bevy/crates/bevy_render/src/view/mod.rs
Robert Swain a0a3d8798b ExtractResourcePlugin (#3745)
# Objective

- Add an `ExtractResourcePlugin` for convenience and consistency

## Solution

- Add an `ExtractResourcePlugin` similar to `ExtractComponentPlugin` but for ECS `Resource`s. The system that is executed simply clones the main world resource into a render world resource, if and only if the main world resource was either added or changed since the last execution of the system.
- Add an `ExtractResource` trait with a `fn extract_resource(res: &Self) -> Self` function. This is used by the `ExtractResourcePlugin` to extract the resource
- Add a derive macro for `ExtractResource` on a `Resource` with the `Clone` trait, that simply returns `res.clone()`
- Use `ExtractResourcePlugin` wherever both possible and appropriate
2022-05-30 18:36:03 +00:00

214 lines
6.5 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,
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_transform::components::GlobalTransform;
use bevy_utils::HashMap;
pub struct ViewPlugin;
impl Plugin for ViewPlugin {
fn build(&self, app: &mut App) {
app.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),
);
}
}
}
#[derive(Clone, ExtractResource)]
/// 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();
/// ```
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,
}
#[derive(Clone, ShaderType)]
pub struct ViewUniform {
view_proj: Mat4,
view: Mat4,
inverse_view: Mat4,
projection: Mat4,
world_position: Vec3,
width: f32,
height: f32,
}
#[derive(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: 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 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,
view,
inverse_view,
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.iter() {
if let Some(size) = camera.physical_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: size.x,
height: 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,
});
}
}
}
}