simplify render graph builder interface

This commit is contained in:
Carter Anderson 2020-03-22 03:06:08 -07:00
parent c6d7402318
commit eaff311a80
10 changed files with 343 additions and 367 deletions

View File

@ -10,16 +10,12 @@ struct MyMaterial {
fn main() {
App::build()
.add_defaults()
.setup_render_graph(|builder, pipeline_storage, shader_storage| {
builder
.setup_render_graph(|render_graph_builder| {
render_graph_builder
.add_resource_provider(UniformResourceProvider::<MyMaterial>::new())
.add_pipeline_to_pass(
resource_name::pass::MAIN,
pipeline_storage,
PipelineDescriptor::build(
"MyMaterial",
shader_storage,
Shader::from_glsl(
.add_pipeline_to_pass(resource_name::pass::MAIN, "MyMaterial", |builder| {
builder
.with_vertex_shader(Shader::from_glsl(
ShaderStage::Vertex,
r#"
#version 450
@ -36,11 +32,10 @@ fn main() {
gl_Position = ViewProj * v_Position;
}
"#,
),
)
.with_fragment_shader(Shader::from_glsl(
ShaderStage::Fragment,
r#"
))
.with_fragment_shader(Shader::from_glsl(
ShaderStage::Fragment,
r#"
#version 450
layout(location = 0) in vec4 v_Position;
layout(location = 0) out vec4 o_Target;
@ -55,10 +50,9 @@ fn main() {
# endif
}
"#,
))
.with_standard_config()
.finish(),
)
))
.with_standard_config();
});
})
.setup_world(setup)
.run();

