bevy/crates/bevy_render/src/shader/shader_defs.rs
Carter Anderson 1f12964026 legion: remove foreach system functions
this is a bit sad, but upstream legion's new lifetimes appear to be incompatible with our foreach approach
2020-06-27 12:06:12 -07:00

110 lines
3.0 KiB
Rust

use crate::{texture::Texture, RenderPipelines};
use bevy_asset::{Assets, Handle};
use legion::{
prelude::{Read, Res, Write},
systems::{Query, SubWorld},
};
pub use bevy_derive::ShaderDefs;
pub trait ShaderDef {
fn is_defined(&self) -> bool;
}
pub trait ShaderDefs {
fn shader_defs_len(&self) -> usize;
fn get_shader_def(&self, index: usize) -> Option<&str>;
fn iter_shader_defs(&self) -> ShaderDefIterator;
}
pub struct ShaderDefIterator<'a> {
shader_defs: &'a dyn ShaderDefs,
index: usize,
}
impl<'a> ShaderDefIterator<'a> {
pub fn new(shader_defs: &'a dyn ShaderDefs) -> Self {
Self {
shader_defs,
index: 0,
}
}
}
impl<'a> Iterator for ShaderDefIterator<'a> {
type Item = &'a str;
fn next(&mut self) -> Option<Self::Item> {
loop {
if self.index == self.shader_defs.shader_defs_len() {
return None;
}
let shader_def = self.shader_defs.get_shader_def(self.index);
self.index += 1;
if shader_def.is_some() {
return shader_def;
}
}
}
}
impl ShaderDef for bool {
fn is_defined(&self) -> bool {
*self
}
}
impl ShaderDef for Option<Handle<Texture>> {
fn is_defined(&self) -> bool {
self.is_some()
}
}
pub fn shader_defs_system<T>(world: &mut SubWorld, query: Query<(Read<T>, Write<RenderPipelines>)>)
where
T: ShaderDefs + Send + Sync + 'static,
{
for (shader_defs, mut render_pipelines) in query.iter_mut(world) {
for shader_def in shader_defs.iter_shader_defs() {
for render_pipeline in render_pipelines.pipelines.iter_mut() {
render_pipeline
.specialization
.shader_specialization
.shader_defs
.insert(shader_def.to_string());
}
}
}
}
pub fn clear_shader_defs_system(world: &mut SubWorld, query: &mut Query<Write<RenderPipelines>>) {
for mut render_pipelines in query.iter_mut(world) {
for render_pipeline in render_pipelines.pipelines.iter_mut() {
render_pipeline
.specialization
.shader_specialization
.shader_defs
.clear();
}
}
}
pub fn asset_shader_defs_system<T>(
assets: Res<Assets<T>>,
world: &mut SubWorld,
query: &mut Query<(Read<Handle<T>>, Write<RenderPipelines>)>,
) where
T: ShaderDefs + Send + Sync + 'static,
{
for (asset_handle, mut render_pipelines) in query.iter_mut(world) {
let shader_defs = assets.get(&asset_handle).unwrap();
for shader_def in shader_defs.iter_shader_defs() {
for render_pipeline in render_pipelines.pipelines.iter_mut() {
render_pipeline
.specialization
.shader_specialization
.shader_defs
.insert(shader_def.to_string());
}
}
}
}