(&BindGroupDescriptor {
label: None,
layout: &pipeline.texture_bind_group_layout,
entries: &[BindGroupEntry {
binding: 0,
resource: BindingResource::TextureView(&view.texture_view),
}],
});
commands.insert_resource(GameOfLifeImageBindGroup(bind_group));
}
pub struct GameOfLifePipeline {
sim_pipeline: ComputePipeline,
init_pipeline: ComputePipeline,
texture_bind_group_layout: BindGroupLayout,
}
impl FromWorld for GameOfLifePipeline {
fn from_world(world: &mut World) -> Self {
let render_device = world.get_resource::<RenderDevice>().unwrap();
let shader_source = include_str!("../../assets/shaders/game_of_life.wgsl");
let shader = render_device.create_shader_module(&ShaderModuleDescriptor {
label: None,
source: ShaderSource::Wgsl(shader_source.into()),
});
let texture_bind_group_layout =
render_device.create_bind_group_layout(&BindGroupLayoutDescriptor {
label: None,
entries: &[BindGroupLayoutEntry {
binding: 0,
visibility: ShaderStages::COMPUTE,
ty: BindingType::StorageTexture {
access: StorageTextureAccess::ReadWrite,
format: TextureFormat::Rgba8Unorm,
view_dimension: TextureViewDimension::D2,
},
count: None,
}],
});
let pipeline_layout = render_device.create_pipeline_layout(&PipelineLayoutDescriptor {
label: None,
bind_group_layouts: &[&texture_bind_group_layout],
push_constant_ranges: &[],
});
let init_pipeline = render_device.create_compute_pipeline(&ComputePipelineDescriptor {
label: None,
layout: Some(&pipeline_layout),
module: &shader,
entry_point: "init",
});
let sim_pipeline = render_device.create_compute_pipeline(&ComputePipelineDescriptor {
label: None,
layout: Some(&pipeline_layout),
module: &shader,
entry_point: "update",
});
GameOfLifePipeline {
sim_pipeline,
init_pipeline,
texture_bind_group_layout,
}
}
}
enum Initialized {
Default,
No,
Yes,
}
struct DispatchGameOfLife {
initialized: Initialized,
}
impl Default for DispatchGameOfLife {
fn default() -> Self {
Self {
initialized: Initialized::Default,
}
}
}
impl render_graph::Node for DispatchGameOfLife {
fn update(&mut self, _world: &mut World) {
match self.initialized {
Initialized::Default => self.initialized = Initialized::No,
Initialized::No => self.initialized = Initialized::Yes,
Initialized::Yes => {}
}
}
fn run(
&self,
_graph: &mut render_graph::RenderGraphContext,
render_context: &mut RenderContext,
world: &World,
) -> Result<(), render_graph::NodeRunError> {
let pipeline = world.get_resource::<GameOfLifePipeline>().unwrap();
let texture_bind_group = &world.get_resource::<GameOfLifeImageBindGroup>().unwrap().0;
let mut pass = render_context
.command_encoder
.begin_compute_pass(&ComputePassDescriptor::default());
if let Initialized::No = self.initialized {
pass.set_pipeline(&pipeline.init_pipeline);
pass.set_bind_group(0, texture_bind_group, &[]);
pass.dispatch(SIZE.0 / WORKGROUP_SIZE, SIZE.1 / WORKGROUP_SIZE, 1);
}
pass.set_pipeline(&pipeline.sim_pipeline);
pass.set_bind_group(0, texture_bind_group, &[]);
pass.dispatch(SIZE.0 / WORKGROUP_SIZE, SIZE.1 / WORKGROUP_SIZE, 1);
Ok(())
}
}