View File

@ -14,7 +14,7 @@ use crate::{
use bevy_transform::{prelude::LocalToWorld, transform_system_bundle};
use pipeline::PipelineDescriptor;
use render_graph::RenderGraphBuilder;
use render_graph::{RenderGraph, RenderGraphBuilder};
use render_resource::{
AssetBatchers, EntityRenderResourceAssignments, RenderResourceAssignmentsProvider,
};
@ -22,11 +22,11 @@ use shader::Shader;
use std::collections::HashMap;
pub struct AppBuilder {
pub world: World,
pub resources: Resources,
pub universe: Universe,
pub world: Option<World>,
pub resources: Option<Resources>,
pub universe: Option<Universe>,
pub renderer: Option<Box<dyn Renderer>>,
pub render_graph_builder: RenderGraphBuilder,
pub render_graph: Option<RenderGraph>,
pub setup_systems: Vec<Box<dyn Schedulable>>,
pub system_stages: HashMap<String, Vec<Box<dyn Schedulable>>>,
pub runnable_stages: HashMap<String, Vec<Box<dyn Runnable>>>,
@ -39,10 +39,10 @@ impl AppBuilder {
let world = universe.create_world();
let resources = Resources::default();
AppBuilder {
universe,
world,
resources,
render_graph_builder: RenderGraphBuilder::new(),
universe: Some(universe),
world: Some(world),
resources: Some(resources),
render_graph: Some(RenderGraph::default()),
renderer: None,
setup_systems: Vec::new(),
system_stages: HashMap::new(),
@ -51,14 +51,17 @@ impl AppBuilder {
}
}
pub fn build(mut self) -> App {
pub fn build(&mut self) -> App {
let mut setup_schedule_builder = Schedule::builder();
for setup_system in self.setup_systems {
setup_schedule_builder = setup_schedule_builder.add_system(setup_system);
for setup_system in self.setup_systems.drain(..) {
setup_schedule_builder = setup_schedule_builder.add_system(setup_system);
}
let mut setup_schedule = setup_schedule_builder.build();
setup_schedule.execute(&mut self.world, &mut self.resources);
setup_schedule.execute(
self.world.as_mut().unwrap(),
self.resources.as_mut().unwrap(),
);
let mut schedule_builder = Schedule::builder();
for stage_name in self.stage_order.iter() {
@ -79,42 +82,51 @@ impl AppBuilder {
}
}
let render_graph = self.render_graph_builder.build();
self.resources.insert(render_graph);
self.resources
.as_mut()
.unwrap()
.insert(self.render_graph.take().unwrap());
App::new(
self.universe,
self.world,
self.universe.take().unwrap(),
self.world.take().unwrap(),
schedule_builder.build(),
self.resources,
self.renderer,
self.resources.take().unwrap(),
self.renderer.take(),
)
}
pub fn run(self) {
pub fn run(&mut self) {
self.build().run();
}
pub fn with_world(mut self, world: World) -> Self {
self.world = world;
pub fn with_world(&mut self, world: World) -> &mut Self {
self.world = Some(world);
self
}
pub fn setup_world(mut self, setup: impl Fn(&mut World, &mut Resources)) -> Self {
setup(&mut self.world, &mut self.resources);
pub fn setup_world(&mut self, setup: impl Fn(&mut World, &mut Resources)) -> &mut Self {
setup(
self.world.as_mut().unwrap(),
self.resources.as_mut().unwrap(),
);
self
}
pub fn add_system(self, system: Box<dyn Schedulable>) -> Self {
pub fn add_system(&mut self, system: Box<dyn Schedulable>) -> &mut Self {
self.add_system_to_stage(system_stage::UPDATE, system)
}
pub fn add_setup_system(mut self, system: Box<dyn Schedulable>) -> Self {
pub fn add_setup_system(&mut self, system: Box<dyn Schedulable>) -> &mut Self {
self.setup_systems.push(system);
self
}
pub fn add_system_to_stage(mut self, stage_name: &str, system: Box<dyn Schedulable>) -> Self {
pub fn add_system_to_stage(
&mut self,
stage_name: &str,
system: Box<dyn Schedulable>,
) -> &mut Self {
if let None = self.system_stages.get(stage_name) {
self.system_stages
.insert(stage_name.to_string(), Vec::new());
@ -127,7 +139,11 @@ impl AppBuilder {
self
}
pub fn add_runnable_to_stage(mut self, stage_name: &str, system: Box<dyn Runnable>) -> Self {
pub fn add_runnable_to_stage(
&mut self,
stage_name: &str,
system: Box<dyn Runnable>,
) -> &mut Self {
if let None = self.runnable_stages.get(stage_name) {
self.runnable_stages
.insert(stage_name.to_string(), Vec::new());
@ -140,38 +156,37 @@ impl AppBuilder {
self
}
pub fn add_default_resources(mut self) -> Self {
