bevy/crates/bevy_render/src/lib.rs
Carter Anderson b17f8a4bce format comments (#1612)
Uses the new unstable comment formatting features added to rustfmt.toml.
2021-03-11 00:27:30 +00:00

222 lines
6.8 KiB
Rust

pub mod camera;
pub mod color;
pub mod colorspace;
pub mod draw;
pub mod entity;
pub mod mesh;
pub mod pass;
pub mod pipeline;
pub mod render_graph;
pub mod renderer;
pub mod shader;
pub mod texture;
pub mod wireframe;
use bevy_ecs::{
schedule::{ParallelSystemDescriptorCoercion, SystemStage},
system::{IntoExclusiveSystem, IntoSystem},
};
use bevy_transform::TransformSystem;
use draw::Visible;
pub use once_cell;
pub mod prelude {
pub use crate::{
base::Msaa,
color::Color,
draw::{Draw, Visible},
entity::*,
mesh::{shape, Mesh},
pass::ClearColor,
pipeline::RenderPipelines,
shader::Shader,
texture::Texture,
};
}
use crate::prelude::*;
use base::Msaa;
use bevy_app::prelude::*;
use bevy_asset::{AddAsset, AssetStage};
use bevy_ecs::schedule::{StageLabel, SystemLabel};
use camera::{
ActiveCameras, Camera, DepthCalculation, OrthographicProjection, PerspectiveProjection,
RenderLayers, ScalingMode, VisibleEntities, WindowOrigin,
};
use pipeline::{
IndexFormat, PipelineCompiler, PipelineDescriptor, PipelineSpecialization, PrimitiveTopology,
ShaderSpecialization, VertexBufferLayout,
};
use render_graph::{
base::{self, BaseRenderGraphConfig, MainPass},
RenderGraph,
};
use renderer::{AssetRenderResourceBindings, RenderResourceBindings};
use shader::ShaderLoader;
#[cfg(feature = "hdr")]
use texture::HdrTextureLoader;
#[cfg(feature = "png")]
use texture::ImageTextureLoader;
#[derive(Debug, Hash, PartialEq, Eq, Clone, SystemLabel)]
pub enum RenderSystem {
VisibleEntities,
}
/// The names of "render" App stages
#[derive(Debug, Hash, PartialEq, Eq, Clone, StageLabel)]
pub enum RenderStage {
/// Stage where render resources are set up
RenderResource,
/// Stage where Render Graph systems are run. In general you shouldn't add systems to this
/// stage manually.
RenderGraphSystems,
// Stage where draw systems are executed. This is generally where Draw components are setup
Draw,
Render,
PostRender,
}
/// Adds core render types and systems to an App
pub struct RenderPlugin {
/// configures the "base render graph". If this is not `None`, the "base render graph" will be
/// added
pub base_render_graph_config: Option<BaseRenderGraphConfig>,
}
impl Default for RenderPlugin {
fn default() -> Self {
RenderPlugin {
base_render_graph_config: Some(BaseRenderGraphConfig::default()),
}
}
}
impl Plugin for RenderPlugin {
fn build(&self, app: &mut AppBuilder) {
#[cfg(feature = "png")]
{
app.init_asset_loader::<ImageTextureLoader>();
}
#[cfg(feature = "hdr")]
{
app.init_asset_loader::<HdrTextureLoader>();
}
app.add_stage_after(
AssetStage::AssetEvents,
RenderStage::RenderResource,
SystemStage::parallel(),
)
.add_stage_after(
RenderStage::RenderResource,
RenderStage::RenderGraphSystems,
SystemStage::parallel(),
)
.add_stage_after(
RenderStage::RenderGraphSystems,
RenderStage::Draw,
SystemStage::parallel(),
)
.add_stage_after(
RenderStage::Draw,
RenderStage::Render,
SystemStage::parallel(),
)
.add_stage_after(
RenderStage::Render,
RenderStage::PostRender,
SystemStage::parallel(),
)
.init_asset_loader::<ShaderLoader>()
.add_asset::<Mesh>()
.add_asset::<Texture>()
.add_asset::<Shader>()
.add_asset::<PipelineDescriptor>()
.register_type::<Camera>()
.register_type::<DepthCalculation>()
.register_type::<Draw>()
.register_type::<Visible>()
.register_type::<RenderPipelines>()
.register_type::<OrthographicProjection>()
.register_type::<PerspectiveProjection>()
.register_type::<MainPass>()
.register_type::<VisibleEntities>()
.register_type::<Color>()
.register_type::<ShaderSpecialization>()
.register_type::<PrimitiveTopology>()
.register_type::<IndexFormat>()
.register_type::<PipelineSpecialization>()
.register_type::<RenderLayers>()
.register_type::<ScalingMode>()
.register_type::<VertexBufferLayout>()
.register_type::<WindowOrigin>()
.init_resource::<ClearColor>()
.init_resource::<RenderGraph>()
.init_resource::<PipelineCompiler>()
.init_resource::<Msaa>()
.init_resource::<RenderResourceBindings>()
.init_resource::<AssetRenderResourceBindings>()
.init_resource::<ActiveCameras>()
.add_system_to_stage(CoreStage::PreUpdate, draw::clear_draw_system.system())
.add_system_to_stage(
CoreStage::PostUpdate,
camera::active_cameras_system.system(),
)
.add_system_to_stage(
CoreStage::PostUpdate,
camera::camera_system::<OrthographicProjection>
.system()
.before(RenderSystem::VisibleEntities),
)
.add_system_to_stage(
CoreStage::PostUpdate,
camera::camera_system::<PerspectiveProjection>
.system()
.before(RenderSystem::VisibleEntities),
)
.add_system_to_stage(
CoreStage::PostUpdate,
camera::visible_entities_system
.system()
.label(RenderSystem::VisibleEntities)
.after(TransformSystem::TransformPropagate),
)
.add_system_to_stage(
RenderStage::RenderResource,
shader::shader_update_system.system(),
)
.add_system_to_stage(
RenderStage::RenderResource,
mesh::mesh_resource_provider_system.system(),
)
.add_system_to_stage(
RenderStage::RenderResource,
Texture::texture_resource_system.system(),
)
.add_system_to_stage(
RenderStage::RenderGraphSystems,
render_graph::render_graph_schedule_executor_system.exclusive_system(),
)
.add_system_to_stage(
RenderStage::Draw,
pipeline::draw_render_pipelines_system.system(),
)
.add_system_to_stage(
RenderStage::PostRender,
shader::clear_shader_defs_system.system(),
);
if let Some(ref config) = self.base_render_graph_config {
crate::base::add_base_graph(config, app.world_mut());
let mut active_cameras = app.world_mut().get_resource_mut::<ActiveCameras>().unwrap();
if config.add_3d_camera {
active_cameras.add(base::camera::CAMERA_3D);
}
if config.add_2d_camera {
active_cameras.add(base::camera::CAMERA_2D);
}
}
}
}