mirror of
https://github.com/bevyengine/bevy
synced 2024-12-22 19:13:08 +00:00
59d98de194
naming coherence for cameras
165 lines
6 KiB
Rust
165 lines
6 KiB
Rust
pub mod camera;
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pub mod color;
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pub mod colorspace;
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pub mod draw;
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pub mod entity;
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pub mod mesh;
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pub mod pass;
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pub mod pipeline;
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pub mod render_graph;
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pub mod renderer;
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pub mod shader;
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pub mod texture;
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use bevy_reflect::RegisterTypeBuilder;
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pub use once_cell;
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pub mod prelude {
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pub use crate::{
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base::Msaa,
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color::Color,
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draw::Draw,
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entity::*,
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mesh::{shape, Mesh},
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pass::ClearColor,
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pipeline::RenderPipelines,
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shader::Shader,
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texture::Texture,
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};
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}
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use crate::prelude::*;
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use base::Msaa;
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use bevy_app::prelude::*;
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use bevy_asset::AddAsset;
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use camera::{
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ActiveCameras, Camera, OrthographicProjection, PerspectiveProjection, VisibleEntities,
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};
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use pipeline::{
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IndexFormat, PipelineCompiler, PipelineDescriptor, PipelineSpecialization, PrimitiveTopology,
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ShaderSpecialization,
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};
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use render_graph::{
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base::{self, BaseRenderGraphBuilder, BaseRenderGraphConfig, MainPass},
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RenderGraph,
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};
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use renderer::{AssetRenderResourceBindings, RenderResourceBindings};
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#[cfg(feature = "hdr")]
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use texture::HdrTextureLoader;
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#[cfg(feature = "png")]
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use texture::ImageTextureLoader;
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use texture::TextureResourceSystemState;
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/// The names of "render" App stages
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pub mod stage {
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/// Stage where render resources are set up
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pub const RENDER_RESOURCE: &str = "render_resource";
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/// Stage where Render Graph systems are run. In general you shouldn't add systems to this stage manually.
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pub const RENDER_GRAPH_SYSTEMS: &str = "render_graph_systems";
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// Stage where draw systems are executed. This is generally where Draw components are setup
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pub const DRAW: &str = "draw";
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pub const RENDER: &str = "render";
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pub const POST_RENDER: &str = "post_render";
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}
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/// Adds core render types and systems to an App
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pub struct RenderPlugin {
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/// configures the "base render graph". If this is not `None`, the "base render graph" will be added
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pub base_render_graph_config: Option<BaseRenderGraphConfig>,
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}
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impl Default for RenderPlugin {
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fn default() -> Self {
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RenderPlugin {
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base_render_graph_config: Some(BaseRenderGraphConfig::default()),
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}
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}
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}
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impl Plugin for RenderPlugin {
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fn build(&self, app: &mut AppBuilder) {
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#[cfg(feature = "png")]
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{
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app.init_asset_loader::<ImageTextureLoader>();
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}
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#[cfg(feature = "hdr")]
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{
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app.init_asset_loader::<HdrTextureLoader>();
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}
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if app.resources().get::<ClearColor>().is_none() {
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app.resources_mut().insert(ClearColor::default());
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}
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app.add_stage_after(bevy_asset::stage::ASSET_EVENTS, stage::RENDER_RESOURCE)
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.add_stage_after(stage::RENDER_RESOURCE, stage::RENDER_GRAPH_SYSTEMS)
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.add_stage_after(stage::RENDER_GRAPH_SYSTEMS, stage::DRAW)
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.add_stage_after(stage::DRAW, stage::RENDER)
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.add_stage_after(stage::RENDER, stage::POST_RENDER)
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.add_asset::<Mesh>()
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.add_asset::<Texture>()
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.add_asset::<Shader>()
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.add_asset::<PipelineDescriptor>()
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.register_type::<Camera>()
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.register_type::<Draw>()
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.register_type::<RenderPipelines>()
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.register_type::<OrthographicProjection>()
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.register_type::<PerspectiveProjection>()
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.register_type::<MainPass>()
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.register_type::<VisibleEntities>()
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.register_type::<Color>()
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.register_type::<ShaderSpecialization>()
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.register_type::<PrimitiveTopology>()
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.register_type::<IndexFormat>()
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.register_type::<PipelineSpecialization>()
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.init_resource::<RenderGraph>()
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.init_resource::<PipelineCompiler>()
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.init_resource::<RenderResourceBindings>()
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.init_resource::<TextureResourceSystemState>()
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.init_resource::<AssetRenderResourceBindings>()
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.init_resource::<ActiveCameras>()
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.add_system_to_stage(bevy_app::stage::PRE_UPDATE, draw::clear_draw_system)
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.add_system_to_stage(bevy_app::stage::POST_UPDATE, camera::active_cameras_system)
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.add_system_to_stage(
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bevy_app::stage::POST_UPDATE,
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camera::camera_system::<OrthographicProjection>,
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)
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.add_system_to_stage(
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bevy_app::stage::POST_UPDATE,
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camera::camera_system::<PerspectiveProjection>,
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)
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// registration order matters here. this must come after all camera_system::<T> systems
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.add_system_to_stage(
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bevy_app::stage::POST_UPDATE,
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camera::visible_entities_system,
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)
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// TODO: turn these "resource systems" into graph nodes and remove the RENDER_RESOURCE stage
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.add_system_to_stage(stage::RENDER_RESOURCE, mesh::mesh_resource_provider_system)
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.add_system_to_stage(stage::RENDER_RESOURCE, Texture::texture_resource_system)
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.add_system_to_stage(
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stage::RENDER_GRAPH_SYSTEMS,
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render_graph::render_graph_schedule_executor_system,
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)
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.add_system_to_stage(stage::DRAW, pipeline::draw_render_pipelines_system)
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.add_system_to_stage(stage::POST_RENDER, shader::clear_shader_defs_system);
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if app.resources().get::<Msaa>().is_none() {
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app.init_resource::<Msaa>();
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}
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if let Some(ref config) = self.base_render_graph_config {
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let resources = app.resources();
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let mut render_graph = resources.get_mut::<RenderGraph>().unwrap();
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let msaa = resources.get::<Msaa>().unwrap();
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render_graph.add_base_graph(config, &msaa);
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let mut active_cameras = resources.get_mut::<ActiveCameras>().unwrap();
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if config.add_3d_camera {
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active_cameras.add(base::camera::CAMERA_3D);
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}
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if config.add_2d_camera {
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active_cameras.add(base::camera::CAMERA_2D);
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}
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}
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}
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}
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