mirror of
https://github.com/bevyengine/bevy
synced 2024-11-22 20:53:53 +00:00
d8974e7c3d
What is says on the tin. This has got more to do with making `clippy` slightly more *quiet* than it does with changing anything that might greatly impact readability or performance. that said, deriving `Default` for a couple of structs is a nice easy win
209 lines
6.7 KiB
Rust
209 lines
6.7 KiB
Rust
use bevy::{
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core_pipeline::node::MAIN_PASS_DEPENDENCIES,
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prelude::*,
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render::{
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render_asset::RenderAssets,
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render_graph::{self, RenderGraph},
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render_resource::*,
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renderer::{RenderContext, RenderDevice},
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RenderApp, RenderStage,
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},
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window::WindowDescriptor,
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};
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const SIZE: (u32, u32) = (1280, 720);
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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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.insert_resource(WindowDescriptor {
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// uncomment for unthrottled FPS
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// vsync: false,
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..Default::default()
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})
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.add_plugins(DefaultPlugins)
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.add_plugin(GameOfLifeComputePlugin)
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.add_startup_system(setup)
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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::Rgba8Unorm,
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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 image = images.add(image);
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commands.spawn_bundle(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::default()
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},
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texture: image.clone(),
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..Default::default()
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});
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commands.spawn_bundle(OrthographicCameraBundle::new_2d());
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commands.insert_resource(GameOfLifeImage(image));
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}
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pub struct GameOfLifeComputePlugin;
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impl Plugin for GameOfLifeComputePlugin {
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fn build(&self, app: &mut App) {
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let render_app = app.sub_app_mut(RenderApp);
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render_app
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.init_resource::<GameOfLifePipeline>()
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.add_system_to_stage(RenderStage::Extract, extract_game_of_life_image)
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.add_system_to_stage(RenderStage::Queue, queue_bind_group);
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let mut render_graph = render_app.world.get_resource_mut::<RenderGraph>().unwrap();
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render_graph.add_node("game_of_life", DispatchGameOfLife::default());
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render_graph
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.add_node_edge("game_of_life", MAIN_PASS_DEPENDENCIES)
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.unwrap();
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}
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}
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struct GameOfLifeImage(Handle<Image>);
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struct GameOfLifeImageBindGroup(BindGroup);
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fn extract_game_of_life_image(mut commands: Commands, image: Res<GameOfLifeImage>) {
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commands.insert_resource(GameOfLifeImage(image.0.clone()));
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}
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fn queue_bind_group(
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mut commands: Commands,
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pipeline: Res<GameOfLifePipeline>,
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gpu_images: Res<RenderAssets<Image>>,
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game_of_life_image: Res<GameOfLifeImage>,
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render_device: Res<RenderDevice>,
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) {
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let view = &gpu_images[&game_of_life_image.0];
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let bind_group = render_device.create_bind_group(&BindGroupDescriptor {
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label: None,
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layout: &pipeline.texture_bind_group_layout,
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entries: &[BindGroupEntry {
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binding: 0,
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resource: BindingResource::TextureView(&view.texture_view),
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}],
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});
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commands.insert_resource(GameOfLifeImageBindGroup(bind_group));
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}
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pub struct GameOfLifePipeline {
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sim_pipeline: ComputePipeline,
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init_pipeline: ComputePipeline,
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texture_bind_group_layout: BindGroupLayout,
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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.get_resource::<RenderDevice>().unwrap();
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let shader_source = include_str!("../../assets/shaders/game_of_life.wgsl");
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let shader = render_device.create_shader_module(&ShaderModuleDescriptor {
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label: None,
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source: ShaderSource::Wgsl(shader_source.into()),
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});
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let texture_bind_group_layout =
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render_device.create_bind_group_layout(&BindGroupLayoutDescriptor {
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label: None,
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entries: &[BindGroupLayoutEntry {
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binding: 0,
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visibility: ShaderStages::COMPUTE,
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ty: BindingType::StorageTexture {
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access: StorageTextureAccess::ReadWrite,
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format: TextureFormat::Rgba8Unorm,
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view_dimension: TextureViewDimension::D2,
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},
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count: None,
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}],
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});
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let pipeline_layout = render_device.create_pipeline_layout(&PipelineLayoutDescriptor {
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label: None,
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bind_group_layouts: &[&texture_bind_group_layout],
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push_constant_ranges: &[],
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});
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let init_pipeline = render_device.create_compute_pipeline(&ComputePipelineDescriptor {
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label: None,
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layout: Some(&pipeline_layout),
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module: &shader,
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entry_point: "init",
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});
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let sim_pipeline = render_device.create_compute_pipeline(&ComputePipelineDescriptor {
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label: None,
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layout: Some(&pipeline_layout),
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module: &shader,
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entry_point: "update",
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});
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GameOfLifePipeline {
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sim_pipeline,
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init_pipeline,
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texture_bind_group_layout,
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}
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}
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}
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enum Initialized {
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Default,
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No,
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Yes,
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}
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struct DispatchGameOfLife {
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initialized: Initialized,
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}
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impl Default for DispatchGameOfLife {
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fn default() -> Self {
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Self {
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initialized: Initialized::Default,
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}
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}
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}
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impl render_graph::Node for DispatchGameOfLife {
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fn update(&mut self, _world: &mut World) {
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match self.initialized {
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Initialized::Default => self.initialized = Initialized::No,
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Initialized::No => self.initialized = Initialized::Yes,
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Initialized::Yes => {}
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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 pipeline = world.get_resource::<GameOfLifePipeline>().unwrap();
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let texture_bind_group = &world.get_resource::<GameOfLifeImageBindGroup>().unwrap().0;
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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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if let Initialized::No = self.initialized {
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pass.set_pipeline(&pipeline.init_pipeline);
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pass.set_bind_group(0, texture_bind_group, &[]);
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pass.dispatch(SIZE.0 / WORKGROUP_SIZE, SIZE.1 / WORKGROUP_SIZE, 1);
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}
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pass.set_pipeline(&pipeline.sim_pipeline);
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pass.set_bind_group(0, texture_bind_group, &[]);
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pass.dispatch(SIZE.0 / WORKGROUP_SIZE, SIZE.1 / WORKGROUP_SIZE, 1);
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Ok(())
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}
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}
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