Initialize SpritePipeline
in a system in RenderStartup
.
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parent
33736fc613
commit
330dd2040e
@ -56,7 +56,7 @@ use bevy_render::{
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render_phase::AddRenderCommand,
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render_resource::SpecializedRenderPipelines,
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view::{NoFrustumCulling, VisibilitySystems},
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ExtractSchedule, Render, RenderApp, RenderSystems,
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ExtractSchedule, Render, RenderApp, RenderStartup, RenderSystems,
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};
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/// Adds support for 2D sprite rendering.
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@ -118,7 +118,9 @@ impl Plugin for SpritePlugin {
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.init_resource::<ExtractedSprites>()
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.init_resource::<ExtractedSlices>()
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.init_resource::<SpriteAssetEvents>()
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.init_resource::<SpriteBatches>()
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.add_render_command::<Transparent2d, DrawSprite>()
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.add_systems(RenderStartup, init_sprite_pipeline)
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.add_systems(
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ExtractSchedule,
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(
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@ -140,14 +142,6 @@ impl Plugin for SpritePlugin {
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);
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};
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}
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fn finish(&self, app: &mut App) {
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if let Some(render_app) = app.get_sub_app_mut(RenderApp) {
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render_app
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.init_resource::<SpriteBatches>()
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.init_resource::<SpritePipeline>();
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}
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}
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}
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/// System calculating and inserting an [`Aabb`] component to entities with either:
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@ -1,7 +1,7 @@
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use core::ops::Range;
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use crate::{Anchor, ComputedTextureSlices, ScalingMode, Sprite};
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use bevy_asset::{load_embedded_asset, AssetEvent, AssetId, Assets, Handle};
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use bevy_asset::{load_embedded_asset, AssetEvent, AssetId, AssetServer, Assets, Handle};
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use bevy_color::{ColorToComponents, LinearRgba};
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use bevy_core_pipeline::{
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core_2d::{Transparent2d, CORE_2D_DEPTH_FORMAT},
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@ -14,7 +14,7 @@ use bevy_derive::{Deref, DerefMut};
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use bevy_ecs::{
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prelude::*,
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query::ROQueryItem,
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system::{lifetimeless::*, SystemParamItem, SystemState},
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system::{lifetimeless::*, SystemParamItem},
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};
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use bevy_image::{BevyDefault, Image, ImageSampler, TextureAtlasLayout, TextureFormatPixelInfo};
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use bevy_math::{Affine3A, FloatOrd, Quat, Rect, Vec2, Vec4};
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@ -52,77 +52,74 @@ pub struct SpritePipeline {
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pub dummy_white_gpu_image: GpuImage,
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}
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impl FromWorld for SpritePipeline {
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fn from_world(world: &mut World) -> Self {
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let mut system_state: SystemState<(
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Res<RenderDevice>,
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Res<DefaultImageSampler>,
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Res<RenderQueue>,
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)> = SystemState::new(world);
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let (render_device, default_sampler, render_queue) = system_state.get_mut(world);
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let tonemapping_lut_entries = get_lut_bind_group_layout_entries();
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let view_layout = render_device.create_bind_group_layout(
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"sprite_view_layout",
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&BindGroupLayoutEntries::sequential(
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ShaderStages::VERTEX_FRAGMENT,
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(
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uniform_buffer::<ViewUniform>(true),
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tonemapping_lut_entries[0].visibility(ShaderStages::FRAGMENT),
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tonemapping_lut_entries[1].visibility(ShaderStages::FRAGMENT),
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),
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pub fn init_sprite_pipeline(
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mut commands: Commands,
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render_device: Res<RenderDevice>,
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default_sampler: Res<DefaultImageSampler>,
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render_queue: Res<RenderQueue>,
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asset_server: Res<AssetServer>,
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) {
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let tonemapping_lut_entries = get_lut_bind_group_layout_entries();
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let view_layout = render_device.create_bind_group_layout(
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"sprite_view_layout",
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&BindGroupLayoutEntries::sequential(
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ShaderStages::VERTEX_FRAGMENT,
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(
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uniform_buffer::<ViewUniform>(true),
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tonemapping_lut_entries[0].visibility(ShaderStages::FRAGMENT),
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tonemapping_lut_entries[1].visibility(ShaderStages::FRAGMENT),
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),
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);
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),
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);
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let material_layout = render_device.create_bind_group_layout(
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"sprite_material_layout",
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&BindGroupLayoutEntries::sequential(
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ShaderStages::FRAGMENT,
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(
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texture_2d(TextureSampleType::Float { filterable: true }),
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sampler(SamplerBindingType::Filtering),
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),
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let material_layout = render_device.create_bind_group_layout(
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"sprite_material_layout",
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&BindGroupLayoutEntries::sequential(
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ShaderStages::FRAGMENT,
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(
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texture_2d(TextureSampleType::Float { filterable: true }),
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sampler(SamplerBindingType::Filtering),
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),
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);
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let dummy_white_gpu_image = {
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let image = Image::default();
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let texture = render_device.create_texture(&image.texture_descriptor);
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let sampler = match image.sampler {
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ImageSampler::Default => (**default_sampler).clone(),
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ImageSampler::Descriptor(ref descriptor) => {
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render_device.create_sampler(&descriptor.as_wgpu())
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}
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};
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let format_size = image.texture_descriptor.format.pixel_size();
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render_queue.write_texture(
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texture.as_image_copy(),
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image.data.as_ref().expect("Image has no data"),
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TexelCopyBufferLayout {
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offset: 0,
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bytes_per_row: Some(image.width() * format_size as u32),
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rows_per_image: None,
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},
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image.texture_descriptor.size,
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);
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let texture_view = texture.create_view(&TextureViewDescriptor::default());
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GpuImage {
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texture,
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texture_view,
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texture_format: image.texture_descriptor.format,
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sampler,
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size: image.texture_descriptor.size,
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mip_level_count: image.texture_descriptor.mip_level_count,
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),
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);
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let dummy_white_gpu_image = {
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let image = Image::default();
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let texture = render_device.create_texture(&image.texture_descriptor);
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let sampler = match image.sampler {
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ImageSampler::Default => (**default_sampler).clone(),
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ImageSampler::Descriptor(ref descriptor) => {
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render_device.create_sampler(&descriptor.as_wgpu())
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}
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};
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SpritePipeline {
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view_layout,
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material_layout,
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dummy_white_gpu_image,
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shader: load_embedded_asset!(world, "sprite.wgsl"),
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let format_size = image.texture_descriptor.format.pixel_size();
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render_queue.write_texture(
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texture.as_image_copy(),
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image.data.as_ref().expect("Image has no data"),
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TexelCopyBufferLayout {
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offset: 0,
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bytes_per_row: Some(image.width() * format_size as u32),
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rows_per_image: None,
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},
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image.texture_descriptor.size,
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);
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let texture_view = texture.create_view(&TextureViewDescriptor::default());
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GpuImage {
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texture,
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texture_view,
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texture_format: image.texture_descriptor.format,
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sampler,
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size: image.texture_descriptor.size,
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mip_level_count: image.texture_descriptor.mip_level_count,
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}
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}
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};
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commands.insert_resource(SpritePipeline {
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view_layout,
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material_layout,
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dummy_white_gpu_image,
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shader: load_embedded_asset!(asset_server.as_ref(), "sprite.wgsl"),
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});
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}
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bitflags::bitflags! {
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