pub fn add_default_resources(&mut self) -> &mut Self {
let mut asset_batchers = AssetBatchers::default();
asset_batchers.batch_types2::<Mesh, StandardMaterial>();
self.resources.insert(Time::new());
self.resources.insert(AssetStorage::<Mesh>::new());
self.resources.insert(AssetStorage::<Texture>::new());
self.resources.insert(AssetStorage::<Shader>::new());
self.resources
.insert(AssetStorage::<StandardMaterial>::new());
self.resources
.insert(AssetStorage::<PipelineDescriptor>::new());
self.resources.insert(ShaderPipelineAssignments::new());
self.resources.insert(CompiledShaderMap::new());
self.resources
.insert(RenderResourceAssignmentsProvider::default());
self.resources
.insert(EntityRenderResourceAssignments::default());
self.resources.insert(asset_batchers);
let resources = self.resources.as_mut().unwrap();
resources.insert(Time::new());
resources.insert(AssetStorage::<Mesh>::new());
resources.insert(AssetStorage::<Texture>::new());
resources.insert(AssetStorage::<Shader>::new());
resources.insert(AssetStorage::<StandardMaterial>::new());
resources.insert(AssetStorage::<PipelineDescriptor>::new());
resources.insert(ShaderPipelineAssignments::new());
resources.insert(CompiledShaderMap::new());
resources.insert(RenderResourceAssignmentsProvider::default());
resources.insert(EntityRenderResourceAssignments::default());
resources.insert(asset_batchers);
self
}
pub fn add_default_systems(mut self) -> Self {
self = self.add_system(ui::ui_update_system::build_ui_update_system());
for transform_system in transform_system_bundle::build(&mut self.world).drain(..) {
self = self.add_system(transform_system);
pub fn add_default_systems(&mut self) -> &mut Self {
self.add_system(ui::ui_update_system::build_ui_update_system());
for transform_system in
transform_system_bundle::build(self.world.as_mut().unwrap()).drain(..)
{
self.add_system(transform_system);
}
self
}
pub fn add_render_graph_defaults(self) -> Self {
self.setup_render_graph(|builder, pipeline_storage, shader_storage| {
pub fn add_render_graph_defaults(&mut self) -> &mut Self {
self.setup_render_graph(|builder| {
builder
.add_draw_target(MeshesDrawTarget::default())
.add_draw_target(AssignedBatchesDrawTarget::default())
@ -185,37 +200,31 @@ impl AppBuilder {
.add_resource_provider(UniformResourceProvider::<StandardMaterial>::new())
.add_resource_provider(UniformResourceProvider::<LocalToWorld>::new())
.add_forward_pass()
.add_forward_pipeline(pipeline_storage, shader_storage)
.add_ui_pipeline(pipeline_storage, shader_storage)
.add_forward_pipeline()
.add_ui_pipeline();
})
}
pub fn setup_render_graph(
mut self,
setup: impl Fn(
RenderGraphBuilder,
&mut AssetStorage<PipelineDescriptor>,
&mut AssetStorage<Shader>,
) -> RenderGraphBuilder,
) -> Self {
pub fn setup_render_graph<'a>(
&'a mut self,
setup: impl Fn(&'_ mut RenderGraphBuilder<'_>),
) -> &'a mut Self {
{
let mut pipeline_storage = self
.resources
.get_mut::<AssetStorage<PipelineDescriptor>>()
.unwrap();
let mut shader_storage = self.resources.get_mut::<AssetStorage<Shader>>().unwrap();
self.render_graph_builder = setup(
self.render_graph_builder,
&mut pipeline_storage,
&mut shader_storage,
);
let mut render_graph_builder = self
.render_graph
.take()
.unwrap()
.build(self.resources.as_mut().unwrap());
setup(&mut render_graph_builder);
self.render_graph = Some(render_graph_builder.finish());
}
self
}
#[cfg(feature = "wgpu")]
pub fn add_wgpu_renderer(mut self) -> Self {
pub fn add_wgpu_renderer(&mut self) -> &mut Self {
self.renderer = Some(Box::new(
renderer::renderers::wgpu_renderer::WgpuRenderer::new(),
));
@ -223,20 +232,20 @@ impl AppBuilder {
}
#[cfg(not(feature = "wgpu"))]
fn add_wgpu_renderer(self) -> Self {
fn add_wgpu_renderer(&mut self) -> &mut Self {
self
}
pub fn add_defaults(self) -> Self {
pub fn add_defaults(&mut self) -> &mut Self {
self.add_default_resources()
.add_default_systems()
.add_render_graph_defaults()
.add_wgpu_renderer()
}
pub fn load_plugin(mut self, path: &str) -> Self {
pub fn load_plugin(&mut self, path: &str) -> &mut Self {
let (_lib, plugin) = load_plugin(path);
self = plugin.build(self);
plugin.build(self);
self
}
}

