 ab7cbfa8fc
			
		
	
	
		ab7cbfa8fc
		
			
		
	
	
	
	
		
			
			# Objective - Replace `RenderMaterials` / `RenderMaterials2d` / `RenderUiMaterials` with `RenderAssets` to enable implementing changes to one thing, `RenderAssets`, that applies to all use cases rather than duplicating changes everywhere for multiple things that should be one thing. - Adopts #8149 ## Solution - Make RenderAsset generic over the destination type rather than the source type as in #8149 - Use `RenderAssets<PreparedMaterial<M>>` etc for render materials --- ## Changelog - Changed: - The `RenderAsset` trait is now implemented on the destination type. Its `SourceAsset` associated type refers to the type of the source asset. - `RenderMaterials`, `RenderMaterials2d`, and `RenderUiMaterials` have been replaced by `RenderAssets<PreparedMaterial<M>>` and similar. ## Migration Guide - `RenderAsset` is now implemented for the destination type rather that the source asset type. The source asset type is now the `RenderAsset` trait's `SourceAsset` associated type.
		
			
				
	
	
		
			286 lines
		
	
	
		
			9.8 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			286 lines
		
	
	
		
			9.8 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! A compute shader that simulates Conway's Game of Life.
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| //!
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| //! Compute shaders use the GPU for computing arbitrary information, that may be independent of what
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| //! is rendered to the screen.
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| 
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| use bevy::{
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|     prelude::*,
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|     render::{
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|         extract_resource::{ExtractResource, ExtractResourcePlugin},
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|         render_asset::{RenderAssetUsages, RenderAssets},
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|         render_graph::{self, RenderGraph, RenderLabel},
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|         render_resource::{binding_types::texture_storage_2d, *},
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|         renderer::{RenderContext, RenderDevice},
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|         texture::GpuImage,
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|         Render, RenderApp, RenderSet,
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|     },
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| };
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| use std::borrow::Cow;
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| 
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| const DISPLAY_FACTOR: u32 = 4;
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| const SIZE: (u32, u32) = (1280 / DISPLAY_FACTOR, 720 / DISPLAY_FACTOR);
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| const WORKGROUP_SIZE: u32 = 8;
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| 
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| fn main() {
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|     App::new()
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|         .insert_resource(ClearColor(Color::BLACK))
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|         .add_plugins((
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|             DefaultPlugins
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|                 .set(WindowPlugin {
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|                     primary_window: Some(Window {
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|                         resolution: (
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|                             (SIZE.0 * DISPLAY_FACTOR) as f32,
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|                             (SIZE.1 * DISPLAY_FACTOR) as f32,
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|                         )
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|                             .into(),
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|                         // uncomment for unthrottled FPS
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|                         // present_mode: bevy::window::PresentMode::AutoNoVsync,
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|                         ..default()
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|                     }),
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|                     ..default()
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|                 })
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|                 .set(ImagePlugin::default_nearest()),
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|             GameOfLifeComputePlugin,
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|         ))
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|         .add_systems(Startup, setup)
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|         .add_systems(Update, switch_textures)
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|         .run();
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| }
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| 
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| fn setup(mut commands: Commands, mut images: ResMut<Assets<Image>>) {
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|     let mut image = Image::new_fill(
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|         Extent3d {
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|             width: SIZE.0,
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|             height: SIZE.1,
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|             depth_or_array_layers: 1,
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|         },
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|         TextureDimension::D2,
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|         &[0, 0, 0, 255],
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|         TextureFormat::R32Float,
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|         RenderAssetUsages::RENDER_WORLD,
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|     );
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|     image.texture_descriptor.usage =
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|         TextureUsages::COPY_DST | TextureUsages::STORAGE_BINDING | TextureUsages::TEXTURE_BINDING;
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|     let image0 = images.add(image.clone());
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|     let image1 = images.add(image);
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| 
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|     commands.spawn(SpriteBundle {
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|         sprite: Sprite {
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|             custom_size: Some(Vec2::new(SIZE.0 as f32, SIZE.1 as f32)),
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|             ..default()
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|         },
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|         texture: image0.clone(),
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|         transform: Transform::from_scale(Vec3::splat(DISPLAY_FACTOR as f32)),
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|         ..default()
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|     });
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|     commands.spawn(Camera2dBundle::default());
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| 
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|     commands.insert_resource(GameOfLifeImages {
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|         texture_a: image0,
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|         texture_b: image1,
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|     });
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| }
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| 
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| // Switch texture to display every frame to show the one that was written to most recently.
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| fn switch_textures(images: Res<GameOfLifeImages>, mut displayed: Query<&mut Handle<Image>>) {
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|     let mut displayed = displayed.single_mut();
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|     if *displayed == images.texture_a {
