
# Objective This is a necessary precursor to #9122 (this was split from that PR to reduce the amount of code to review all at once). Moving `!Send` resource ownership to `App` will make it unambiguously `!Send`. `SubApp` must be `Send`, so it can't wrap `App`. ## Solution Refactor `App` and `SubApp` to not have a recursive relationship. Since `SubApp` no longer wraps `App`, once `!Send` resources are moved out of `World` and into `App`, `SubApp` will become unambiguously `Send`. There could be less code duplication between `App` and `SubApp`, but that would break `App` method chaining. ## Changelog - `SubApp` no longer wraps `App`. - `App` fields are no longer publicly accessible. - `App` can no longer be converted into a `SubApp`. - Various methods now return references to a `SubApp` instead of an `App`. ## Migration Guide - To construct a sub-app, use `SubApp::new()`. `App` can no longer convert into `SubApp`. - If you implemented a trait for `App`, you may want to implement it for `SubApp` as well. - If you're accessing `app.world` directly, you now have to use `app.world()` and `app.world_mut()`. - `App::sub_app` now returns `&SubApp`. - `App::sub_app_mut` now returns `&mut SubApp`. - `App::get_sub_app` now returns `Option<&SubApp>.` - `App::get_sub_app_mut` now returns `Option<&mut SubApp>.`
85 lines
2.7 KiB
Rust
85 lines
2.7 KiB
Rust
use crate::{
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extract_resource::ExtractResource,
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prelude::Shader,
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render_resource::{ShaderType, UniformBuffer},
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renderer::{RenderDevice, RenderQueue},
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Extract, ExtractSchedule, Render, RenderApp, RenderSet,
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};
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use bevy_app::{App, Plugin};
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use bevy_asset::{load_internal_asset, Handle};
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use bevy_core::FrameCount;
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use bevy_ecs::prelude::*;
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use bevy_reflect::prelude::*;
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use bevy_time::Time;
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pub const GLOBALS_TYPE_HANDLE: Handle<Shader> = Handle::weak_from_u128(17924628719070609599);
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pub struct GlobalsPlugin;
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impl Plugin for GlobalsPlugin {
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fn build(&self, app: &mut App) {
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load_internal_asset!(app, GLOBALS_TYPE_HANDLE, "globals.wgsl", Shader::from_wgsl);
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app.register_type::<GlobalsUniform>();
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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::<GlobalsBuffer>()
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.init_resource::<Time>()
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.add_systems(ExtractSchedule, (extract_frame_count, extract_time))
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.add_systems(
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Render,
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prepare_globals_buffer.in_set(RenderSet::PrepareResources),
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);
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}
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}
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}
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fn extract_frame_count(mut commands: Commands, frame_count: Extract<Res<FrameCount>>) {
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commands.insert_resource(**frame_count);
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}
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fn extract_time(mut commands: Commands, time: Extract<Res<Time>>) {
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commands.insert_resource(**time);
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}
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/// Contains global values useful when writing shaders.
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/// Currently only contains values related to time.
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#[derive(Default, Clone, Resource, ExtractResource, Reflect, ShaderType)]
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#[reflect(Resource, Default)]
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pub struct GlobalsUniform {
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/// The time since startup in seconds.
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/// Wraps to 0 after 1 hour.
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time: f32,
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/// The delta time since the previous frame in seconds
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delta_time: f32,
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/// Frame count since the start of the app.
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/// It wraps to zero when it reaches the maximum value of a u32.
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frame_count: u32,
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/// WebGL2 structs must be 16 byte aligned.
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#[cfg(all(feature = "webgl", target_arch = "wasm32", not(feature = "webgpu")))]
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_wasm_padding: f32,
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}
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/// The buffer containing the [`GlobalsUniform`]
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#[derive(Resource, Default)]
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pub struct GlobalsBuffer {
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pub buffer: UniformBuffer<GlobalsUniform>,
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}
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fn prepare_globals_buffer(
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render_device: Res<RenderDevice>,
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render_queue: Res<RenderQueue>,
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mut globals_buffer: ResMut<GlobalsBuffer>,
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time: Res<Time>,
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frame_count: Res<FrameCount>,
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) {
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let buffer = globals_buffer.buffer.get_mut();
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buffer.time = time.elapsed_seconds_wrapped();
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buffer.delta_time = time.delta_seconds();
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buffer.frame_count = frame_count.0;
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globals_buffer
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.buffer
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.write_buffer(&render_device, &render_queue);
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}
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