View File

@ -3,7 +3,7 @@ use libloading::{Library, Symbol};
use std::any::Any;
pub trait AppPlugin: Any + Send + Sync {
fn build(&self, app_builder: AppBuilder) -> AppBuilder;
fn build(&self, app_builder: &mut AppBuilder) -> &mut AppBuilder;
fn name(&self) -> &'static str;
}

View File

@ -10,11 +10,11 @@ use crate::render::{
};
pub trait ForwardPassBuilder {
fn add_forward_pass(self) -> Self;
fn add_forward_pass(&mut self) -> &mut Self;
}
impl ForwardPassBuilder for RenderGraphBuilder {
fn add_forward_pass(self) -> Self {
impl<'a> ForwardPassBuilder for RenderGraphBuilder<'a> {
fn add_forward_pass(&mut self) -> &mut Self {
self.add_resource_provider(FrameTextureResourceProvider::new(
resource_name::texture::DEPTH,
TextureDescriptor {

View File

@ -108,64 +108,69 @@ impl PipelineDescriptor {
impl PipelineDescriptor {
pub fn build<'a>(
name: &str,
name: &'a str,
shader_storage: &'a mut AssetStorage<Shader>,
vertex_shader: Shader,
) -> PipelineBuilder<'a> {
PipelineBuilder::new(name, shader_storage, vertex_shader)
PipelineBuilder::new(name, shader_storage)
}
}
pub struct PipelineBuilder<'a> {
pipeline: PipelineDescriptor,
pipeline: Option<PipelineDescriptor>,
shader_storage: &'a mut AssetStorage<Shader>,
name: &'a str,
}
impl<'a> PipelineBuilder<'a> {
pub fn new(
name: &str,
name: &'a str,
shader_storage: &'a mut AssetStorage<Shader>,
vertex_shader: Shader,
) -> Self {
let vertex_shader_handle = shader_storage.add(vertex_shader);
PipelineBuilder {
pipeline: PipelineDescriptor::new(Some(name), vertex_shader_handle),
pipeline: None,
shader_storage,
name,
}
}
pub fn finish(self) -> PipelineDescriptor {
self.pipeline
pub fn finish(&mut self) -> PipelineDescriptor {
self.pipeline.take().unwrap()
}
pub fn with_fragment_shader(mut self, fragment_shader: Shader) -> Self {
let fragment_shader_handle = self.shader_storage.add(fragment_shader);
self.pipeline.shader_stages.fragment = Some(fragment_shader_handle);
pub fn with_vertex_shader(&mut self, vertex_shader: Shader) -> &mut Self {
let vertex_shader_handle = self.shader_storage.add(vertex_shader);
self.pipeline = Some(PipelineDescriptor::new(Some(&self.name), vertex_shader_handle));
self
}
pub fn add_color_state(mut self, color_state_descriptor: ColorStateDescriptor) -> Self {
self.pipeline.color_states.push(color_state_descriptor);
pub fn with_fragment_shader(&mut self, fragment_shader: Shader) -> &mut Self {
let fragment_shader_handle = self.shader_storage.add(fragment_shader);
self.pipeline.as_mut().unwrap().shader_stages.fragment = Some(fragment_shader_handle);
self
}
pub fn add_color_state(&mut self, color_state_descriptor: ColorStateDescriptor) -> &mut Self {
self.pipeline.as_mut().unwrap().color_states.push(color_state_descriptor);
self
}
pub fn with_depth_stencil_state(
mut self,
&mut self,
depth_stencil_state: DepthStencilStateDescriptor,
) -> Self {
if let Some(_) = self.pipeline.depth_stencil_state {
) -> &mut Self {
if let Some(_) = self.pipeline.as_ref().unwrap().depth_stencil_state {
panic!("Depth stencil state has already been set");
}
self.pipeline.depth_stencil_state = Some(depth_stencil_state);
self.pipeline.as_mut().unwrap().depth_stencil_state = Some(depth_stencil_state);
self
}
pub fn add_bind_group(mut self, bind_group: BindGroup) -> Self {
if let PipelineLayoutType::Reflected(_) = self.pipeline.layout {
self.pipeline.layout = PipelineLayoutType::Manual(PipelineLayout::new());
pub fn add_bind_group(&mut self, bind_group: BindGroup) -> &mut Self {
if let PipelineLayoutType::Reflected(_) = self.pipeline.as_ref().unwrap().layout {
self.pipeline.as_mut().unwrap().layout = PipelineLayoutType::Manual(PipelineLayout::new());
}
if let PipelineLayoutType::Manual(ref mut layout) = self.pipeline.layout {
if let PipelineLayoutType::Manual(ref mut layout) = self.pipeline.as_mut().unwrap().layout {
layout.bind_groups.push(bind_group);
}
@ -173,55 +178,55 @@ impl<'a> PipelineBuilder<'a> {
}
pub fn add_vertex_buffer_descriptor(
mut self,
&mut self,
vertex_buffer_descriptor: VertexBufferDescriptor,
) -> Self {
self.pipeline.reflect_vertex_buffer_descriptors = false;
self.pipeline
) -> &mut Self {
self.pipeline.as_mut().unwrap().reflect_vertex_buffer_descriptors = false;
self.pipeline.as_mut().unwrap()
.vertex_buffer_descriptors
.push(vertex_buffer_descriptor);
self
}
pub fn with_index_format(mut self, index_format: IndexFormat) -> Self {
self.pipeline.index_format = index_format;
pub fn with_index_format(&mut self, index_format: IndexFormat) -> &mut Self {
self.pipeline.as_mut().unwrap().index_format = index_format;
self
}
pub fn add_draw_target(mut self, name: &str) -> Self {
self.pipeline.draw_targets.push(name.to_string());
pub fn add_draw_target(&mut self, name: &str) -> &mut Self {
self.pipeline.as_mut().unwrap().draw_targets.push(name.to_string());
self
}
pub fn with_rasterization_state(
mut self,
&mut self,
rasterization_state: RasterizationStateDescriptor,
) -> Self {
self.pipeline.rasterization_state = Some(rasterization_state);
) -> &mut Self {
self.pipeline.as_mut().unwrap().rasterization_state = Some(rasterization_state);
self
}
pub fn with_primitive_topology(mut self, primitive_topology: PrimitiveTopology) -> Self {
self.pipeline.primitive_topology = primitive_topology;
pub fn with_primitive_topology(&mut self, primitive_topology: PrimitiveTopology) -> &mut Self {
self.pipeline.as_mut().unwrap().primitive_topology = primitive_topology;
self
}
pub fn with_sample_count(mut self, sample_count: u32) -> Self {
self.pipeline.sample_count = sample_count;
pub fn with_sample_count(&mut self, sample_count: u32) -> &mut Self {
self.pipeline.as_mut().unwrap().sample_count = sample_count;
self
}
pub fn with_alpha_to_coverage_enabled(mut self, alpha_to_coverage_enabled: bool) -> Self {
self.pipeline.alpha_to_coverage_enabled = alpha_to_coverage_enabled;
pub fn with_alpha_to_coverage_enabled(&mut self, alpha_to_coverage_enabled: bool) -> &mut Self {
self.pipeline.as_mut().unwrap().alpha_to_coverage_enabled = alpha_to_coverage_enabled;
self
}
pub fn with_sample_mask(mut self, sample_mask: u32) -> Self {
self.pipeline.sample_mask = sample_mask;
pub fn with_sample_mask(&mut self, sample_mask: u32) -> &mut Self {
self.pipeline.as_mut().unwrap().sample_mask = sample_mask;
self
}
pub fn with_standard_config(self) -> Self {
pub fn with_standard_config(&mut self) -> &mut Self {
self.with_depth_stencil_state(DepthStencilStateDescriptor {
format: TextureFormat::Depth32Float,
depth_write_enabled: true,