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|         *displayed = images.texture_b.clone_weak();
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|     } else {
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|         *displayed = images.texture_a.clone_weak();
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|     }
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| }
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| 
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| struct GameOfLifeComputePlugin;
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| 
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| #[derive(Debug, Hash, PartialEq, Eq, Clone, RenderLabel)]
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| struct GameOfLifeLabel;
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| 
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| impl Plugin for GameOfLifeComputePlugin {
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|     fn build(&self, app: &mut App) {
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|         // Extract the game of life image resource from the main world into the render world
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|         // for operation on by the compute shader and display on the sprite.
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|         app.add_plugins(ExtractResourcePlugin::<GameOfLifeImages>::default());
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|         let render_app = app.sub_app_mut(RenderApp);
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|         render_app.add_systems(
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|             Render,
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|             prepare_bind_group.in_set(RenderSet::PrepareBindGroups),
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|         );
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| 
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|         let mut render_graph = render_app.world_mut().resource_mut::<RenderGraph>();
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|         render_graph.add_node(GameOfLifeLabel, GameOfLifeNode::default());
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|         render_graph.add_node_edge(GameOfLifeLabel, bevy::render::graph::CameraDriverLabel);
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|     }
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| 
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|     fn finish(&self, app: &mut App) {
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|         let render_app = app.sub_app_mut(RenderApp);
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|         render_app.init_resource::<GameOfLifePipeline>();
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|     }
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| }
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| 
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| #[derive(Resource, Clone, ExtractResource)]
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| struct GameOfLifeImages {
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|     texture_a: Handle<Image>,
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|     texture_b: Handle<Image>,
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| }
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| 
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| #[derive(Resource)]
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| struct GameOfLifeImageBindGroups([BindGroup; 2]);
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| 
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| fn prepare_bind_group(
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|     mut commands: Commands,
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|     pipeline: Res<GameOfLifePipeline>,
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|     gpu_images: Res<RenderAssets<GpuImage>>,
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|     game_of_life_images: Res<GameOfLifeImages>,
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|     render_device: Res<RenderDevice>,
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| ) {
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|     let view_a = gpu_images.get(&game_of_life_images.texture_a).unwrap();
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|     let view_b = gpu_images.get(&game_of_life_images.texture_b).unwrap();
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|     let bind_group_0 = render_device.create_bind_group(
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|         None,
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|         &pipeline.texture_bind_group_layout,
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|         &BindGroupEntries::sequential((&view_a.texture_view, &view_b.texture_view)),
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|     );
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|     let bind_group_1 = render_device.create_bind_group(
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|         None,
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|         &pipeline.texture_bind_group_layout,
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|         &BindGroupEntries::sequential((&view_b.texture_view, &view_a.texture_view)),
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|     );
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|     commands.insert_resource(GameOfLifeImageBindGroups([bind_group_0, bind_group_1]));
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| }
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| 
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| #[derive(Resource)]
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| struct GameOfLifePipeline {
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|     texture_bind_group_layout: BindGroupLayout,
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|     init_pipeline: CachedComputePipelineId,
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|     update_pipeline: CachedComputePipelineId,
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| }
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| 
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| impl FromWorld for GameOfLifePipeline {
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|     fn from_world(world: &mut World) -> Self {
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|         let render_device = world.resource::<RenderDevice>();
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|         let texture_bind_group_layout = render_device.create_bind_group_layout(
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|             "GameOfLifeImages",
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|             &BindGroupLayoutEntries::sequential(
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|                 ShaderStages::COMPUTE,
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|                 (
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|                     texture_storage_2d(TextureFormat::R32Float, StorageTextureAccess::ReadOnly),
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|                     texture_storage_2d(TextureFormat::R32Float, StorageTextureAccess::WriteOnly),
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|                 ),
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|             ),
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|         );
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|         let shader = world.load_asset("shaders/game_of_life.wgsl");
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|         let pipeline_cache = world.resource::<PipelineCache>();
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|         let init_pipeline = pipeline_cache.queue_compute_pipeline(ComputePipelineDescriptor {
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|             label: None,
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|             layout: vec![texture_bind_group_layout.clone()],
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|             push_constant_ranges: Vec::new(),
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|             shader: shader.clone(),
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|             shader_defs: vec![],
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|             entry_point: Cow::from("init"),
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|         });
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|         let update_pipeline = pipeline_cache.queue_compute_pipeline(ComputePipelineDescriptor {
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|             label: None,
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|             layout: vec![texture_bind_group_layout.clone()],
