bevy/bevy_render/src/lib.rs
2020-04-24 17:46:54 -07:00

78 lines
2.4 KiB
Rust

#![feature(min_specialization)]
mod camera;
pub mod entity;
pub mod mesh;
pub mod render_graph;
pub mod renderer;
pub mod shader;
pub mod vertex;
mod color;
pub use camera::*;
pub use color::*;
pub use renderable::*;
pub use vertex::Vertex;
pub mod draw_target;
pub mod pass;
pub mod pipeline;
pub mod render_resource;
mod renderable;
pub mod texture;
pub use once_cell;
use self::{
mesh::Mesh,
pipeline::{
PipelineAssignments, PipelineCompiler, PipelineDescriptor, VertexBufferDescriptors,
},
render_resource::{
entity_render_resource_assignments_system, AssetBatchers, EntityRenderResourceAssignments,
RenderResourceAssignments,
},
shader::Shader,
texture::Texture,
};
use bevy_app::{stage, AppBuilder, AppPlugin};
use bevy_asset::AssetStorage;
use mesh::mesh_resource_provider_system;
use render_graph::RenderGraph;
pub static RENDER_RESOURCE_STAGE: &str = "render_resource";
pub static RENDER_STAGE: &str = "render";
#[derive(Default)]
pub struct RenderPlugin;
impl RenderPlugin {
}
impl AppPlugin for RenderPlugin {
fn build(&self, app: &mut AppBuilder) {
app.add_stage_after(stage::POST_UPDATE, RENDER_RESOURCE_STAGE)
.add_stage_after(RENDER_RESOURCE_STAGE, RENDER_STAGE)
// resources
.add_resource(RenderGraph::default())
.add_resource(AssetStorage::<Mesh>::new())
.add_resource(AssetStorage::<Texture>::new())
.add_resource(AssetStorage::<Shader>::new())
.add_resource(AssetStorage::<PipelineDescriptor>::new())
.add_resource(PipelineAssignments::new())
.add_resource(PipelineCompiler::new())
.add_resource(RenderResourceAssignments::default())
.add_resource(VertexBufferDescriptors::default())
.add_resource(EntityRenderResourceAssignments::default())
.add_resource(AssetBatchers::default())
// core systems
.add_system(entity_render_resource_assignments_system())
.add_system_to_stage_init(stage::POST_UPDATE, camera::camera_update_system)
.add_system_to_stage(stage::POST_UPDATE, mesh::mesh_specializer_system())
.add_system_to_stage(stage::POST_UPDATE, mesh::mesh_batcher_system())
// render resource provider systems
.add_system_to_stage_init(RENDER_RESOURCE_STAGE, mesh_resource_provider_system);
}
}