mirror of
https://github.com/bevyengine/bevy
synced 2024-12-24 03:53:06 +00:00
461 lines
16 KiB
Rust
461 lines
16 KiB
Rust
use crate::{
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pipeline::{
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state_descriptors::{IndexFormat, PrimitiveTopology},
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VertexBufferDescriptor, VertexBufferDescriptors, VertexFormat,
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},
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render_resource::{BufferInfo, BufferUsage, RenderResourceAssignments},
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renderer::{GlobalRenderResourceContext, RenderResourceContext},
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shader::AsUniforms,
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Renderable, Vertex,
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};
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use bevy_asset::{AssetStorage, Handle};
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use glam::*;
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use legion::prelude::*;
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use std::borrow::Cow;
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use thiserror::Error;
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use zerocopy::AsBytes;
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pub const VERTEX_BUFFER_ASSET_INDEX: usize = 0;
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pub const INDEX_BUFFER_ASSET_INDEX: usize = 1;
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#[derive(Clone, Debug)]
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pub enum VertexAttributeValues {
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Float(Vec<f32>),
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Float2(Vec<[f32; 2]>),
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Float3(Vec<[f32; 3]>),
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Float4(Vec<[f32; 4]>),
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}
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impl VertexAttributeValues {
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pub fn len(&self) -> usize {
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match *self {
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VertexAttributeValues::Float(ref values) => values.len(),
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VertexAttributeValues::Float2(ref values) => values.len(),
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VertexAttributeValues::Float3(ref values) => values.len(),
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VertexAttributeValues::Float4(ref values) => values.len(),
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}
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}
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// TODO: add vertex format as parameter here and perform type conversions
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pub fn get_bytes(&self) -> &[u8] {
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match *self {
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VertexAttributeValues::Float(ref values) => values.as_bytes(),
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VertexAttributeValues::Float2(ref values) => values.as_bytes(),
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VertexAttributeValues::Float3(ref values) => values.as_bytes(),
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VertexAttributeValues::Float4(ref values) => values.as_bytes(),
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}
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}
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}
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impl From<&VertexAttributeValues> for VertexFormat {
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fn from(values: &VertexAttributeValues) -> Self {
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match values {
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VertexAttributeValues::Float(_) => VertexFormat::Float,
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VertexAttributeValues::Float2(_) => VertexFormat::Float2,
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VertexAttributeValues::Float3(_) => VertexFormat::Float3,
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VertexAttributeValues::Float4(_) => VertexFormat::Float4,
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}
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}
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}
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#[derive(Debug)]
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pub struct VertexAttribute {
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pub name: Cow<'static, str>,
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pub values: VertexAttributeValues,
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}
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impl VertexAttribute {
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pub const POSITION: &'static str = "Vertex_Position";
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pub const NORMAL: &'static str = "Vertex_Normal";
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pub const UV: &'static str = "Vertex_Uv";
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pub fn position(positions: Vec<[f32; 3]>) -> Self {
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VertexAttribute {
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name: Self::POSITION.into(),
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values: VertexAttributeValues::Float3(positions),
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}
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}
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pub fn normal(normals: Vec<[f32; 3]>) -> Self {
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VertexAttribute {
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name: Self::NORMAL.into(),
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values: VertexAttributeValues::Float3(normals),
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}
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}
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pub fn uv(uvs: Vec<[f32; 2]>) -> Self {
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VertexAttribute {
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name: Self::UV.into(),
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values: VertexAttributeValues::Float2(uvs),
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}
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}
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}
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#[derive(Error, Debug)]
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pub enum MeshToVertexBufferError {
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#[error("VertexBufferDescriptor requires a VertexBufferAttribute this Mesh does not contain.")]
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MissingVertexAttribute { attribute_name: Cow<'static, str> },
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#[error("Mesh VertexAttribute VertexFormat is incompatible with VertexBufferDescriptor VertexAttribute VertexFormat.")]
