add renderable to render related queries
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				| @ -1,7 +1,4 @@ | ||||
| use bevy::{ | ||||
|     prelude::*, | ||||
|     render::render_graph_2::{StandardMaterial}, | ||||
| }; | ||||
| use bevy::{prelude::*, render::render_graph_2::StandardMaterial}; | ||||
| 
 | ||||
| fn main() { | ||||
|     AppBuilder::new().add_defaults().setup_world(setup).run(); | ||||
|  | ||||
| @ -1,7 +1,4 @@ | ||||
| use bevy::{ | ||||
|     prelude::*, | ||||
|     render::render_graph_2::{ShaderUniforms, StandardMaterial}, | ||||
| }; | ||||
| use bevy::{prelude::*, render::render_graph_2::StandardMaterial}; | ||||
| 
 | ||||
| fn main() { | ||||
|     AppBuilder::new().add_defaults().setup_world(setup).run(); | ||||
|  | ||||
| @ -1,6 +1,6 @@ | ||||
| use crate::{ | ||||
|     prelude::*, | ||||
|     render::render_graph_2::{ShaderUniforms, StandardMaterial, Renderable}, | ||||
|     render::render_graph_2::{Renderable, ShaderUniforms, StandardMaterial}, | ||||
| }; | ||||
| use bevy_derive::EntityArchetype; | ||||
| 
 | ||||
|  | ||||
| @ -22,10 +22,16 @@ impl ForwardPipeline { | ||||
| 
 | ||||
| impl Pipeline for ForwardPipeline { | ||||
|     fn initialize(&mut self, render_graph: &mut RenderGraphData, _: &mut World) { | ||||
|         let vs_bytes = | ||||
|             shader::glsl_to_spirv(include_str!("forward.vert"), shader::ShaderStage::Vertex, None); | ||||
|         let fs_bytes = | ||||
|             shader::glsl_to_spirv(include_str!("forward.frag"), shader::ShaderStage::Fragment, None); | ||||
|         let vs_bytes = shader::glsl_to_spirv( | ||||
|             include_str!("forward.vert"), | ||||
|             shader::ShaderStage::Vertex, | ||||
|             None, | ||||
|         ); | ||||
|         let fs_bytes = shader::glsl_to_spirv( | ||||
|             include_str!("forward.frag"), | ||||
|             shader::ShaderStage::Fragment, | ||||
|             None, | ||||
|         ); | ||||
| 
 | ||||
|         let bind_group_layout = | ||||
|             render_graph | ||||
|  | ||||
| @ -102,10 +102,16 @@ impl Pipeline for ShadowPipeline { | ||||
|         let vertex_buffer_descriptor = get_vertex_buffer_descriptor(); | ||||
| 
 | ||||
|         // Create the render pipeline
 | ||||
|         let vs_bytes = | ||||
|             shader::glsl_to_spirv(include_str!("shadow.vert"), shader::ShaderStage::Vertex, None); | ||||
|         let fs_bytes = | ||||
|             shader::glsl_to_spirv(include_str!("shadow.frag"), shader::ShaderStage::Fragment, None); | ||||
|         let vs_bytes = shader::glsl_to_spirv( | ||||
|             include_str!("shadow.vert"), | ||||
|             shader::ShaderStage::Vertex, | ||||
|             None, | ||||
|         ); | ||||
|         let fs_bytes = shader::glsl_to_spirv( | ||||
|             include_str!("shadow.frag"), | ||||
|             shader::ShaderStage::Fragment, | ||||
|             None, | ||||
|         ); | ||||
|         let vs_module = render_graph.device.create_shader_module(&vs_bytes); | ||||
|         let fs_module = render_graph.device.create_shader_module(&fs_bytes); | ||||
| 
 | ||||
|  | ||||
| @ -95,7 +95,8 @@ impl UiPipeline { | ||||
| 
 | ||||
| impl Pipeline for UiPipeline { | ||||
|     fn initialize(&mut self, render_graph: &mut RenderGraphData, world: &mut World) { | ||||
|         let vs_bytes = shader::glsl_to_spirv(include_str!("ui.vert"), shader::ShaderStage::Vertex, None); | ||||
|         let vs_bytes = | ||||
|             shader::glsl_to_spirv(include_str!("ui.vert"), shader::ShaderStage::Vertex, None); | ||||
|         let fs_bytes = | ||||
|             shader::glsl_to_spirv(include_str!("ui.frag"), shader::ShaderStage::Fragment, None); | ||||
| 
 | ||||
|  | ||||
| @ -2,7 +2,7 @@ use crate::{ | ||||
|     asset::{AssetStorage, Handle, Mesh}, | ||||
