use super::{ draw_target::draw_targets::{ AssignedBatchesDrawTarget, AssignedMeshesDrawTarget, MeshesDrawTarget, UiDrawTarget, }, pass::passes::ForwardPassBuilder, pipeline::{pipelines::ForwardPipelineBuilder, PipelineCompiler, ShaderPipelineAssignments}, render_graph::RenderGraph, render_resource::{ resource_providers::{ Camera2dResourceProvider, CameraResourceProvider, LightResourceProvider, MeshResourceProvider, UiResourceProvider, }, AssetBatchers, EntityRenderResourceAssignments, RenderResourceAssignments, }, }; use crate::{ app::AppBuilder, asset::AssetStorage, plugin::AppPlugin, prelude::{ LocalToWorld, Mesh, PipelineDescriptor, Shader, StandardMaterial, Texture, UniformResourceProvider, }, }; #[derive(Default)] pub struct RenderPlugin; impl RenderPlugin { pub fn setup_render_graph_defaults(app: &mut AppBuilder) { let mut pipelines = app .resources .get_mut::>() .unwrap(); let mut shaders = app.resources.get_mut::>().unwrap(); let mut render_graph = app.resources.get_mut::().unwrap(); render_graph .build(&mut pipelines, &mut shaders) .add_draw_target(MeshesDrawTarget::default()) .add_draw_target(AssignedBatchesDrawTarget::default()) .add_draw_target(AssignedMeshesDrawTarget::default()) .add_draw_target(UiDrawTarget::default()) .add_resource_provider(CameraResourceProvider::default()) .add_resource_provider(Camera2dResourceProvider::default()) .add_resource_provider(LightResourceProvider::new(10)) .add_resource_provider(UiResourceProvider::new()) .add_resource_provider(MeshResourceProvider::new()) .add_resource_provider(UniformResourceProvider::::new(true)) .add_resource_provider(UniformResourceProvider::::new(true)) .add_forward_pass() .add_forward_pipeline(); } } impl AppPlugin for RenderPlugin { fn build(&self, mut app: AppBuilder) -> AppBuilder { let mut asset_batchers = AssetBatchers::default(); asset_batchers.batch_types2::(); app = app .add_resource(RenderGraph::default()) .add_resource(AssetStorage::::new()) .add_resource(AssetStorage::::new()) .add_resource(AssetStorage::::new()) .add_resource(AssetStorage::::new()) .add_resource(AssetStorage::::new()) .add_resource(ShaderPipelineAssignments::new()) .add_resource(PipelineCompiler::new()) .add_resource(RenderResourceAssignments::default()) .add_resource(EntityRenderResourceAssignments::default()) .add_resource(asset_batchers); RenderPlugin::setup_render_graph_defaults(&mut app); app } fn name(&self) -> &'static str { "Render" } }