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IncompatibleVertexAttributeFormat {
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attribute_name: Cow<'static, str>,
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descriptor_format: VertexFormat,
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mesh_format: VertexFormat,
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},
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}
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#[derive(Debug)]
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pub struct Mesh {
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pub primitive_topology: PrimitiveTopology,
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pub attributes: Vec<VertexAttribute>,
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pub indices: Option<Vec<u32>>,
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}
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impl Mesh {
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pub fn new(primitive_topology: PrimitiveTopology) -> Self {
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Mesh {
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primitive_topology,
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attributes: Vec::new(),
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indices: None,
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}
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}
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pub fn get_vertex_buffer_bytes(
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&self,
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vertex_buffer_descriptor: &VertexBufferDescriptor,
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) -> Result<Vec<u8>, MeshToVertexBufferError> {
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let length = self.attributes.first().map(|a| a.values.len()).unwrap_or(0);
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let mut bytes = vec![0; vertex_buffer_descriptor.stride as usize * length];
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for vertex_attribute in vertex_buffer_descriptor.attributes.iter() {
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match self
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.attributes
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.iter()
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.find(|a| vertex_attribute.name == a.name)
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{
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Some(mesh_attribute) => {
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let attribute_bytes = mesh_attribute.values.get_bytes();
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let attribute_size = vertex_attribute.format.get_size() as usize;
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for (i, vertex_slice) in attribute_bytes.chunks(attribute_size).enumerate() {
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let vertex_offset = vertex_buffer_descriptor.stride as usize * i;
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let attribute_offset = vertex_offset + vertex_attribute.offset as usize;
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bytes[attribute_offset..attribute_offset + attribute_size]
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.copy_from_slice(vertex_slice);
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}
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}
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None => {
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return Err(MeshToVertexBufferError::MissingVertexAttribute {
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attribute_name: vertex_attribute.name.clone(),
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})
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}
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}
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}
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Ok(bytes)
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}
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pub fn get_index_buffer_bytes(&self, index_format: IndexFormat) -> Option<Vec<u8>> {
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self.indices.as_ref().map(|indices| match index_format {
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IndexFormat::Uint16 => indices
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.iter()
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.map(|i| *i as u16)
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.collect::<Vec<u16>>()
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.as_bytes()
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.to_vec(),
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IndexFormat::Uint32 => indices.as_bytes().to_vec(),
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})
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}
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}
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pub mod shape {
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use super::{Mesh, VertexAttribute};
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use crate::pipeline::state_descriptors::PrimitiveTopology;
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use glam::*;
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pub struct Cube;
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impl From<Cube> for Mesh {
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fn from(_: Cube) -> Self {
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let vertices = &[
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// top (0., 0., 1.)
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([-1., -1., 1.], [0., 0., 1.], [0., 0.]),
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([1., -1., 1.], [0., 0., 1.], [1., 0.]),
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([1., 1., 1.], [0., 0., 1.], [1., 1.]),
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([-1., 1., 1.], [0., 0., 1.], [0., 1.]),
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// bottom (0., 0., -1.)
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([-1., 1., -1.], [0., 0., -1.], [1., 0.]),
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([1., 1., -1.], [0., 0., -1.], [0., 0.]),
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([1., -1., -1.], [0., 0., -1.], [0., 1.]),
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([-1., -1., -1.], [0., 0., -1.], [1., 1.]),
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// right (1., 0., 0.)
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([1., -1., -1.], [1., 0., 0.], [0., 0.]),
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([1., 1., -1.], [1., 0., 0.], [1., 0.]),
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([1., 1., 1.], [1., 0., 0.], [1., 1.]),
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([1., -1., 1.], [1., 0., 0.], [0., 1.]),
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// left (-1., 0., 0.)
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([-1., -1., 1.], [-1., 0., 0.], [1., 0.]),
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([-1., 1., 1.], [-1., 0., 0.], [0., 0.]),
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([-1., 1., -1.], [-1., 0., 0.], [0., 1.]),
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([-1., -1., -1.], [-1., 0., 0.], [1., 1.]),
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// front (0., 1., 0.)
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([1., 1., -1.], [0., 1., 0.], [1., 0.]),
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([-1., 1., -1.], [0., 1., 0.], [0., 0.]),
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([-1., 1., 1.], [0., 1., 0.], [0., 1.]),
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([1., 1., 1.], [0., 1., 0.], [1., 1.]),
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// back (0., -1., 0.)