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|             push_constant_ranges: Vec::new(),
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|             shader,
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|             shader_defs: vec![],
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|             entry_point: Cow::from("update"),
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|         });
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| 
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|         GameOfLifePipeline {
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|             texture_bind_group_layout,
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|             init_pipeline,
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|             update_pipeline,
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|         }
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|     }
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| }
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| 
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| enum GameOfLifeState {
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|     Loading,
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|     Init,
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|     Update(usize),
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| }
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| 
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| struct GameOfLifeNode {
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|     state: GameOfLifeState,
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| }
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| 
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| impl Default for GameOfLifeNode {
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|     fn default() -> Self {
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|         Self {
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|             state: GameOfLifeState::Loading,
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|         }
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|     }
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| }
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| 
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| impl render_graph::Node for GameOfLifeNode {
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|     fn update(&mut self, world: &mut World) {
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|         let pipeline = world.resource::<GameOfLifePipeline>();
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|         let pipeline_cache = world.resource::<PipelineCache>();
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| 
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|         // if the corresponding pipeline has loaded, transition to the next stage
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|         match self.state {
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|             GameOfLifeState::Loading => {
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|                 if let CachedPipelineState::Ok(_) =
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|                     pipeline_cache.get_compute_pipeline_state(pipeline.init_pipeline)
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|                 {
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|                     self.state = GameOfLifeState::Init;
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|                 }
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|             }
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|             GameOfLifeState::Init => {
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|                 if let CachedPipelineState::Ok(_) =
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|                     pipeline_cache.get_compute_pipeline_state(pipeline.update_pipeline)
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|                 {
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|                     self.state = GameOfLifeState::Update(1);
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|                 }
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|             }
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|             GameOfLifeState::Update(0) => {
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|                 self.state = GameOfLifeState::Update(1);
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|             }
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|             GameOfLifeState::Update(1) => {
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|                 self.state = GameOfLifeState::Update(0);
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|             }
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|             GameOfLifeState::Update(_) => unreachable!(),
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|         }
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|     }
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| 
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|     fn run(
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|         &self,
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|         _graph: &mut render_graph::RenderGraphContext,
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|         render_context: &mut RenderContext,
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|         world: &World,
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|     ) -> Result<(), render_graph::NodeRunError> {
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|         let bind_groups = &world.resource::<GameOfLifeImageBindGroups>().0;
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|         let pipeline_cache = world.resource::<PipelineCache>();
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|         let pipeline = world.resource::<GameOfLifePipeline>();
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| 
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|         let mut pass = render_context
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|             .command_encoder()
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|             .begin_compute_pass(&ComputePassDescriptor::default());
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| 
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|         // select the pipeline based on the current state
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|         match self.state {
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|             GameOfLifeState::Loading => {}
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|             GameOfLifeState::Init => {
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|                 let init_pipeline = pipeline_cache
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|                     .get_compute_pipeline(pipeline.init_pipeline)
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|                     .unwrap();
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|                 pass.set_bind_group(0, &bind_groups[0], &[]);
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|                 pass.set_pipeline(init_pipeline);
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|                 pass.dispatch_workgroups(SIZE.0 / WORKGROUP_SIZE, SIZE.1 / WORKGROUP_SIZE, 1);
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|             }
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|             GameOfLifeState::Update(index) => {
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|                 let update_pipeline = pipeline_cache
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|                     .get_compute_pipeline(pipeline.update_pipeline)
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|                     .unwrap();
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|                 pass.set_bind_group(0, &bind_groups[index], &[]);
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|                 pass.set_pipeline(update_pipeline);
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|                 pass.dispatch_workgroups(SIZE.0 / WORKGROUP_SIZE, SIZE.1 / WORKGROUP_SIZE, 1);
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|             }
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|         }
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| 
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|         Ok(())
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|     }
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| }
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