mirror of
https://github.com/bevyengine/bevy
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b1a91a823f
* bevy_pbr2: Add support for most of the StandardMaterial textures Normal maps are not included here as they require tangents in a vertex attribute. * bevy_pbr2: Ensure RenderCommandQueue is ready for PbrShaders init * texture_pipelined: Add a light to the scene so we can see stuff * WIP bevy_pbr2: back to front sorting hack * bevy_pbr2: Uniform control flow for texture sampling in pbr.frag From 'fintelia' on the Bevy Render Rework Round 2 discussion: "My understanding is that GPUs these days never use the "execute both branches and select the result" strategy. Rather, what they do is evaluate the branch condition on all threads of a warp, and jump over it if all of them evaluate to false. If even a single thread needs to execute the if statement body, however, then the remaining threads are paused until that is completed." * bevy_pbr2: Simplify texture and sampler names The StandardMaterial_ prefix is no longer needed * bevy_pbr2: Match default 'AmbientColor' of current bevy_pbr for now * bevy_pbr2: Convert from non-linear to linear sRGB for the color uniform * bevy_pbr2: Add pbr_pipelined example * Fix view vector in pbr frag to work in ortho * bevy_pbr2: Use a 90 degree y fov and light range projection for lights * bevy_pbr2: Add AmbientLight resource * bevy_pbr2: Convert PointLight color to linear sRGB for use in fragment shader * bevy_pbr2: pbr.frag: Rename PointLight.projection to view_projection The uniform contains the view_projection matrix so this was incorrect. * bevy_pbr2: PointLight is an OmniLight as it has a radius * bevy_pbr2: Factoring out duplicated code * bevy_pbr2: Implement RenderAsset for StandardMaterial * Remove unnecessary texture and sampler clones * fix comment formatting * remove redundant Buffer:from * Don't extract meshes when their material textures aren't ready * make missing textures in the queue step an error Co-authored-by: Aevyrie <aevyrie@gmail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
85 lines
1.7 KiB
Rust
85 lines
1.7 KiB
Rust
use bevy_utils::Uuid;
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use std::{
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ops::{Bound, Deref, RangeBounds},
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sync::Arc,
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};
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#[derive(Copy, Clone, Hash, Eq, PartialEq, Debug)]
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pub struct BufferId(Uuid);
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#[derive(Clone, Debug)]
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pub struct Buffer {
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id: BufferId,
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value: Arc<wgpu::Buffer>,
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}
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impl Buffer {
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#[inline]
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pub fn id(&self) -> BufferId {
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self.id
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}
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pub fn slice(&self, bounds: impl RangeBounds<wgpu::BufferAddress>) -> BufferSlice {
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BufferSlice {
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id: self.id,
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// need to compute and store this manually because wgpu doesn't export offset on wgpu::BufferSlice
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offset: match bounds.start_bound() {
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Bound::Included(&bound) => bound,
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Bound::Excluded(&bound) => bound + 1,
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Bound::Unbounded => 0,
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},
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value: self.value.slice(bounds),
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}
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}
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#[inline]
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pub fn unmap(&self) {
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self.value.unmap()
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}
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}
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impl From<wgpu::Buffer> for Buffer {
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fn from(value: wgpu::Buffer) -> Self {
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Buffer {
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id: BufferId(Uuid::new_v4()),
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value: Arc::new(value),
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}
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}
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}
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impl Deref for Buffer {
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type Target = wgpu::Buffer;
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#[inline]
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fn deref(&self) -> &Self::Target {
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&self.value
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}
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}
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#[derive(Clone, Debug)]
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pub struct BufferSlice<'a> {
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id: BufferId,
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offset: wgpu::BufferAddress,
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value: wgpu::BufferSlice<'a>,
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}
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impl<'a> BufferSlice<'a> {
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#[inline]
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pub fn id(&self) -> BufferId {
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self.id
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}
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#[inline]
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pub fn offset(&self) -> wgpu::BufferAddress {
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self.offset
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}
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}
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impl<'a> Deref for BufferSlice<'a> {
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type Target = wgpu::BufferSlice<'a>;
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#[inline]
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fn deref(&self) -> &Self::Target {
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&self.value
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}
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}
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