bevy/crates/bevy_render/src/lib.rs
François 59d98de194
naming coherence for cameras (#995)
naming coherence for cameras
2020-12-03 13:46:15 -08:00

165 lines
6 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;
use bevy_reflect::RegisterTypeBuilder;
pub use once_cell;
pub mod prelude {
pub use crate::{
base::Msaa,
color::Color,
draw::Draw,
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;
use camera::{
ActiveCameras, Camera, OrthographicProjection, PerspectiveProjection, VisibleEntities,
};
use pipeline::{
IndexFormat, PipelineCompiler, PipelineDescriptor, PipelineSpecialization, PrimitiveTopology,
ShaderSpecialization,
};
use render_graph::{
base::{self, BaseRenderGraphBuilder, BaseRenderGraphConfig, MainPass},
RenderGraph,
};
use renderer::{AssetRenderResourceBindings, RenderResourceBindings};
#[cfg(feature = "hdr")]
use texture::HdrTextureLoader;
#[cfg(feature = "png")]
use texture::ImageTextureLoader;
use texture::TextureResourceSystemState;
/// The names of "render" App stages
pub mod stage {
/// Stage where render resources are set up
pub const RENDER_RESOURCE: &str = "render_resource";
/// Stage where Render Graph systems are run. In general you shouldn't add systems to this stage manually.
pub const RENDER_GRAPH_SYSTEMS: &str = "render_graph_systems";
// Stage where draw systems are executed. This is generally where Draw components are setup
pub const DRAW: &str = "draw";
pub const RENDER: &str = "render";
pub const POST_RENDER: &str = "post_render";
}
/// 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>();
}
if app.resources().get::<ClearColor>().is_none() {
app.resources_mut().insert(ClearColor::default());
}
app.add_stage_after(bevy_asset::stage::ASSET_EVENTS, stage::RENDER_RESOURCE)
.add_stage_after(stage::RENDER_RESOURCE, stage::RENDER_GRAPH_SYSTEMS)
.add_stage_after(stage::RENDER_GRAPH_SYSTEMS, stage::DRAW)
.add_stage_after(stage::DRAW, stage::RENDER)
.add_stage_after(stage::RENDER, stage::POST_RENDER)
.add_asset::<Mesh>()
.add_asset::<Texture>()
.add_asset::<Shader>()
.add_asset::<PipelineDescriptor>()
.register_type::<Camera>()
.register_type::<Draw>()
.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>()
.init_resource::<RenderGraph>()
.init_resource::<PipelineCompiler>()
.init_resource::<RenderResourceBindings>()
.init_resource::<TextureResourceSystemState>()
.init_resource::<AssetRenderResourceBindings>()
.init_resource::<ActiveCameras>()
.add_system_to_stage(bevy_app::stage::PRE_UPDATE, draw::clear_draw_system)
.add_system_to_stage(bevy_app::stage::POST_UPDATE, camera::active_cameras_system)
.add_system_to_stage(
bevy_app::stage::POST_UPDATE,
camera::camera_system::<OrthographicProjection>,
)
.add_system_to_stage(
bevy_app::stage::POST_UPDATE,
camera::camera_system::<PerspectiveProjection>,
)
// registration order matters here. this must come after all camera_system::<T> systems
.add_system_to_stage(
bevy_app::stage::POST_UPDATE,
camera::visible_entities_system,
)
// TODO: turn these "resource systems" into graph nodes and remove the RENDER_RESOURCE stage
.add_system_to_stage(stage::RENDER_RESOURCE, mesh::mesh_resource_provider_system)
.add_system_to_stage(stage::RENDER_RESOURCE, Texture::texture_resource_system)
.add_system_to_stage(
stage::RENDER_GRAPH_SYSTEMS,
render_graph::render_graph_schedule_executor_system,
)
.add_system_to_stage(stage::DRAW, pipeline::draw_render_pipelines_system)
.add_system_to_stage(stage::POST_RENDER, shader::clear_shader_defs_system);
if app.resources().get::<Msaa>().is_none() {
app.init_resource::<Msaa>();
}
if let Some(ref config) = self.base_render_graph_config {
let resources = app.resources();
let mut render_graph = resources.get_mut::<RenderGraph>().unwrap();
let msaa = resources.get::<Msaa>().unwrap();
render_graph.add_base_graph(config, &msaa);
let mut active_cameras = resources.get_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);
}
}
}
}