View File

@ -1,78 +1,62 @@
use crate::{
asset::AssetStorage,
render::{
pipeline::{
state_descriptors::{
BlendDescriptor, BlendFactor, BlendOperation, ColorStateDescriptor, ColorWrite,
CompareFunction, CullMode, DepthStencilStateDescriptor, FrontFace,
RasterizationStateDescriptor, StencilStateFaceDescriptor,
},
PipelineDescriptor,
},
render_graph::RenderGraphBuilder,
render_resource::resource_name,
shader::{Shader, ShaderStage},
texture::TextureFormat,
use crate::render::{
pipeline::state_descriptors::{
BlendDescriptor, BlendFactor, BlendOperation, ColorStateDescriptor, ColorWrite,
CompareFunction, CullMode, DepthStencilStateDescriptor, FrontFace,
RasterizationStateDescriptor, StencilStateFaceDescriptor,
},
render_graph::RenderGraphBuilder,
render_resource::resource_name,
shader::{Shader, ShaderStage},
texture::TextureFormat,
};
pub trait ForwardPipelineBuilder {
fn add_forward_pipeline(
self,
pipeline_descriptor_storage: &mut AssetStorage<PipelineDescriptor>,
shader_storage: &mut AssetStorage<Shader>,
) -> Self;
fn add_forward_pipeline(&mut self) -> &mut Self;
}
impl ForwardPipelineBuilder for RenderGraphBuilder {
fn add_forward_pipeline(
self,
pipeline_descriptor_storage: &mut AssetStorage<PipelineDescriptor>,
shader_storage: &mut AssetStorage<Shader>,
) -> Self {
self.add_pipeline(
pipeline_descriptor_storage,
PipelineDescriptor::build(
resource_name::pipeline::FORWARD,
shader_storage,
Shader::from_glsl(ShaderStage::Vertex, include_str!("forward.vert")),
)
.with_fragment_shader(Shader::from_glsl(
ShaderStage::Fragment,
include_str!("forward.frag"),
))
.with_rasterization_state(RasterizationStateDescriptor {
front_face: FrontFace::Ccw,
cull_mode: CullMode::Back,
depth_bias: 0,
depth_bias_slope_scale: 0.0,
depth_bias_clamp: 0.0,
})
.with_depth_stencil_state(DepthStencilStateDescriptor {
format: TextureFormat::Depth32Float,
depth_write_enabled: true,
depth_compare: CompareFunction::Less,
stencil_front: StencilStateFaceDescriptor::IGNORE,
stencil_back: StencilStateFaceDescriptor::IGNORE,
stencil_read_mask: 0,
stencil_write_mask: 0,
})
.add_color_state(ColorStateDescriptor {
format: TextureFormat::Bgra8UnormSrgb,
color_blend: BlendDescriptor {
src_factor: BlendFactor::SrcAlpha,
dst_factor: BlendFactor::OneMinusSrcAlpha,
operation: BlendOperation::Add,
},
alpha_blend: BlendDescriptor {
src_factor: BlendFactor::One,
dst_factor: BlendFactor::One,
operation: BlendOperation::Add,
},
write_mask: ColorWrite::ALL,
})
.add_draw_target(resource_name::draw_target::ASSIGNED_MESHES)
.add_draw_target(resource_name::draw_target::ASSIGNED_BATCHES)
.finish(),
)
impl<'a> ForwardPipelineBuilder for RenderGraphBuilder<'a> {
fn add_forward_pipeline(&mut self) -> &mut Self {
self.add_pipeline(resource_name::pipeline::FORWARD, |builder| {
builder
.with_vertex_shader(Shader::from_glsl(
ShaderStage::Vertex,
include_str!("forward.vert"),
))
.with_fragment_shader(Shader::from_glsl(
ShaderStage::Fragment,
include_str!("forward.frag"),
))
.with_rasterization_state(RasterizationStateDescriptor {
front_face: FrontFace::Ccw,
cull_mode: CullMode::Back,
depth_bias: 0,
depth_bias_slope_scale: 0.0,
depth_bias_clamp: 0.0,
})
.with_depth_stencil_state(DepthStencilStateDescriptor {
format: TextureFormat::Depth32Float,
depth_write_enabled: true,
depth_compare: CompareFunction::Less,
stencil_front: StencilStateFaceDescriptor::IGNORE,
stencil_back: StencilStateFaceDescriptor::IGNORE,
stencil_read_mask: 0,
stencil_write_mask: 0,
})
.add_color_state(ColorStateDescriptor {
format: TextureFormat::Bgra8UnormSrgb,
color_blend: BlendDescriptor {
src_factor: BlendFactor::SrcAlpha,
dst_factor: BlendFactor::OneMinusSrcAlpha,
operation: BlendOperation::Add,
},
alpha_blend: BlendDescriptor {
src_factor: BlendFactor::One,
dst_factor: BlendFactor::One,
operation: BlendOperation::Add,
},
write_mask: ColorWrite::ALL,
})
.add_draw_target(resource_name::draw_target::ASSIGNED_MESHES)
.add_draw_target(resource_name::draw_target::ASSIGNED_BATCHES);
})
}
}

