bevy/crates/bevy_render/src/view/mod.rs
François 6a0008f3d3 Fix doc warnings (#3339)
# Objective

- There are a few warnings when building Bevy docs for dead links
- CI seems to not catch those warnings when it should

## Solution

- Enable doc CI on all Bevy workspace
- Fix warnings
- Also noticed plugin GilrsPlugin was not added anymore when feature was enabled


First commit to check that CI would actually fail with it: https://github.com/bevyengine/bevy/runs/4532652688?check_suite_focus=true

Co-authored-by: François <8672791+mockersf@users.noreply.github.com>
2021-12-18 00:09:23 +00:00

208 lines
5.8 KiB
Rust

pub mod visibility;
pub mod window;
pub use visibility::*;
use wgpu::{
Color, Extent3d, Operations, RenderPassColorAttachment, TextureDescriptor, TextureDimension,
TextureFormat, TextureUsages,
};
pub use window::*;
use crate::{
camera::{ExtractedCamera, ExtractedCameraNames},
render_resource::{DynamicUniformVec, Texture, TextureView},
renderer::{RenderDevice, RenderQueue},
texture::{BevyDefault, TextureCache},
RenderApp, RenderStage,
};
use bevy_app::{App, Plugin};
use bevy_ecs::prelude::*;
use bevy_math::{Mat4, Vec3};
use bevy_transform::components::GlobalTransform;
use crevice::std140::AsStd140;
pub struct ViewPlugin;
impl Plugin for ViewPlugin {
fn build(&self, app: &mut App) {
app.init_resource::<Msaa>().add_plugin(VisibilityPlugin);
app.sub_app(RenderApp)
.init_resource::<ViewUniforms>()
.add_system_to_stage(RenderStage::Extract, extract_msaa)
.add_system_to_stage(RenderStage::Prepare, prepare_view_uniforms)
.add_system_to_stage(
RenderStage::Prepare,
prepare_view_targets.after(WindowSystem::Prepare),
);
}
}
#[derive(Clone)]
pub struct Msaa {
/// The number of samples to run for Multi-Sample Anti-Aliasing. Higher numbers result in
/// smoother edges. Note that WGPU currently only supports 1 or 4 samples.
/// Ultimately we plan on supporting whatever is natively supported on a given device.
/// Check out this issue for more info: <https://github.com/gfx-rs/wgpu/issues/1832>
pub samples: u32,
}
impl Default for Msaa {
fn default() -> Self {
Self { samples: 4 }
}
}
pub fn extract_msaa(mut commands: Commands, msaa: Res<Msaa>) {
// NOTE: windows.is_changed() handles cases where a window was resized
commands.insert_resource(msaa.clone());
}
#[derive(Component)]
pub struct ExtractedView {
pub projection: Mat4,
pub transform: GlobalTransform,
pub width: u32,
pub height: u32,
pub near: f32,
pub far: f32,
}
#[derive(Clone, AsStd140)]
pub struct ViewUniform {
view_proj: Mat4,
inverse_view: Mat4,
projection: Mat4,
world_position: Vec3,
near: f32,
far: f32,
width: f32,
height: f32,
}
#[derive(Default)]
pub struct ViewUniforms {
pub uniforms: DynamicUniformVec<ViewUniform>,
}
#[derive(Component)]
pub struct ViewUniformOffset {
pub offset: u32,
}
#[derive(Component)]
pub struct ViewTarget {
pub view: TextureView,
pub sampled_target: Option<TextureView>,
}
impl ViewTarget {
pub fn get_color_attachment(&self, ops: Operations<Color>) -> RenderPassColorAttachment {
RenderPassColorAttachment {
view: if let Some(sampled_target) = &self.sampled_target {
sampled_target
} else {
&self.view
},
resolve_target: if self.sampled_target.is_some() {
Some(&self.view)
} else {
None
},
ops,
}
}
}
#[derive(Component)]
pub struct ViewDepthTexture {
pub texture: Texture,
pub view: TextureView,
}
fn prepare_view_uniforms(
mut commands: Commands,
render_device: Res<RenderDevice>,
render_queue: Res<RenderQueue>,
mut view_uniforms: ResMut<ViewUniforms>,
views: Query<(Entity, &ExtractedView)>,
) {
view_uniforms.uniforms.clear();
for (entity, camera) in views.iter() {
let projection = camera.projection;
let inverse_view = camera.transform.compute_matrix().inverse();
let view_uniforms = ViewUniformOffset {
offset: view_uniforms.uniforms.push(ViewUniform {
view_proj: projection * inverse_view,
inverse_view,
projection,
world_position: camera.transform.translation,
near: camera.near,
far: camera.far,
width: camera.width as f32,
height: camera.height as f32,
}),
};
commands.entity(entity).insert(view_uniforms);
}
view_uniforms
.uniforms
.write_buffer(&render_device, &render_queue);
}
fn prepare_view_targets(
mut commands: Commands,
camera_names: Res<ExtractedCameraNames>,
windows: Res<ExtractedWindows>,
msaa: Res<Msaa>,
render_device: Res<RenderDevice>,
mut texture_cache: ResMut<TextureCache>,
cameras: Query<&ExtractedCamera>,
) {
for entity in camera_names.entities.values().copied() {
let camera = if let Ok(camera) = cameras.get(entity) {
camera
} else {
continue;
};
let window = if let Some(window) = windows.get(&camera.window_id) {
window
} else {
continue;
};
let swap_chain_texture = if let Some(texture) = &window.swap_chain_texture {
texture
} else {
continue;
};
let sampled_target = if msaa.samples > 1 {
let sampled_texture = texture_cache.get(
&render_device,
TextureDescriptor {
label: Some("sampled_color_attachment_texture"),
size: Extent3d {
width: window.physical_width,
height: window.physical_height,
depth_or_array_layers: 1,
},
mip_level_count: 1,
sample_count: msaa.samples,
dimension: TextureDimension::D2,
format: TextureFormat::bevy_default(),
usage: TextureUsages::RENDER_ATTACHMENT,
},
);
Some(sampled_texture.default_view.clone())
} else {
None
};
commands.entity(entity).insert(ViewTarget {
view: swap_chain_texture.clone(),
sampled_target,
});
}
}