|     legion::prelude::*, | ||||
|     render::{ | ||||
|         render_graph_2::{resource_name, RenderPass, ShaderUniforms}, | ||||
|         render_graph_2::{resource_name, RenderPass, Renderable, ShaderUniforms}, | ||||
|         Instanced, | ||||
|     }, | ||||
| }; | ||||
| @ -13,9 +13,13 @@ pub fn mesh_draw_target(world: &World, render_pass: &mut dyn RenderPass) { | ||||
|     let mut mesh_storage = world.resources.get_mut::<AssetStorage<Mesh>>().unwrap(); | ||||
|     let mut current_mesh_id = None; | ||||
|     let mut current_mesh_index_length = 0; | ||||
|     let mesh_query = | ||||
|         <(Read<ShaderUniforms>, Read<Handle<Mesh>>)>::query().filter(!component::<Instanced>()); | ||||
|     for (entity, (_shader_uniforms, mesh)) in mesh_query.iter_entities(world) { | ||||
|     let mesh_query = <(Read<ShaderUniforms>, Read<Handle<Mesh>>, Read<Renderable>)>::query() | ||||
|         .filter(!component::<Instanced>()); | ||||
|     for (entity, (_shader_uniforms, mesh, renderable)) in mesh_query.iter_entities(world) { | ||||
|         if !renderable.is_visible { | ||||
|             continue; | ||||
|         } | ||||
| 
 | ||||
|         let mut should_load_mesh = current_mesh_id == None; | ||||
|         if let Some(current) = current_mesh_id { | ||||
|             should_load_mesh = current != mesh.id; | ||||
|  | ||||
| @ -6,24 +6,24 @@ mod pipeline; | ||||
| mod pipeline_layout; | ||||
| pub mod pipelines; | ||||
| mod render_graph; | ||||
| mod renderable; | ||||
| mod renderer; | ||||
| pub mod renderers; | ||||
| mod resource; | ||||
| pub mod resource_name; | ||||
| pub mod resource_provider; | ||||
| pub mod resource_providers; | ||||
| mod uniforms; | ||||
| mod uniform; | ||||
| mod renderable; | ||||
| mod uniforms; | ||||
| 
 | ||||
| pub use draw_target::*; | ||||
| pub use pass::*; | ||||
| pub use pipeline::*; | ||||
| pub use pipeline_layout::*; | ||||
| pub use render_graph::*; | ||||
| pub use renderable::*; | ||||
| pub use renderer::*; | ||||
| pub use resource::*; | ||||
| pub use resource_provider::*; | ||||
| pub use uniforms::*; | ||||
| pub use uniform::*; | ||||
| pub use renderable::*; | ||||
| pub use uniforms::*; | ||||
|  | ||||
| @ -1,7 +1,7 @@ | ||||
| use crate::{ | ||||
|     legion::prelude::World, | ||||
|     render::render_graph_2::{ | ||||
|         resource::DynamicUniformBufferInfo, AsUniforms, Renderer, ResourceProvider, | ||||
|         resource::DynamicUniformBufferInfo, AsUniforms, Renderable, Renderer, ResourceProvider, | ||||
|     }, | ||||
| }; | ||||
| use legion::prelude::*; | ||||
| @ -13,7 +13,6 @@ where | ||||
| { | ||||
|     _marker: PhantomData<T>, | ||||
|     uniform_buffer_info_names: Vec<String>, | ||||
|     // dynamic_uniform_buffer_infos: HashMap<String, DynamicUniformBufferInfo>,
 | ||||
| } | ||||
| 
 | ||||
| impl<T> UniformResourceProvider<T> | ||||
| @ -22,7 +21,6 @@ where | ||||
| { | ||||
|     pub fn new() -> Self { | ||||
|         UniformResourceProvider { | ||||
|             // dynamic_uniform_buffer_infos: HashMap::new(),
 | ||||
|             uniform_buffer_info_names: Vec::new(), | ||||
|             _marker: PhantomData, | ||||
|         } | ||||
| @ -36,7 +34,7 @@ where | ||||
|     fn initialize(&mut self, _renderer: &mut dyn Renderer, _world: &mut World) {} | ||||
| 
 | ||||
|     fn update(&mut self, renderer: &mut dyn Renderer, world: &mut World) { | ||||
|         let query = <Read<T>>::query(); | ||||
|         let query = <(Read<T>, Read<Renderable>)>::query(); | ||||
|         // retrieve all uniforms buffers that aren't aleady set. these are "dynamic" uniforms, which are set by the user in ShaderUniforms
 | ||||
|         // TODO: this breaks down in multiple ways:
 | ||||
|         // (SOLVED 1) resource_info will be set after the first run so this won't update.