View File

@ -1,5 +1,4 @@
use crate::{
asset::AssetStorage,
render::{
pipeline::{
state_descriptors::{
@ -7,7 +6,6 @@ use crate::{
DepthStencilStateDescriptor, FrontFace, RasterizationStateDescriptor,
StencilStateFaceDescriptor,
},
PipelineDescriptor,
},
render_graph::RenderGraphBuilder,
render_resource::resource_name,
@ -17,54 +15,44 @@ use crate::{
};
pub trait ForwardFlatPipelineBuilder {
fn add_forward_flat_pipeline(
self,
pipeline_descriptor_storage: &mut AssetStorage<PipelineDescriptor>,
shader_storage: &mut AssetStorage<Shader>,
) -> Self;
fn add_forward_flat_pipeline(&mut self) -> &mut Self;
}
impl ForwardFlatPipelineBuilder for RenderGraphBuilder {
fn add_forward_flat_pipeline(
self,
pipeline_descriptor_storage: &mut AssetStorage<PipelineDescriptor>,
shader_storage: &mut AssetStorage<Shader>,
) -> Self {
self.add_pipeline(
pipeline_descriptor_storage,
PipelineDescriptor::build(
resource_name::pipeline::FORWARD_FLAT,
shader_storage,
Shader::from_glsl(ShaderStage::Vertex, include_str!("forward_flat.vert")),
)
.with_fragment_shader(Shader::from_glsl(
ShaderStage::Fragment,
include_str!("forward_flat.frag"),
))
.with_rasterization_state(RasterizationStateDescriptor {
front_face: FrontFace::Ccw,
cull_mode: CullMode::Back,
depth_bias: 0,
depth_bias_slope_scale: 0.0,
depth_bias_clamp: 0.0,
})
.with_depth_stencil_state(DepthStencilStateDescriptor {
format: TextureFormat::Depth32Float,
depth_write_enabled: true,
depth_compare: CompareFunction::Less,
stencil_front: StencilStateFaceDescriptor::IGNORE,
stencil_back: StencilStateFaceDescriptor::IGNORE,
stencil_read_mask: 0,
stencil_write_mask: 0,
})
.add_color_state(ColorStateDescriptor {
format: TextureFormat::Bgra8UnormSrgb,
color_blend: BlendDescriptor::REPLACE,
alpha_blend: BlendDescriptor::REPLACE,
write_mask: ColorWrite::ALL,
})
.add_draw_target(resource_name::draw_target::MESHES)
.finish(),
)
impl<'a> ForwardFlatPipelineBuilder for RenderGraphBuilder<'a> {
fn add_forward_flat_pipeline(&mut self) -> &mut Self {
self.add_pipeline(resource_name::pipeline::FORWARD_FLAT, |builder| {
builder
.with_vertex_shader(Shader::from_glsl(
ShaderStage::Vertex,
include_str!("forward_flat.vert"),
))
.with_fragment_shader(Shader::from_glsl(
ShaderStage::Fragment,
include_str!("forward_flat.frag"),
))
.with_rasterization_state(RasterizationStateDescriptor {
front_face: FrontFace::Ccw,
cull_mode: CullMode::Back,
depth_bias: 0,
depth_bias_slope_scale: 0.0,
depth_bias_clamp: 0.0,
})
.with_depth_stencil_state(DepthStencilStateDescriptor {
format: TextureFormat::Depth32Float,
depth_write_enabled: true,
depth_compare: CompareFunction::Less,
stencil_front: StencilStateFaceDescriptor::IGNORE,
stencil_back: StencilStateFaceDescriptor::IGNORE,
stencil_read_mask: 0,
stencil_write_mask: 0,
})
.add_color_state(ColorStateDescriptor {
format: TextureFormat::Bgra8UnormSrgb,
color_blend: BlendDescriptor::REPLACE,
alpha_blend: BlendDescriptor::REPLACE,
write_mask: ColorWrite::ALL,
})
.add_draw_target(resource_name::draw_target::MESHES);
})
}
}

