bevy/crates/bevy_solari/src/scene/mod.rs

78 lines
2.6 KiB
Rust

mod binder;
mod blas;
mod extract;
mod types;
pub use binder::RaytracingSceneBindings;
pub use types::RaytracingMesh3d;
use crate::SolariPlugins;
use bevy_app::{App, Plugin};
use bevy_ecs::schedule::IntoScheduleConfigs;
use bevy_render::{
extract_resource::ExtractResourcePlugin,
load_shader_library,
mesh::{
allocator::{allocate_and_free_meshes, MeshAllocator},
RenderMesh,
},
render_asset::prepare_assets,
render_resource::BufferUsages,
renderer::RenderDevice,
ExtractSchedule, Render, RenderApp, RenderSystems,
};
use binder::prepare_raytracing_scene_bindings;
use blas::{prepare_raytracing_blas, BlasManager};
use extract::{extract_raytracing_scene, StandardMaterialAssets};
use tracing::warn;
/// Creates acceleration structures and binding arrays of resources for raytracing.
pub struct RaytracingScenePlugin;
impl Plugin for RaytracingScenePlugin {
fn build(&self, app: &mut App) {
load_shader_library!(app, "raytracing_scene_bindings.wgsl");
load_shader_library!(app, "sampling.wgsl");
app.register_type::<RaytracingMesh3d>();
}
fn finish(&self, app: &mut App) {
let render_app = app.sub_app_mut(RenderApp);
let render_device = render_app.world().resource::<RenderDevice>();
let features = render_device.features();
if !features.contains(SolariPlugins::required_wgpu_features()) {
warn!(
"RaytracingScenePlugin not loaded. GPU lacks support for required features: {:?}.",
SolariPlugins::required_wgpu_features().difference(features)
);
return;
}
app.add_plugins(ExtractResourcePlugin::<StandardMaterialAssets>::default());
let render_app = app.sub_app_mut(RenderApp);
render_app
.world_mut()
.resource_mut::<MeshAllocator>()
.extra_buffer_usages |= BufferUsages::BLAS_INPUT | BufferUsages::STORAGE;
render_app
.init_resource::<BlasManager>()
.init_resource::<StandardMaterialAssets>()
.init_resource::<RaytracingSceneBindings>()
.add_systems(ExtractSchedule, extract_raytracing_scene)
.add_systems(
Render,
(
prepare_raytracing_blas
.in_set(RenderSystems::PrepareAssets)
.before(prepare_assets::<RenderMesh>)
.after(allocate_and_free_meshes),
prepare_raytracing_scene_bindings.in_set(RenderSystems::PrepareBindGroups),
),
);
}
}