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([1., -1., 1.], [0., -1., 0.], [0., 0.]),
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([-1., -1., 1.], [0., -1., 0.], [1., 0.]),
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([-1., -1., -1.], [0., -1., 0.], [1., 1.]),
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([1., -1., -1.], [0., -1., 0.], [0., 1.]),
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];
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let mut positions = Vec::new();
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let mut normals = Vec::new();
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let mut uvs = Vec::new();
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for (position, normal, uv) in vertices.iter() {
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positions.push(position.clone());
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normals.push(normal.clone());
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uvs.push(uv.clone());
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}
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let indices = vec![
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0, 1, 2, 2, 3, 0, // top
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4, 5, 6, 6, 7, 4, // bottom
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8, 9, 10, 10, 11, 8, // right
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12, 13, 14, 14, 15, 12, // left
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16, 17, 18, 18, 19, 16, // front
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20, 21, 22, 22, 23, 20, // back
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];
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Mesh {
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primitive_topology: PrimitiveTopology::TriangleList,
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attributes: vec![
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VertexAttribute::position(positions),
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VertexAttribute::normal(normals),
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VertexAttribute::uv(uvs),
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],
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indices: Some(indices),
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}
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}
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}
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pub struct Quad {
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pub size: Vec2,
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}
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impl From<Quad> for Mesh {
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fn from(quad: Quad) -> Self {
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let extent_x = quad.size.x() / 2.0;
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let extent_y = quad.size.y() / 2.0;
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let north_west = vec2(-extent_x, extent_y);
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let north_east = vec2(extent_x, extent_y);
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let south_west = vec2(-extent_x, -extent_y);
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let south_east = vec2(extent_x, -extent_y);
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let vertices = &[
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(
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[south_west.x(), south_west.y(), 0.0],
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[0.0, 0.0, 1.0],
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[0.0, 1.0],
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),
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(
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[north_west.x(), north_west.y(), 0.0],
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[0.0, 0.0, 1.0],
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[0.0, 0.0],
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),
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(
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[north_east.x(), north_east.y(), 0.0],
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[0.0, 0.0, 1.0],
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[1.0, 0.0],
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),
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(
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[south_east.x(), south_east.y(), 0.0],
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[0.0, 0.0, 1.0],
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[1.0, 1.0],
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),
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];
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let indices = vec![0, 2, 1, 0, 3, 2];
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let mut positions = Vec::new();
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let mut normals = Vec::new();
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let mut uvs = Vec::new();
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for (position, normal, uv) in vertices.iter() {
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positions.push(position.clone());
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normals.push(normal.clone());
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uvs.push(uv.clone());
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}
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Mesh {
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primitive_topology: PrimitiveTopology::TriangleList,
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attributes: vec![
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VertexAttribute::position(positions),
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VertexAttribute::normal(normals),
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VertexAttribute::uv(uvs),
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],
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indices: Some(indices),
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}
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}
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}
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pub struct Plane {
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pub size: f32,
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}
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impl From<Plane> for Mesh {
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fn from(plane: Plane) -> Self {
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Quad {
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size: Vec2::new(plane.size, plane.size),
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}
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.into()
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}
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}
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}
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pub fn mesh_specializer_system() -> Box<dyn Schedulable> {
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SystemBuilder::new("mesh_specializer")
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.read_resource::<AssetStorage<Mesh>>()
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.with_query(
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<(Read<Handle<Mesh>>, Write<Renderable>)>::query()
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.filter(changed::<Handle<Mesh>>() | changed::<Renderable>()),
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)
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.build(|_, world, meshes, query| {
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for (mesh_handle, mut renderable) in query.iter_mut(world) {
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let mesh = meshes.get(&mesh_handle).unwrap();
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renderable
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.render_resource_assignments
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.pipeline_specialization
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.primitive_topology = mesh.primitive_topology;
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}
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})
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}
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fn setup_mesh_resource(
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render_resources: &dyn RenderResourceContext,
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render_resource_assignments: &mut RenderResourceAssignments,
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vertex_buffer_descriptor: &VertexBufferDescriptor,
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handle: Handle<Mesh>,
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meshes: &AssetStorage<Mesh>,
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) {
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log::trace!("setup mesh for {:?}", render_resource_assignments.id);