View File

@ -1,77 +1,61 @@
use crate::{
asset::AssetStorage,
render::{
pipeline::{
state_descriptors::{
BlendDescriptor, BlendFactor, BlendOperation, ColorStateDescriptor, ColorWrite,
CompareFunction, CullMode, DepthStencilStateDescriptor, FrontFace,
RasterizationStateDescriptor, StencilStateFaceDescriptor,
},
PipelineDescriptor,
},
render_graph::RenderGraphBuilder,
render_resource::resource_name,
shader::{Shader, ShaderStage},
texture::TextureFormat,
use crate::render::{
pipeline::state_descriptors::{
BlendDescriptor, BlendFactor, BlendOperation, ColorStateDescriptor, ColorWrite,
CompareFunction, CullMode, DepthStencilStateDescriptor, FrontFace,
RasterizationStateDescriptor, StencilStateFaceDescriptor,
},
render_graph::RenderGraphBuilder,
render_resource::resource_name,
shader::{Shader, ShaderStage},
texture::TextureFormat,
};
pub trait UiPipelineBuilder {
fn add_ui_pipeline(
self,
pipeline_descriptor_storage: &mut AssetStorage<PipelineDescriptor>,
shader_storage: &mut AssetStorage<Shader>,
) -> Self;
fn add_ui_pipeline(&mut self) -> &mut Self;
}
impl UiPipelineBuilder for RenderGraphBuilder {
fn add_ui_pipeline(
self,
pipeline_descriptor_storage: &mut AssetStorage<PipelineDescriptor>,
shader_storage: &mut AssetStorage<Shader>,
) -> Self {
self.add_pipeline(
pipeline_descriptor_storage,
PipelineDescriptor::build(
resource_name::pipeline::UI,
shader_storage,
Shader::from_glsl(ShaderStage::Vertex, include_str!("ui.vert")),
)
.with_fragment_shader(Shader::from_glsl(
ShaderStage::Fragment,
include_str!("ui.frag"),
))
.with_rasterization_state(RasterizationStateDescriptor {
front_face: FrontFace::Ccw,
cull_mode: CullMode::None,
depth_bias: 0,
depth_bias_slope_scale: 0.0,
depth_bias_clamp: 0.0,
})
.with_depth_stencil_state(DepthStencilStateDescriptor {
format: TextureFormat::Depth32Float,
depth_write_enabled: false,
depth_compare: CompareFunction::Always,
stencil_front: StencilStateFaceDescriptor::IGNORE,
stencil_back: StencilStateFaceDescriptor::IGNORE,
stencil_read_mask: 0,
stencil_write_mask: 0,
})
.add_color_state(ColorStateDescriptor {
format: TextureFormat::Bgra8UnormSrgb,
color_blend: BlendDescriptor {
src_factor: BlendFactor::SrcAlpha,
dst_factor: BlendFactor::OneMinusSrcAlpha,
operation: BlendOperation::Add,
},
alpha_blend: BlendDescriptor {
src_factor: BlendFactor::One,
dst_factor: BlendFactor::One,
operation: BlendOperation::Add,
},
write_mask: ColorWrite::ALL,
})
.add_draw_target(resource_name::draw_target::UI)
.finish(),
)
impl<'a> UiPipelineBuilder for RenderGraphBuilder<'a> {
fn add_ui_pipeline(&mut self) -> &mut Self {
self.add_pipeline(resource_name::pipeline::UI, |builder| {
builder
.with_vertex_shader(Shader::from_glsl(
ShaderStage::Vertex,
include_str!("ui.vert"),
))
.with_fragment_shader(Shader::from_glsl(
ShaderStage::Fragment,
include_str!("ui.frag"),
))
.with_rasterization_state(RasterizationStateDescriptor {
front_face: FrontFace::Ccw,
cull_mode: CullMode::None,
depth_bias: 0,
depth_bias_slope_scale: 0.0,
depth_bias_clamp: 0.0,
})
.with_depth_stencil_state(DepthStencilStateDescriptor {
format: TextureFormat::Depth32Float,
depth_write_enabled: false,
depth_compare: CompareFunction::Always,
stencil_front: StencilStateFaceDescriptor::IGNORE,
stencil_back: StencilStateFaceDescriptor::IGNORE,
stencil_read_mask: 0,
stencil_write_mask: 0,
})
.add_color_state(ColorStateDescriptor {
format: TextureFormat::Bgra8UnormSrgb,
color_blend: BlendDescriptor {
src_factor: BlendFactor::SrcAlpha,
dst_factor: BlendFactor::OneMinusSrcAlpha,
operation: BlendOperation::Add,
},
alpha_blend: BlendDescriptor {
src_factor: BlendFactor::One,
dst_factor: BlendFactor::One,
operation: BlendOperation::Add,
},
write_mask: ColorWrite::ALL,
})
.add_draw_target(resource_name::draw_target::UI);
})
}
}

View File

@ -1,5 +1,6 @@
use crate::{
asset::Handle,
prelude::Resources,
render::{
draw_target::DrawTarget,
pass::PassDescriptor,
@ -9,6 +10,7 @@ use crate::{
},
};
use std::collections::{HashMap, HashSet};
use super::RenderGraphBuilder;
#[derive(Default)]
pub struct RenderGraph {
@ -23,6 +25,14 @@ pub struct RenderGraph {
}
impl RenderGraph {
pub fn build(self, resources: &mut Resources) -> RenderGraphBuilder {
RenderGraphBuilder {
resources,
current_pass: None,
render_graph: Some(self),
}
}
pub fn add_pipeline(&mut self, pass: &str, pipeline: Handle<PipelineDescriptor>) {
self.pipeline_descriptors.insert(pipeline.clone());

