bevy/crates/bevy_render/src/view/mod.rs
ira 992681b59b Make Resource trait opt-in, requiring #[derive(Resource)] V2 (#5577)
*This PR description is an edited copy of #5007, written by @alice-i-cecile.*
# Objective
Follow-up to https://github.com/bevyengine/bevy/pull/2254. The `Resource` trait currently has a blanket implementation for all types that meet its bounds.

While ergonomic, this results in several drawbacks:

* it is possible to make confusing, silent mistakes such as inserting a function pointer (Foo) rather than a value (Foo::Bar) as a resource
* it is challenging to discover if a type is intended to be used as a resource
* we cannot later add customization options (see the [RFC](https://github.com/bevyengine/rfcs/blob/main/rfcs/27-derive-component.md) for the equivalent choice for Component).
* dependencies can use the same Rust type as a resource in invisibly conflicting ways
* raw Rust types used as resources cannot preserve privacy appropriately, as anyone able to access that type can read and write to internal values
* we cannot capture a definitive list of possible resources to display to users in an editor
## Notes to reviewers
 * Review this commit-by-commit; there's effectively no back-tracking and there's a lot of churn in some of these commits.
   *ira: My commits are not as well organized :')*
 * I've relaxed the bound on Local to Send + Sync + 'static: I don't think these concerns apply there, so this can keep things simple. Storing e.g. a u32 in a Local is fine, because there's a variable name attached explaining what it does.
 * I think this is a bad place for the Resource trait to live, but I've left it in place to make reviewing easier. IMO that's best tackled with https://github.com/bevyengine/bevy/issues/4981.

## Changelog
`Resource` is no longer automatically implemented for all matching types. Instead, use the new `#[derive(Resource)]` macro.

## Migration Guide
Add `#[derive(Resource)]` to all types you are using as a resource.

If you are using a third party type as a resource, wrap it in a tuple struct to bypass orphan rules. Consider deriving `Deref` and `DerefMut` to improve ergonomics.

`ClearColor` no longer implements `Component`. Using `ClearColor` as a component in 0.8 did nothing.
Use the `ClearColorConfig` in the `Camera3d` and `Camera2d` components instead.


Co-authored-by: Alice <alice.i.cecile@gmail.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: devil-ira <justthecooldude@gmail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-08-08 21:36:35 +00:00

226 lines
7.0 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,
extract_resource::{ExtractResource, ExtractResourcePlugin},
prelude::Image,
rangefinder::ViewRangefinder3d,
render_asset::RenderAssets,
render_resource::{DynamicUniformBuffer, ShaderType, 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_reflect::Reflect;
use bevy_transform::components::GlobalTransform;
use bevy_utils::HashMap;
pub struct ViewPlugin;
impl Plugin for ViewPlugin {
fn build(&self, app: &mut App) {
app.register_type::<Msaa>()
.init_resource::<Msaa>()
// NOTE: windows.is_changed() handles cases where a window was resized
.add_plugin(ExtractResourcePlugin::<Msaa>::default())
.add_plugin(VisibilityPlugin);
if let Ok(render_app) = app.get_sub_app_mut(RenderApp) {
render_app
.init_resource::<ViewUniforms>()
.add_system_to_stage(RenderStage::Prepare, prepare_view_uniforms)
.add_system_to_stage(
RenderStage::Prepare,
prepare_view_targets.after(WindowSystem::Prepare),
);
}
}
}
/// Configuration resource for [Multi-Sample Anti-Aliasing](https://en.wikipedia.org/wiki/Multisample_anti-aliasing).
///
/// # Example
/// ```
/// # use bevy_app::prelude::App;
/// # use bevy_render::prelude::Msaa;
/// App::new()
/// .insert_resource(Msaa { samples: 4 })
/// .run();
/// ```
#[derive(Resource, Clone, ExtractResource, Reflect)]
#[reflect(Resource)]
pub struct Msaa {
/// The number of samples to run for Multi-Sample Anti-Aliasing. Higher numbers result in
/// smoother edges.
/// Defaults to 4.
///
/// 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 }
}
}
#[derive(Component)]
pub struct ExtractedView {
pub projection: Mat4,
pub transform: GlobalTransform,
pub width: u32,
pub height: u32,
}
impl ExtractedView {
/// Creates a 3D rangefinder for a view
pub fn rangefinder3d(&self) -> ViewRangefinder3d {
ViewRangefinder3d::from_view_matrix(&self.transform.compute_matrix())
}
}
#[derive(Clone, ShaderType)]
pub struct ViewUniform {
view_proj: Mat4,
inverse_view_proj: Mat4,
view: Mat4,
inverse_view: Mat4,
projection: Mat4,
inverse_projection: Mat4,
world_position: Vec3,
width: f32,
height: f32,
}
#[derive(Resource, Default)]
pub struct ViewUniforms {
pub uniforms: DynamicUniformBuffer<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: self.sampled_target.as_ref().unwrap_or(&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 {
let projection = camera.projection;
let inverse_projection = projection.inverse();
let view = camera.transform.compute_matrix();
let inverse_view = view.inverse();
let view_uniforms = ViewUniformOffset {
offset: view_uniforms.uniforms.push(ViewUniform {
view_proj: projection * inverse_view,
inverse_view_proj: view * inverse_projection,
view,
inverse_view,
projection,
inverse_projection,
world_position: camera.transform.translation(),
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);
}
#[allow(clippy::too_many_arguments)]
fn prepare_view_targets(
mut commands: Commands,
windows: Res<ExtractedWindows>,
images: Res<RenderAssets<Image>>,
msaa: Res<Msaa>,
render_device: Res<RenderDevice>,
mut texture_cache: ResMut<TextureCache>,
cameras: Query<(Entity, &ExtractedCamera)>,
) {
let mut sampled_textures = HashMap::default();
for (entity, camera) in &cameras {
if let Some(target_size) = camera.physical_target_size {
if let Some(texture_view) = camera.target.get_texture_view(&windows, &images) {
let sampled_target = if msaa.samples > 1 {
let sampled_texture = sampled_textures
.entry(camera.target.clone())
.or_insert_with(|| {
texture_cache.get(
&render_device,
TextureDescriptor {
label: Some("sampled_color_attachment_texture"),
size: Extent3d {
width: target_size.x,
height: target_size.y,
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: texture_view.clone(),
sampled_target,
});
}
}
}
}