
# Objective There are a lot of doctests that are `ignore`d for no documented reason. And that should be fixed. ## Solution I searched the bevy repo with the regex ` ```[a-z,]*ignore ` in order to find all `ignore`d doctests. For each one of the `ignore`d doctests, I did the following steps: 1. Attempt to remove the `ignored` attribute while still passing the test. I did this by adding hidden dummy structs and imports. 2. If step 1 doesn't work, attempt to replace the `ignored` attribute with the `no_run` attribute while still passing the test. 3. If step 2 doesn't work, keep the `ignored` attribute but add documentation for why the `ignored` attribute was added. --------- Co-authored-by: François <mockersf@gmail.com>
320 lines
12 KiB
Rust
320 lines
12 KiB
Rust
use crate::render_phase::{PhaseItem, TrackedRenderPass};
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use bevy_app::App;
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use bevy_ecs::{
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entity::Entity,
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query::{QueryState, ROQueryItem, ReadOnlyQueryData},
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system::{ReadOnlySystemParam, Resource, SystemParam, SystemParamItem, SystemState},
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world::World,
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};
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use bevy_utils::{all_tuples, HashMap};
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use std::{
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any::TypeId,
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fmt::Debug,
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hash::Hash,
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sync::{PoisonError, RwLock, RwLockReadGuard, RwLockWriteGuard},
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};
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/// A draw function used to draw [`PhaseItem`]s.
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///
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/// The draw function can retrieve and query the required ECS data from the render world.
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///
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/// This trait can either be implemented directly or implicitly composed out of multiple modular
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/// [`RenderCommand`]s. For more details and an example see the [`RenderCommand`] documentation.
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pub trait Draw<P: PhaseItem>: Send + Sync + 'static {
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/// Prepares the draw function to be used. This is called once and only once before the phase
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/// begins. There may be zero or more [`draw`](Draw::draw) calls following a call to this function.
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/// Implementing this is optional.
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#[allow(unused_variables)]
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fn prepare(&mut self, world: &'_ World) {}
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/// Draws a [`PhaseItem`] by issuing zero or more `draw` calls via the [`TrackedRenderPass`].
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fn draw<'w>(
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&mut self,
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world: &'w World,
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pass: &mut TrackedRenderPass<'w>,
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view: Entity,
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item: &P,
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);
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}
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// TODO: make this generic?
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/// An identifier for a [`Draw`] function stored in [`DrawFunctions`].
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#[derive(Copy, Clone, Debug, Eq, PartialEq, Hash)]
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pub struct DrawFunctionId(u32);
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/// Stores all [`Draw`] functions for the [`PhaseItem`] type.
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///
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/// For retrieval, the [`Draw`] functions are mapped to their respective [`TypeId`]s.
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pub struct DrawFunctionsInternal<P: PhaseItem> {
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pub draw_functions: Vec<Box<dyn Draw<P>>>,
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pub indices: HashMap<TypeId, DrawFunctionId>,
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}
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impl<P: PhaseItem> DrawFunctionsInternal<P> {
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/// Prepares all draw function. This is called once and only once before the phase begins.
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pub fn prepare(&mut self, world: &World) {
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for function in &mut self.draw_functions {
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function.prepare(world);
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}
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}
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/// Adds the [`Draw`] function and maps it to its own type.
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pub fn add<T: Draw<P>>(&mut self, draw_function: T) -> DrawFunctionId {
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self.add_with::<T, T>(draw_function)
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}
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/// Adds the [`Draw`] function and maps it to the type `T`
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pub fn add_with<T: 'static, D: Draw<P>>(&mut self, draw_function: D) -> DrawFunctionId {
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let id = DrawFunctionId(self.draw_functions.len().try_into().unwrap());
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self.draw_functions.push(Box::new(draw_function));
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self.indices.insert(TypeId::of::<T>(), id);
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id
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}
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/// Retrieves the [`Draw`] function corresponding to the `id` mutably.
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pub fn get_mut(&mut self, id: DrawFunctionId) -> Option<&mut dyn Draw<P>> {
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self.draw_functions.get_mut(id.0 as usize).map(|f| &mut **f)
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}
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/// Retrieves the id of the [`Draw`] function corresponding to their associated type `T`.
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pub fn get_id<T: 'static>(&self) -> Option<DrawFunctionId> {
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self.indices.get(&TypeId::of::<T>()).copied()
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}
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/// Retrieves the id of the [`Draw`] function corresponding to their associated type `T`.
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///
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/// Fallible wrapper for [`Self::get_id()`]
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///
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/// ## Panics
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/// If the id doesn't exist, this function will panic.
