mirror of
https://github.com/bevyengine/bevy
synced 2024-12-23 11:33:06 +00:00
118 lines
4.3 KiB
Rust
118 lines
4.3 KiB
Rust
#![feature(min_specialization)]
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mod camera;
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pub mod entity;
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pub mod mesh;
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pub mod render_graph;
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pub mod render_graph_2;
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pub mod renderer_2;
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pub mod shader;
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mod color;
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mod light;
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mod vertex;
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pub use camera::*;
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pub use color::*;
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pub use light::*;
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pub use renderable::*;
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pub use vertex::Vertex;
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pub mod draw_target;
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pub mod pass;
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pub mod pipeline;
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pub mod render_resource;
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mod renderable;
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pub mod renderer;
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pub mod texture;
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pub use once_cell;
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use self::{
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draw_target::draw_targets::{
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AssignedBatchesDrawTarget, AssignedMeshesDrawTarget, MeshesDrawTarget, UiDrawTarget,
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},
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mesh::Mesh,
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pass::passes::ForwardPassBuilder,
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pipeline::{
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pipelines::ForwardPipelineBuilder, PipelineCompiler, PipelineDescriptor,
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PipelineAssignments, VertexBufferDescriptors,
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},
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render_graph::RenderGraph,
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render_resource::{
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build_entity_render_resource_assignments_system,
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resource_providers::{
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Camera2dResourceProvider, CameraResourceProvider, LightResourceProvider,
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MeshResourceProvider, UniformResourceProvider,
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},
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AssetBatchers, EntityRenderResourceAssignments, RenderResourceAssignments,
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},
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shader::{uniforms::StandardMaterial, Shader},
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texture::Texture,
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};
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use bevy_app::{stage, AppBuilder, AppPlugin, GetEventReader};
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use bevy_asset::AssetStorage;
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use bevy_transform::prelude::LocalToWorld;
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use bevy_window::WindowResized;
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pub static RENDER_STAGE: &str = "render";
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#[derive(Default)]
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pub struct RenderPlugin;
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impl RenderPlugin {
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pub fn setup_render_graph_defaults(app: &mut AppBuilder) {
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let resources = app.resources();
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let mut pipelines = app
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.resources()
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.get_mut::<AssetStorage<PipelineDescriptor>>()
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.unwrap();
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let mut shaders = resources.get_mut::<AssetStorage<Shader>>().unwrap();
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let mut render_graph = resources.get_mut::<RenderGraph>().unwrap();
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render_graph
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.build(&mut pipelines, &mut shaders)
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.add_draw_target(MeshesDrawTarget::default())
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.add_draw_target(AssignedBatchesDrawTarget::default())
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.add_draw_target(AssignedMeshesDrawTarget::default())
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.add_draw_target(UiDrawTarget::default())
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.add_resource_provider(CameraResourceProvider::new(
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app.resources().get_event_reader::<WindowResized>(),
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))
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.add_resource_provider(Camera2dResourceProvider::new(
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resources.get_event_reader::<WindowResized>(),
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))
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.add_resource_provider(LightResourceProvider::new(10))
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.add_resource_provider(MeshResourceProvider::default())
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.add_resource_provider(UniformResourceProvider::<StandardMaterial>::new(true))
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.add_resource_provider(UniformResourceProvider::<LocalToWorld>::new(true))
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.add_forward_pass()
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.add_forward_pipeline();
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}
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}
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impl AppPlugin for RenderPlugin {
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fn build(&self, app: &mut AppBuilder) {
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let mut asset_batchers = AssetBatchers::default();
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asset_batchers.batch_types2::<Mesh, StandardMaterial>();
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app.add_system(build_entity_render_resource_assignments_system())
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.build_system_on_stage(stage::POST_UPDATE, camera::camera_update_system)
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.add_system_to_stage(stage::POST_UPDATE, mesh::mesh_batcher_system())
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.add_system_to_stage(stage::POST_UPDATE, shader::asset_handle_shader_def_system::<StandardMaterial>())
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.add_system_to_stage(stage::POST_UPDATE, shader::asset_handle_batcher_system::<StandardMaterial>())
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.add_stage_after(stage::POST_UPDATE, RENDER_STAGE)
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.add_resource(RenderGraph::default())
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.add_resource(AssetStorage::<Mesh>::new())
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.add_resource(AssetStorage::<Texture>::new())
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.add_resource(AssetStorage::<Shader>::new())
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.add_resource(AssetStorage::<StandardMaterial>::new())
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.add_resource(AssetStorage::<PipelineDescriptor>::new())
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.add_resource(PipelineAssignments::new())
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.add_resource(VertexBufferDescriptors::default())
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.add_resource(PipelineCompiler::new())
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.add_resource(RenderResourceAssignments::default())
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.add_resource(EntityRenderResourceAssignments::default())
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.add_resource(asset_batchers);
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RenderPlugin::setup_render_graph_defaults(app);
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}
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}
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