bevy/crates/bevy_render/src/globals.rs
andriyDev 8db7b6e122
Remove Shader weak_handles from bevy_render. (#19362)
# Objective

- Related to #19024

## Solution

- Use the new `load_shader_library` macro for the shader libraries and
`embedded_asset`/`load_embedded_asset` for the "shader binaries" in
bevy_render.

## Testing

- `animate_shader` example still works

P.S. I don't think this needs a migration guide. Technically users could
be using the `pub` weak handles, but there's no actual good use for
them, so omitting it seems fine. Alternatively, we could mix this in
with the migration guide notes for #19137.
2025-05-26 20:20:25 +00:00

82 lines
2.5 KiB
Rust

use crate::{
extract_resource::ExtractResource,
load_shader_library,
render_resource::{ShaderType, UniformBuffer},
renderer::{RenderDevice, RenderQueue},
Extract, ExtractSchedule, Render, RenderApp, RenderSystems,
};
use bevy_app::{App, Plugin};
use bevy_diagnostic::FrameCount;
use bevy_ecs::prelude::*;
use bevy_reflect::prelude::*;
use bevy_time::Time;
pub struct GlobalsPlugin;
impl Plugin for GlobalsPlugin {
fn build(&self, app: &mut App) {
load_shader_library!(app, "globals.wgsl");
app.register_type::<GlobalsUniform>();
if let Some(render_app) = app.get_sub_app_mut(RenderApp) {
render_app
.init_resource::<GlobalsBuffer>()
.init_resource::<Time>()
.add_systems(ExtractSchedule, (extract_frame_count, extract_time))
.add_systems(
Render,
prepare_globals_buffer.in_set(RenderSystems::PrepareResources),
);
}
}
}
fn extract_frame_count(mut commands: Commands, frame_count: Extract<Res<FrameCount>>) {
commands.insert_resource(**frame_count);
}
fn extract_time(mut commands: Commands, time: Extract<Res<Time>>) {
commands.insert_resource(**time);
}
/// Contains global values useful when writing shaders.
/// Currently only contains values related to time.
#[derive(Default, Clone, Resource, ExtractResource, Reflect, ShaderType)]
#[reflect(Resource, Default, Clone)]
pub struct GlobalsUniform {
/// The time since startup in seconds.
/// Wraps to 0 after 1 hour.
time: f32,
/// The delta time since the previous frame in seconds
delta_time: f32,
/// Frame count since the start of the app.
/// It wraps to zero when it reaches the maximum value of a u32.
frame_count: u32,
/// WebGL2 structs must be 16 byte aligned.
#[cfg(all(feature = "webgl", target_arch = "wasm32", not(feature = "webgpu")))]
_wasm_padding: f32,
}
/// The buffer containing the [`GlobalsUniform`]
#[derive(Resource, Default)]
pub struct GlobalsBuffer {
pub buffer: UniformBuffer<GlobalsUniform>,
}
fn prepare_globals_buffer(
render_device: Res<RenderDevice>,
render_queue: Res<RenderQueue>,
mut globals_buffer: ResMut<GlobalsBuffer>,
time: Res<Time>,
frame_count: Res<FrameCount>,
) {
let buffer = globals_buffer.buffer.get_mut();
buffer.time = time.elapsed_secs_wrapped();
buffer.delta_time = time.delta_secs();
buffer.frame_count = frame_count.0;
globals_buffer
.buffer
.write_buffer(&render_device, &render_queue);
}