mirror of
https://github.com/bevyengine/bevy
synced 2024-11-10 15:14:50 +00:00
ab7cbfa8fc
# Objective - Replace `RenderMaterials` / `RenderMaterials2d` / `RenderUiMaterials` with `RenderAssets` to enable implementing changes to one thing, `RenderAssets`, that applies to all use cases rather than duplicating changes everywhere for multiple things that should be one thing. - Adopts #8149 ## Solution - Make RenderAsset generic over the destination type rather than the source type as in #8149 - Use `RenderAssets<PreparedMaterial<M>>` etc for render materials --- ## Changelog - Changed: - The `RenderAsset` trait is now implemented on the destination type. Its `SourceAsset` associated type refers to the type of the source asset. - `RenderMaterials`, `RenderMaterials2d`, and `RenderUiMaterials` have been replaced by `RenderAssets<PreparedMaterial<M>>` and similar. ## Migration Guide - `RenderAsset` is now implemented for the destination type rather that the source asset type. The source asset type is now the `RenderAsset` trait's `SourceAsset` associated type.
285 lines
9.8 KiB
Rust
285 lines
9.8 KiB
Rust
//! A compute shader that simulates Conway's Game of Life.
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//!
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//! Compute shaders use the GPU for computing arbitrary information, that may be independent of what
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//! is rendered to the screen.
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use bevy::{
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prelude::*,
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render::{
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extract_resource::{ExtractResource, ExtractResourcePlugin},
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render_asset::{RenderAssetUsages, RenderAssets},
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render_graph::{self, RenderGraph, RenderLabel},
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render_resource::{binding_types::texture_storage_2d, *},
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renderer::{RenderContext, RenderDevice},
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texture::GpuImage,
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Render, RenderApp, RenderSet,
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},
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};
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use std::borrow::Cow;
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const DISPLAY_FACTOR: u32 = 4;
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const SIZE: (u32, u32) = (1280 / DISPLAY_FACTOR, 720 / DISPLAY_FACTOR);
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const WORKGROUP_SIZE: u32 = 8;
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fn main() {
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App::new()
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.insert_resource(ClearColor(Color::BLACK))
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.add_plugins((
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DefaultPlugins
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.set(WindowPlugin {
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primary_window: Some(Window {
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resolution: (
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(SIZE.0 * DISPLAY_FACTOR) as f32,
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(SIZE.1 * DISPLAY_FACTOR) as f32,
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)
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.into(),
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// uncomment for unthrottled FPS
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// present_mode: bevy::window::PresentMode::AutoNoVsync,
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..default()
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}),
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..default()
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})
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.set(ImagePlugin::default_nearest()),
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GameOfLifeComputePlugin,
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))
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.add_systems(Startup, setup)
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.add_systems(Update, switch_textures)
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.run();
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}
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fn setup(mut commands: Commands, mut images: ResMut<Assets<Image>>) {
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let mut image = Image::new_fill(
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Extent3d {
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width: SIZE.0,
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height: SIZE.1,
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depth_or_array_layers: 1,
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},
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TextureDimension::D2,
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&[0, 0, 0, 255],
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TextureFormat::R32Float,
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RenderAssetUsages::RENDER_WORLD,
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);
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image.texture_descriptor.usage =
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TextureUsages::COPY_DST | TextureUsages::STORAGE_BINDING | TextureUsages::TEXTURE_BINDING;
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let image0 = images.add(image.clone());
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let image1 = images.add(image);
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commands.spawn(SpriteBundle {
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sprite: Sprite {
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custom_size: Some(Vec2::new(SIZE.0 as f32, SIZE.1 as f32)),
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..default()
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},
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texture: image0.clone(),
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transform: Transform::from_scale(Vec3::splat(DISPLAY_FACTOR as f32)),
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..default()
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});
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commands.spawn(Camera2dBundle::default());
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commands.insert_resource(GameOfLifeImages {
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texture_a: image0,
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texture_b: image1,
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});
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}
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// Switch texture to display every frame to show the one that was written to most recently.
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fn switch_textures(images: Res<GameOfLifeImages>, mut displayed: Query<&mut Handle<Image>>) {
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let mut displayed = displayed.single_mut();
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if *displayed == images.texture_a {
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*displayed = images.texture_b.clone_weak();
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} else {
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*displayed = images.texture_a.clone_weak();
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}
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}
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struct GameOfLifeComputePlugin;
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#[derive(Debug, Hash, PartialEq, Eq, Clone, RenderLabel)]
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struct GameOfLifeLabel;
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impl Plugin for GameOfLifeComputePlugin {
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fn build(&self, app: &mut App) {
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// Extract the game of life image resource from the main world into the render world
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// for operation on by the compute shader and display on the sprite.