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let index_format = IndexFormat::Uint16;
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let (vertex_buffer, index_buffer) = if let Some(vertex_buffer) =
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render_resources.get_asset_resource(handle, VERTEX_BUFFER_ASSET_INDEX)
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{
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(
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vertex_buffer,
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render_resources.get_asset_resource(handle, INDEX_BUFFER_ASSET_INDEX),
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)
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} else {
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let mesh_asset = meshes.get(&handle).unwrap();
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let vertex_bytes = mesh_asset
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.get_vertex_buffer_bytes(&vertex_buffer_descriptor)
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.unwrap();
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// TODO: use a staging buffer here
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let vertex_buffer = render_resources.create_buffer_with_data(
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BufferInfo {
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buffer_usage: BufferUsage::VERTEX,
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..Default::default()
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},
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&vertex_bytes,
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);
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let index_bytes = mesh_asset.get_index_buffer_bytes(index_format).unwrap();
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let index_buffer = render_resources.create_buffer_with_data(
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BufferInfo {
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buffer_usage: BufferUsage::INDEX,
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..Default::default()
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},
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&index_bytes,
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);
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render_resources.set_asset_resource(handle, vertex_buffer, VERTEX_BUFFER_ASSET_INDEX);
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render_resources.set_asset_resource(handle, index_buffer, INDEX_BUFFER_ASSET_INDEX);
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(vertex_buffer, Some(index_buffer))
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};
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render_resource_assignments.set_vertex_buffer("Vertex", vertex_buffer, index_buffer);
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}
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pub fn mesh_resource_provider_system(resources: &mut Resources) -> Box<dyn Schedulable> {
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let mut vertex_buffer_descriptors = resources.get_mut::<VertexBufferDescriptors>().unwrap();
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// TODO: allow pipelines to specialize on vertex_buffer_descriptor and index_format
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let vertex_buffer_descriptor = Vertex::get_vertex_buffer_descriptor().unwrap();
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vertex_buffer_descriptors.set(vertex_buffer_descriptor.clone());
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SystemBuilder::new("mesh_resource_provider")
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.read_resource::<GlobalRenderResourceContext>()
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.read_resource::<AssetStorage<Mesh>>()
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.with_query(<(Read<Handle<Mesh>>, Write<Renderable>)>::query())
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.build(
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move |_, world, (render_resource_context, meshes,/* asset_batchers*/), query| {
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let render_resources = &*render_resource_context.context;
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// TODO: remove this once batches are pipeline specific and deprecate assigned_meshes draw target
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for (handle, mut renderable) in query.iter_mut(world) {
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setup_mesh_resource(
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render_resources,
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&mut renderable.render_resource_assignments,
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&vertex_buffer_descriptor,
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*handle,
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&meshes,
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);
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}
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},
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)
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}
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#[cfg(test)]
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mod tests {
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use super::{Mesh, VertexAttribute};
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use crate::{pipeline::state_descriptors::PrimitiveTopology, shader::AsUniforms, Vertex};
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use zerocopy::AsBytes;
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#[test]
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fn test_get_vertex_bytes() {
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let vertices = &[
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([0., 0., 0.], [1., 1., 1.], [2., 2.]),
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([3., 3., 3.], [4., 4., 4.], [5., 5.]),
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([6., 6., 6.], [7., 7., 7.], [8., 8.]),
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];
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let mut positions = Vec::new();
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let mut normals = Vec::new();
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let mut uvs = Vec::new();
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for (position, normal, uv) in vertices.iter() {
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positions.push(*position);
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normals.push(*normal);
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uvs.push(*uv);
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}
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let mesh = Mesh {
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primitive_topology: PrimitiveTopology::TriangleStrip,
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attributes: vec![
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VertexAttribute::position(positions),
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VertexAttribute::normal(normals),
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VertexAttribute::uv(uvs),
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],
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indices: None,
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};
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let expected_vertices = &[
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Vertex {
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position: [0., 0., 0.],
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normal: [1., 1., 1.],
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uv: [2., 2.],
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},
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Vertex {
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position: [3., 3., 3.],
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normal: [4., 4., 4.],
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uv: [5., 5.],
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},
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Vertex {
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position: [6., 6., 6.],
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normal: [7., 7., 7.],
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uv: [8., 8.],
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},
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];
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let descriptor = Vertex::get_vertex_buffer_descriptor().unwrap();
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assert_eq!(
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mesh.get_vertex_buffer_bytes(descriptor).unwrap(),
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expected_vertices.as_bytes(),
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"buffer bytes are equal"
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);
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}
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}
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