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pub fn id<T: 'static>(&self) -> DrawFunctionId {
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self.get_id::<T>().unwrap_or_else(|| {
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panic!(
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"Draw function {} not found for {}",
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std::any::type_name::<T>(),
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std::any::type_name::<P>()
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)
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})
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}
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}
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/// Stores all draw functions for the [`PhaseItem`] type hidden behind a reader-writer lock.
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///
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/// To access them the [`DrawFunctions::read`] and [`DrawFunctions::write`] methods are used.
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#[derive(Resource)]
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pub struct DrawFunctions<P: PhaseItem> {
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internal: RwLock<DrawFunctionsInternal<P>>,
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}
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impl<P: PhaseItem> Default for DrawFunctions<P> {
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fn default() -> Self {
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Self {
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internal: RwLock::new(DrawFunctionsInternal {
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draw_functions: Vec::new(),
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indices: HashMap::default(),
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}),
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}
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}
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}
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impl<P: PhaseItem> DrawFunctions<P> {
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/// Accesses the draw functions in read mode.
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pub fn read(&self) -> RwLockReadGuard<'_, DrawFunctionsInternal<P>> {
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self.internal.read().unwrap_or_else(PoisonError::into_inner)
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}
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/// Accesses the draw functions in write mode.
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pub fn write(&self) -> RwLockWriteGuard<'_, DrawFunctionsInternal<P>> {
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self.internal
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.write()
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.unwrap_or_else(PoisonError::into_inner)
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}
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}
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/// [`RenderCommand`]s are modular standardized pieces of render logic that can be composed into
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/// [`Draw`] functions.
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///
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/// To turn a stateless render command into a usable draw function it has to be wrapped by a
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/// [`RenderCommandState`].
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/// This is done automatically when registering a render command as a [`Draw`] function via the
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/// [`AddRenderCommand::add_render_command`] method.
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///
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/// Compared to the draw function the required ECS data is fetched automatically
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/// (by the [`RenderCommandState`]) from the render world.
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/// Therefore the three types [`Param`](RenderCommand::Param),
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/// [`ViewData`](RenderCommand::ViewData) and
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/// [`ItemData`](RenderCommand::ItemData) are used.
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/// They specify which information is required to execute the render command.
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///
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/// Multiple render commands can be combined together by wrapping them in a tuple.
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///
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/// # Example
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///
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/// The `DrawMaterial` draw function is created from the following render command
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/// tuple. Const generics are used to set specific bind group locations:
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///
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/// ```
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/// # use bevy_render::render_phase::SetItemPipeline;
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/// # struct SetMeshViewBindGroup<const N: usize>;
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/// # struct SetMeshBindGroup<const N: usize>;
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/// # struct SetMaterialBindGroup<M, const N: usize>(core::marker::PhantomData<M>);
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/// # struct DrawMesh;
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/// pub type DrawMaterial<M> = (
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/// SetItemPipeline,
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/// SetMeshViewBindGroup<0>,
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/// SetMeshBindGroup<1>,
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/// SetMaterialBindGroup<M, 2>,
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/// DrawMesh,
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/// );
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/// ```
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pub trait RenderCommand<P: PhaseItem> {
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/// Specifies the general ECS data (e.g. resources) required by [`RenderCommand::render`].
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///
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/// When fetching resources, note that, due to lifetime limitations of the `Deref` trait,
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/// [`SRes::into_inner`] must be called on each [`SRes`] reference in the
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/// [`RenderCommand::render`] method, instead of being automatically dereferenced as is the
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/// case in normal `systems`.
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///
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/// All parameters have to be read only.
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///
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/// [`SRes`]: bevy_ecs::system::lifetimeless::SRes
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/// [`SRes::into_inner`]: bevy_ecs::system::lifetimeless::SRes::into_inner
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type Param: SystemParam + 'static;
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/// Specifies the ECS data of the view entity required by [`RenderCommand::render`].
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///
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/// The view entity refers to the camera, or shadow-casting light, etc. from which the phase
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/// item will be rendered from.
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/// All components have to be accessed read only.
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type ViewData: ReadOnlyQueryData;
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/// Specifies the ECS data of the item entity required by [`RenderCommand::render`].
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///
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/// The item is the entity that will be rendered for the corresponding view.
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/// All components have to be accessed read only.
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type ItemData: ReadOnlyQueryData;
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/// Renders a [`PhaseItem`] by recording commands (e.g. setting pipelines, binding bind groups,
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/// issuing draw calls, etc.) via the [`TrackedRenderPass`].
