mirror of
https://github.com/bevyengine/bevy
synced 2024-12-22 19:13:08 +00:00
6d6bc2a8b4
This is extracted out of eb8f973646476b4a4926ba644a77e2b3a5772159 and includes some additional changes to remove all references to AppBuilder and fix examples that still used App::build() instead of App::new(). In addition I didn't extract the sub app feature as it isn't ready yet. You can use `git diff --diff-filter=M eb8f973646476b4a4926ba644a77e2b3a5772159` to find all differences in this PR. The `--diff-filtered=M` filters all files added in the original commit but not in this commit away. Co-Authored-By: Carter Anderson <mcanders1@gmail.com>
250 lines
7.6 KiB
Rust
250 lines
7.6 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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pub mod wireframe;
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use bevy_ecs::{
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schedule::{ParallelSystemDescriptorCoercion, SystemStage},
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system::{IntoExclusiveSystem, IntoSystem, Res},
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};
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use bevy_transform::TransformSystem;
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use bevy_utils::tracing::warn;
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use draw::{OutsideFrustum, Visible};
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pub use once_cell;
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pub mod prelude {
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#[doc(hidden)]
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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, Visible},
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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, AssetStage};
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use bevy_ecs::schedule::{StageLabel, SystemLabel};
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use camera::{
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ActiveCameras, Camera, DepthCalculation, OrthographicProjection, PerspectiveProjection,
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RenderLayers, ScalingMode, VisibleEntities, WindowOrigin,
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};
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use pipeline::{
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IndexFormat, PipelineCompiler, PipelineDescriptor, PipelineSpecialization, PrimitiveTopology,
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ShaderSpecialization, VertexBufferLayout,
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};
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use render_graph::{
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base::{self, BaseRenderGraphConfig, MainPass},
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RenderGraph,
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};
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use renderer::{AssetRenderResourceBindings, RenderResourceBindings, RenderResourceContext};
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use shader::ShaderLoader;
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#[cfg(feature = "hdr")]
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use texture::HdrTextureLoader;
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#[cfg(any(
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feature = "png",
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feature = "dds",
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feature = "tga",
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feature = "jpeg",
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feature = "bmp"
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))]
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use texture::ImageTextureLoader;
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#[derive(Debug, Hash, PartialEq, Eq, Clone, SystemLabel)]
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pub enum RenderSystem {
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VisibleEntities,
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}
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/// The names of "render" App stages
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#[derive(Debug, Hash, PartialEq, Eq, Clone, StageLabel)]
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pub enum RenderStage {
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/// Stage where render resources are set up
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RenderResource,
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/// Stage where Render Graph systems are run. In general you shouldn't add systems to this
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/// stage manually.
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RenderGraphSystems,
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// Stage where draw systems are executed. This is generally where Draw components are setup
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Draw,
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Render,
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PostRender,
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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
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/// 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 App) {
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#[cfg(any(
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feature = "png",
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feature = "dds",
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feature = "tga",
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feature = "jpeg",
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feature = "bmp"
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))]
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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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app.add_stage_after(
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AssetStage::AssetEvents,
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RenderStage::RenderResource,
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SystemStage::parallel(),
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)
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.add_stage_after(
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RenderStage::RenderResource,
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RenderStage::RenderGraphSystems,
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SystemStage::parallel(),
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)
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.add_stage_after(
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RenderStage::RenderGraphSystems,
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RenderStage::Draw,
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SystemStage::parallel(),
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)
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.add_stage_after(
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RenderStage::Draw,
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RenderStage::Render,
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SystemStage::parallel(),
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)
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.add_stage_after(
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RenderStage::Render,
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RenderStage::PostRender,
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SystemStage::parallel(),
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)
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.init_asset_loader::<ShaderLoader>()
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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::<DepthCalculation>()
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.register_type::<Draw>()
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.register_type::<Visible>()
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.register_type::<OutsideFrustum>()
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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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.register_type::<RenderLayers>()
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.register_type::<ScalingMode>()
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.register_type::<VertexBufferLayout>()
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.register_type::<WindowOrigin>()
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.init_resource::<ClearColor>()
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.init_resource::<RenderGraph>()
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.init_resource::<PipelineCompiler>()
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.init_resource::<Msaa>()
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.init_resource::<RenderResourceBindings>()
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.init_resource::<AssetRenderResourceBindings>()
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.init_resource::<ActiveCameras>()
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.add_startup_system_to_stage(
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StartupStage::PreStartup,
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check_for_render_resource_context.system(),
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)
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.add_system_to_stage(CoreStage::PreUpdate, draw::clear_draw_system.system())
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.add_system_to_stage(
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CoreStage::PostUpdate,
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camera::active_cameras_system.system(),
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)
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.add_system_to_stage(
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CoreStage::PostUpdate,
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camera::camera_system::<OrthographicProjection>
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.system()
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.before(RenderSystem::VisibleEntities),
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)
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.add_system_to_stage(
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CoreStage::PostUpdate,
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camera::camera_system::<PerspectiveProjection>
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.system()
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.before(RenderSystem::VisibleEntities),
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)
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.add_system_to_stage(
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CoreStage::PostUpdate,
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camera::visible_entities_system
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.system()
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.label(RenderSystem::VisibleEntities)
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.after(TransformSystem::TransformPropagate),
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)
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.add_system_to_stage(
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RenderStage::RenderResource,
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shader::shader_update_system.system(),
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)
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.add_system_to_stage(
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RenderStage::RenderResource,
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mesh::mesh_resource_provider_system.system(),
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)
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.add_system_to_stage(
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RenderStage::RenderResource,
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Texture::texture_resource_system.system(),
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)
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.add_system_to_stage(
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RenderStage::RenderGraphSystems,
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render_graph::render_graph_schedule_executor_system.exclusive_system(),
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)
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.add_system_to_stage(
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RenderStage::Draw,
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pipeline::draw_render_pipelines_system.system(),
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)
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.add_system_to_stage(
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RenderStage::PostRender,
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shader::clear_shader_defs_system.system(),
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);
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if let Some(ref config) = self.base_render_graph_config {
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crate::base::add_base_graph(config, &mut app.world);
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let mut active_cameras = app.world.get_resource_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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fn check_for_render_resource_context(context: Option<Res<Box<dyn RenderResourceContext>>>) {
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if context.is_none() {
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warn!(
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"bevy_render couldn't find a render backend. Perhaps try adding the bevy_wgpu feature/plugin!"
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);
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}
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}
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