 | ||||
| @ -52,7 +50,7 @@ where | ||||
| 
 | ||||
|         let mut sizes = Vec::new(); | ||||
|         let mut counts = Vec::new(); | ||||
|         for uniforms in query.iter(world) { | ||||
|         for (uniforms, _renderable) in query.iter(world) { | ||||
|             let uniform_layouts = uniforms.get_uniform_layouts(); | ||||
|             for (i, uniform_info) in uniforms.get_uniform_infos().iter().enumerate() { | ||||
|                 // only add the first time a uniform info is processed
 | ||||
| @ -117,7 +115,7 @@ where | ||||
|             let alignment = wgpu::BIND_BUFFER_ALIGNMENT as usize; | ||||
|             let mut offset = 0usize; | ||||
|             let info = renderer.get_dynamic_uniform_buffer_info_mut(name).unwrap(); | ||||
|             for (i, (entity, _uniforms)) in query.iter_entities(world).enumerate() { | ||||
|             for (i, (entity, _)) in query.iter_entities(world).enumerate() { | ||||
|                 // TODO: check if index has changed. if it has, then entity should be updated
 | ||||
|                 // TODO: only mem-map entities if their data has changed
 | ||||
|                 // PERF: These hashmap inserts are pretty expensive (10 fps for 10000 entities)
 | ||||
| @ -135,7 +133,7 @@ where | ||||
|                 &mut |mapped| { | ||||
|                     let alignment = wgpu::BIND_BUFFER_ALIGNMENT as usize; | ||||
|                     let mut offset = 0usize; | ||||
|                     for uniforms in query.iter(world) { | ||||
|                     for (uniforms, _renderable) in query.iter(world) { | ||||
|                         // TODO: check if index has changed. if it has, then entity should be updated
 | ||||
|                         // TODO: only mem-map entities if their data has changed
 | ||||
|                         // TODO: try getting ref first
 | ||||
|  | ||||
| @ -44,7 +44,6 @@ pub trait AsUniforms { | ||||
|     fn get_shader_defs(&self) -> Option<Vec<String>>; | ||||
|     // TODO: support zero-copy uniforms
 | ||||
|     // fn get_uniform_bytes_ref(&self, name: &str) -> Option<&[u8]>;
 | ||||
| 
 | ||||
| } | ||||
| 
 | ||||
| pub trait ShaderDefSuffixProvider { | ||||
|  | ||||
| @ -1,8 +1,6 @@ | ||||
| use crate::{ | ||||
|     render::render_graph_2::{ | ||||
|         uniform::{AsUniforms, UniformInfo}, | ||||
|         BindType, UniformPropertyType, | ||||
|     }, | ||||
| use crate::render::render_graph_2::{ | ||||
|     uniform::{AsUniforms, UniformInfo}, | ||||
|     BindType, UniformPropertyType, | ||||
| }; | ||||
| 
 | ||||
| use zerocopy::AsBytes; | ||||
|  | ||||
| @ -1,5 +1,5 @@ | ||||
| mod standard_material; | ||||
| mod local_to_world; | ||||
| mod standard_material; | ||||
| 
 | ||||
| pub use standard_material::*; | ||||
| pub use local_to_world::*; | ||||
| pub use standard_material::*; | ||||
|  | ||||
| @ -3,7 +3,7 @@ use crate::{ | ||||
|     math::Vec4, | ||||
|     render::render_graph_2::{ | ||||
|         uniform::{AsUniforms, GetBytes, UniformInfo}, | ||||
|         BindType, UniformPropertyType, ShaderDefSuffixProvider | ||||
|         BindType, ShaderDefSuffixProvider, UniformPropertyType, | ||||
|     }, | ||||
| }; | ||||
| 
 | ||||
| @ -12,7 +12,7 @@ use bevy_derive::Uniforms; | ||||
| #[derive(Uniforms)] | ||||
| pub struct StandardMaterial { | ||||
|     pub albedo: Vec4, | ||||
|     #[uniform(ignore,shader_def)] | ||||
|     #[uniform(ignore, shader_def)] | ||||
|     pub everything_is_red: bool, | ||||
| } | ||||
| 
 | ||||
|  | ||||
| @ -17,7 +17,11 @@ impl Into<shaderc::ShaderKind> for ShaderStage { | ||||
|     } | ||||
| } | ||||
| 
 | ||||
| pub fn glsl_to_spirv(glsl_source: &str, stage: ShaderStage, shader_defs: Option<&Vec<String>>) -> Vec<u32> { | ||||
| pub fn glsl_to_spirv( | ||||
|     glsl_source: &str, | ||||
|     stage: ShaderStage, | ||||
|     shader_defs: Option<&Vec<String>>, | ||||
| ) -> Vec<u32> { | ||||
|     let shader_kind: shaderc::ShaderKind = stage.into(); | ||||
|     let mut compiler = shaderc::Compiler::new().unwrap(); | ||||
|     let mut options = shaderc::CompileOptions::new().unwrap(); | ||||
| @ -64,7 +68,9 @@ impl Shader { | ||||
|     pub fn get_spirv(&self) -> Vec<u32> { | ||||
|         match self.source { | ||||
|             ShaderSource::Spirv(ref bytes) => bytes.clone(), | ||||
|             ShaderSource::Glsl(ref source) => glsl_to_spirv(&source, self.stage, self.macros.as_ref()), | ||||
|             ShaderSource::Glsl(ref source) => { | ||||
|                 glsl_to_spirv(&source, self.stage, self.macros.as_ref()) | ||||
|             } | ||||
|         } | ||||
|     } | ||||
| 
 | ||||
|  | ||||
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