View File

@ -2,43 +2,41 @@ use super::RenderGraph;
use crate::{
asset::AssetStorage,
render::{
draw_target::DrawTarget, pass::PassDescriptor, pipeline::PipelineDescriptor,
draw_target::DrawTarget, pass::PassDescriptor, pipeline::{PipelineBuilder, PipelineDescriptor},
render_resource::ResourceProvider, texture::TextureDescriptor,
},
}, prelude::{Shader, Resources},
};
pub struct RenderGraphBuilder {
render_graph: RenderGraph,
current_pass: Option<String>,
pub struct RenderGraphBuilder<'a> {
pub render_graph: Option<RenderGraph>,
pub resources: &'a mut Resources,
pub current_pass: Option<String>,
}
impl RenderGraphBuilder {
pub fn new() -> Self {
RenderGraphBuilder {
render_graph: RenderGraph::default(),
current_pass: None,
}
}
pub fn add_pass(mut self, name: &str, pass: PassDescriptor) -> Self {
impl<'a> RenderGraphBuilder<'a> {
pub fn add_pass(&mut self, name: &str, pass: PassDescriptor) -> &mut Self {
self.current_pass = Some(name.to_string());
self.render_graph
self.render_graph.as_mut().unwrap()
.pass_descriptors
.insert(name.to_string(), pass);
self
}
pub fn add_pipeline(
mut self,
pipeline_descriptor_storage: &mut AssetStorage<PipelineDescriptor>,
pipeline: PipelineDescriptor,
) -> Self {
&mut self,
name: &str,
build: impl Fn(&mut PipelineBuilder),
) -> &mut Self {
let mut pipeline_descriptor_storage = self.resources.get_mut::<AssetStorage<PipelineDescriptor>>().unwrap();
let mut shader_storage = self.resources.get_mut::<AssetStorage<Shader>>().unwrap();
if let Some(ref pass) = self.current_pass {
let name = pipeline.name.clone();
let mut builder = PipelineBuilder::new(name, &mut shader_storage);
build(&mut builder);
let pipeline = builder.finish();
let pipeline_descriptor_handle = pipeline_descriptor_storage.add(pipeline);
pipeline_descriptor_storage
.set_name(name.unwrap().as_str(), pipeline_descriptor_handle);
self.render_graph
.set_name(name, pipeline_descriptor_handle);
self.render_graph.as_mut().unwrap()
.add_pipeline(&pass, pipeline_descriptor_handle);
}
@ -46,48 +44,52 @@ impl RenderGraphBuilder {
}
pub fn add_pipeline_to_pass(
mut self,
&mut self,
pass: &str,
pipeline_descriptor_storage: &mut AssetStorage<PipelineDescriptor>,
pipeline: PipelineDescriptor,
) -> Self {
let name = pipeline.name.clone();
name: &str,
build: impl Fn(&mut PipelineBuilder),
) -> &mut Self {
let mut pipeline_descriptor_storage = self.resources.get_mut::<AssetStorage<PipelineDescriptor>>().unwrap();
let mut shader_storage = self.resources.get_mut::<AssetStorage<Shader>>().unwrap();
let mut builder = PipelineBuilder::new(name, &mut shader_storage);
build(&mut builder);
let pipeline = builder.finish();
let pipeline_descriptor_handle = pipeline_descriptor_storage.add(pipeline);
pipeline_descriptor_storage.set_name(name.unwrap().as_str(), pipeline_descriptor_handle);
self.render_graph
pipeline_descriptor_storage.set_name(name, pipeline_descriptor_handle);
self.render_graph.as_mut().unwrap()
.add_pipeline(pass, pipeline_descriptor_handle);
self
}
pub fn add_resource_provider<T>(mut self, resource_provider: T) -> Self
pub fn add_resource_provider<T>(&mut self, resource_provider: T) -> &mut Self
where
T: ResourceProvider + Send + Sync + 'static,
{
self.render_graph
self.render_graph.as_mut().unwrap()
.resource_providers
.push(Box::new(resource_provider));
self
}
pub fn add_texture(mut self, name: &str, texture_descriptor: TextureDescriptor) -> Self {
self.render_graph
pub fn add_texture(&mut self, name: &str, texture_descriptor: TextureDescriptor) -> &mut Self {
self.render_graph.as_mut().unwrap()
.queued_textures
.push((name.to_string(), texture_descriptor));
self
}
pub fn add_draw_target<T>(mut self, draw_target: T) -> Self
pub fn add_draw_target<T>(&mut self, draw_target: T) -> &mut Self
where
T: DrawTarget + Send + Sync + 'static,
{
self.render_graph
self.render_graph.as_mut().unwrap()
.draw_targets
.insert(draw_target.get_name(), Box::new(draw_target));
self
}
pub fn build(self) -> RenderGraph {
self.render_graph
pub fn finish(&mut self) -> RenderGraph {
self.render_graph.take().unwrap()
}
}