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fn render<'w>(
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item: &P,
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view: ROQueryItem<'w, Self::ViewData>,
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entity: ROQueryItem<'w, Self::ItemData>,
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param: SystemParamItem<'w, '_, Self::Param>,
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pass: &mut TrackedRenderPass<'w>,
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) -> RenderCommandResult;
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}
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/// The result of a [`RenderCommand`].
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pub enum RenderCommandResult {
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Success,
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Failure,
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}
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macro_rules! render_command_tuple_impl {
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($(($name: ident, $view: ident, $entity: ident)),*) => {
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impl<P: PhaseItem, $($name: RenderCommand<P>),*> RenderCommand<P> for ($($name,)*) {
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type Param = ($($name::Param,)*);
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type ViewData = ($($name::ViewData,)*);
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type ItemData = ($($name::ItemData,)*);
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#[allow(non_snake_case)]
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fn render<'w>(
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_item: &P,
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($($view,)*): ROQueryItem<'w, Self::ViewData>,
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($($entity,)*): ROQueryItem<'w, Self::ItemData>,
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($($name,)*): SystemParamItem<'w, '_, Self::Param>,
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_pass: &mut TrackedRenderPass<'w>,
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) -> RenderCommandResult {
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$(if let RenderCommandResult::Failure = $name::render(_item, $view, $entity, $name, _pass) {
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return RenderCommandResult::Failure;
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})*
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RenderCommandResult::Success
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}
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}
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};
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}
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all_tuples!(render_command_tuple_impl, 0, 15, C, V, E);
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/// Wraps a [`RenderCommand`] into a state so that it can be used as a [`Draw`] function.
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///
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/// The [`RenderCommand::Param`], [`RenderCommand::ViewData`] and
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/// [`RenderCommand::ItemData`] are fetched from the ECS and passed to the command.
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pub struct RenderCommandState<P: PhaseItem + 'static, C: RenderCommand<P>> {
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state: SystemState<C::Param>,
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view: QueryState<C::ViewData>,
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entity: QueryState<C::ItemData>,
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}
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impl<P: PhaseItem, C: RenderCommand<P>> RenderCommandState<P, C> {
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/// Creates a new [`RenderCommandState`] for the [`RenderCommand`].
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pub fn new(world: &mut World) -> Self {
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Self {
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state: SystemState::new(world),
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view: world.query(),
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entity: world.query(),
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}
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}
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}
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impl<P: PhaseItem, C: RenderCommand<P> + Send + Sync + 'static> Draw<P> for RenderCommandState<P, C>
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where
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C::Param: ReadOnlySystemParam,
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{
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/// Prepares the render command to be used. This is called once and only once before the phase
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/// begins. There may be zero or more [`draw`](RenderCommandState::draw) calls following a call to this function.
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fn prepare(&mut self, world: &'_ World) {
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self.state.update_archetypes(world);
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self.view.update_archetypes(world);
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self.entity.update_archetypes(world);
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}
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/// Fetches the ECS parameters for the wrapped [`RenderCommand`] and then renders it.
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fn draw<'w>(
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&mut self,
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world: &'w World,
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pass: &mut TrackedRenderPass<'w>,
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view: Entity,
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item: &P,
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) {
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let param = self.state.get_manual(world);
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let view = self.view.get_manual(world, view).unwrap();
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let entity = self.entity.get_manual(world, item.entity()).unwrap();
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// TODO: handle/log `RenderCommand` failure
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C::render(item, view, entity, param, pass);
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}
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}
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/// Registers a [`RenderCommand`] as a [`Draw`] function.
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/// They are stored inside the [`DrawFunctions`] resource of the app.
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pub trait AddRenderCommand {
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/// Adds the [`RenderCommand`] for the specified [`RenderPhase`](super::RenderPhase) to the app.
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fn add_render_command<P: PhaseItem, C: RenderCommand<P> + Send + Sync + 'static>(
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&mut self,
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) -> &mut Self
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where
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C::Param: ReadOnlySystemParam;
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}
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impl AddRenderCommand for App {
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fn add_render_command<P: PhaseItem, C: RenderCommand<P> + Send + Sync + 'static>(
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&mut self,
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) -> &mut Self
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where
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C::Param: ReadOnlySystemParam,
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{
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let draw_function = RenderCommandState::<P, C>::new(&mut self.world);
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let draw_functions = self
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.world
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.get_resource::<DrawFunctions<P>>()
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.unwrap_or_else(|| {
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panic!(
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"DrawFunctions<{}> must be added to the world as a resource \
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before adding render commands to it",
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std::any::type_name::<P>(),
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);
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});
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draw_functions.write().add_with::<C, _>(draw_function);
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self
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}
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}
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