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app.add_plugins(ExtractResourcePlugin::<GameOfLifeImages>::default());
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let render_app = app.sub_app_mut(RenderApp);
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render_app.add_systems(
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Render,
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prepare_bind_group.in_set(RenderSet::PrepareBindGroups),
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);
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let mut render_graph = render_app.world_mut().resource_mut::<RenderGraph>();
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render_graph.add_node(GameOfLifeLabel, GameOfLifeNode::default());
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render_graph.add_node_edge(GameOfLifeLabel, bevy::render::graph::CameraDriverLabel);
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}
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fn finish(&self, app: &mut App) {
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let render_app = app.sub_app_mut(RenderApp);
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render_app.init_resource::<GameOfLifePipeline>();
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}
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}
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#[derive(Resource, Clone, ExtractResource)]
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struct GameOfLifeImages {
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texture_a: Handle<Image>,
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texture_b: Handle<Image>,
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}
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#[derive(Resource)]
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struct GameOfLifeImageBindGroups([BindGroup; 2]);
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fn prepare_bind_group(
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mut commands: Commands,
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pipeline: Res<GameOfLifePipeline>,
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gpu_images: Res<RenderAssets<GpuImage>>,
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game_of_life_images: Res<GameOfLifeImages>,
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render_device: Res<RenderDevice>,
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) {
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let view_a = gpu_images.get(&game_of_life_images.texture_a).unwrap();
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let view_b = gpu_images.get(&game_of_life_images.texture_b).unwrap();
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let bind_group_0 = render_device.create_bind_group(
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None,
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&pipeline.texture_bind_group_layout,
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&BindGroupEntries::sequential((&view_a.texture_view, &view_b.texture_view)),
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);
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let bind_group_1 = render_device.create_bind_group(
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None,
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&pipeline.texture_bind_group_layout,
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&BindGroupEntries::sequential((&view_b.texture_view, &view_a.texture_view)),
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);
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commands.insert_resource(GameOfLifeImageBindGroups([bind_group_0, bind_group_1]));
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}
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#[derive(Resource)]
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struct GameOfLifePipeline {
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texture_bind_group_layout: BindGroupLayout,
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init_pipeline: CachedComputePipelineId,
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update_pipeline: CachedComputePipelineId,
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}
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impl FromWorld for GameOfLifePipeline {
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fn from_world(world: &mut World) -> Self {
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let render_device = world.resource::<RenderDevice>();
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let texture_bind_group_layout = render_device.create_bind_group_layout(
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"GameOfLifeImages",
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&BindGroupLayoutEntries::sequential(
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ShaderStages::COMPUTE,
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(
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texture_storage_2d(TextureFormat::R32Float, StorageTextureAccess::ReadOnly),
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texture_storage_2d(TextureFormat::R32Float, StorageTextureAccess::WriteOnly),
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),
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),
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);
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let shader = world.load_asset("shaders/game_of_life.wgsl");
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let pipeline_cache = world.resource::<PipelineCache>();
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let init_pipeline = pipeline_cache.queue_compute_pipeline(ComputePipelineDescriptor {
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label: None,
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layout: vec![texture_bind_group_layout.clone()],
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push_constant_ranges: Vec::new(),
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shader: shader.clone(),
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shader_defs: vec![],
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entry_point: Cow::from("init"),
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});
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let update_pipeline = pipeline_cache.queue_compute_pipeline(ComputePipelineDescriptor {
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label: None,
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layout: vec![texture_bind_group_layout.clone()],
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push_constant_ranges: Vec::new(),
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shader,
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shader_defs: vec![],
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entry_point: Cow::from("update"),
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});
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GameOfLifePipeline {
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texture_bind_group_layout,
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init_pipeline,
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update_pipeline,
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}
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}
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}
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enum GameOfLifeState {
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Loading,
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Init,
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Update(usize),
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}
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struct GameOfLifeNode {
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state: GameOfLifeState,
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}
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impl Default for GameOfLifeNode {
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fn default() -> Self {
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Self {
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state: GameOfLifeState::Loading,
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}
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}
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}
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impl render_graph::Node for GameOfLifeNode {
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fn update(&mut self, world: &mut World) {
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let pipeline = world.resource::<GameOfLifePipeline>();
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let pipeline_cache = world.resource::<PipelineCache>();
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// if the corresponding pipeline has loaded, transition to the next stage
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match self.state {
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GameOfLifeState::Loading => {
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if let CachedPipelineState::Ok(_) =
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pipeline_cache.get_compute_pipeline_state(pipeline.init_pipeline)
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{
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self.state = GameOfLifeState::Init;
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}
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}
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GameOfLifeState::Init => {
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if let CachedPipelineState::Ok(_) =
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pipeline_cache.get_compute_pipeline_state(pipeline.update_pipeline)
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{
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self.state = GameOfLifeState::Update(1);
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}
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}
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GameOfLifeState::Update(0) => {
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self.state = GameOfLifeState::Update(1);
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}
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GameOfLifeState::Update(1) => {
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self.state = GameOfLifeState::Update(0);
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}
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GameOfLifeState::Update(_) => unreachable!(),
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}
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}
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fn run(
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&self,
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_graph: &mut render_graph::RenderGraphContext,
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render_context: &mut RenderContext,
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world: &World,
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) -> Result<(), render_graph::NodeRunError> {
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let bind_groups = &world.resource::<GameOfLifeImageBindGroups>().0;
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let pipeline_cache = world.resource::<PipelineCache>();
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let pipeline = world.resource::<GameOfLifePipeline>();
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let mut pass = render_context
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.command_encoder()
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.begin_compute_pass(&ComputePassDescriptor::default());
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// select the pipeline based on the current state
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match self.state {
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GameOfLifeState::Loading => {}
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GameOfLifeState::Init => {
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let init_pipeline = pipeline_cache
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.get_compute_pipeline(pipeline.init_pipeline)
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.unwrap();
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pass.set_bind_group(0, &bind_groups[0], &[]);
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pass.set_pipeline(init_pipeline);
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pass.dispatch_workgroups(SIZE.0 / WORKGROUP_SIZE, SIZE.1 / WORKGROUP_SIZE, 1);
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}
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GameOfLifeState::Update(index) => {
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let update_pipeline = pipeline_cache
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.get_compute_pipeline(pipeline.update_pipeline)
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.unwrap();
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pass.set_bind_group(0, &bind_groups[index], &[]);
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pass.set_pipeline(update_pipeline);
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pass.dispatch_workgroups(SIZE.0 / WORKGROUP_SIZE, SIZE.1 / WORKGROUP_SIZE, 1);
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}
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}
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Ok(())
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}
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}
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