bevy/crates/bevy_render/src/lib.rs

104 lines
3.3 KiB
Rust

#![feature(min_specialization)]
pub mod batch;
mod camera;
pub mod entity;
pub mod mesh;
pub mod render_graph;
pub mod renderer;
pub mod shader;
pub mod vertex;
mod color;
pub use camera::*;
pub use color::*;
pub use renderable::*;
pub use vertex::Vertex;
pub mod base_render_graph;
pub mod draw_target;
pub mod pass;
pub mod pipeline;
pub mod render_resource;
mod renderable;
pub mod texture;
pub use once_cell;
use self::{
mesh::Mesh,
pipeline::{
PipelineAssignments, PipelineCompiler, PipelineDescriptor, VertexBufferDescriptors,
},
render_resource::{
entity_render_resource_assignments_system, EntityRenderResourceAssignments,
RenderResourceAssignments,
},
shader::Shader,
texture::Texture,
};
use base_render_graph::{BaseRenderGraphBuilder, BaseRenderGraphConfig};
use bevy_app::{stage, AppBuilder, AppPlugin};
use bevy_component_registry::RegisterComponent;
use bevy_asset::AddAsset;
use legion::prelude::IntoSystem;
use mesh::mesh_resource_provider_system;
use render_graph::RenderGraph;
use render_resource::EntitiesWaitingForAssets;
use texture::{PngTextureLoader, TextureResourceSystemState};
pub static RENDER_RESOURCE_STAGE: &str = "render_resource";
pub static RENDER_STAGE: &str = "render";
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 AppPlugin for RenderPlugin {
fn build(&self, app: &mut AppBuilder) {
app.add_stage_after(bevy_asset::stage::ASSET_EVENTS, RENDER_RESOURCE_STAGE)
.add_stage_after(RENDER_RESOURCE_STAGE, RENDER_STAGE)
.add_asset::<Mesh>()
.add_asset::<Texture>()
.add_asset::<Shader>()
.add_asset::<PipelineDescriptor>()
.add_asset_loader::<Texture, PngTextureLoader>()
.register_component::<Camera>()
.init_resource::<RenderGraph>()
.init_resource::<PipelineAssignments>()
.init_resource::<PipelineCompiler>()
.init_resource::<RenderResourceAssignments>()
.init_resource::<VertexBufferDescriptors>()
.init_resource::<EntityRenderResourceAssignments>()
.init_resource::<EntitiesWaitingForAssets>()
.init_resource::<TextureResourceSystemState>()
.add_system(entity_render_resource_assignments_system())
.init_system_to_stage(stage::POST_UPDATE, camera::camera_update_system)
.add_system_to_stage(
stage::PRE_UPDATE,
EntitiesWaitingForAssets::clear_system.system(),
)
.init_system_to_stage(RENDER_RESOURCE_STAGE, mesh_resource_provider_system)
.add_system_to_stage(
RENDER_RESOURCE_STAGE,
Texture::texture_resource_system.system(),
);
if let Some(ref config) = self.base_render_graph_config {
let resources = app.resources();
let mut render_graph = resources.get_mut::<RenderGraph>().unwrap();
render_graph.add_base_graph(resources, config);
}
}
}