94 lines
2.8 KiB
Rust
94 lines
2.8 KiB
Rust
#![feature(min_specialization)]
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pub mod batch;
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mod camera;
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pub mod entity;
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pub mod mesh;
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pub mod render_graph;
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pub mod renderer;
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pub mod shader;
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pub mod vertex;
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mod color;
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pub use camera::*;
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pub use color::*;
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pub use renderable::*;
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pub use vertex::Vertex;
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pub mod base_render_graph;
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pub mod draw_target;
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pub mod pass;
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pub mod pipeline;
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pub mod render_resource;
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mod renderable;
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pub mod texture;
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pub use once_cell;
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use self::{
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mesh::Mesh,
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pipeline::{
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PipelineAssignments, PipelineCompiler, PipelineDescriptor, VertexBufferDescriptors,
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},
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render_resource::{
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entity_render_resource_assignments_system, EntityRenderResourceAssignments,
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RenderResourceAssignments,
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},
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shader::Shader,
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texture::Texture,
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};
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use base_render_graph::{BaseRenderGraphBuilder, BaseRenderGraphConfig};
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use bevy_app::{stage, AppBuilder, AppPlugin};
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use bevy_asset::AddAsset;
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use mesh::mesh_resource_provider_system;
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use render_graph::RenderGraph;
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use texture::PngTextureLoader;
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use render_resource::EntitiesWaitingForAssets;
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use legion::prelude::IntoSystem;
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pub static RENDER_RESOURCE_STAGE: &str = "render_resource";
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pub static RENDER_STAGE: &str = "render";
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pub struct RenderPlugin {
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/// configures the "base render graph". If this is not `None`, the "base render graph" will be added
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pub base_render_graph_config: Option<BaseRenderGraphConfig>,
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}
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impl Default for RenderPlugin {
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fn default() -> Self {
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RenderPlugin {
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base_render_graph_config: Some(BaseRenderGraphConfig::default()),
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}
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}
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}
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impl AppPlugin for RenderPlugin {
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fn build(&self, app: &mut AppBuilder) {
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let mut render_graph = RenderGraph::default();
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if let Some(ref config) = self.base_render_graph_config {
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render_graph.add_base_graph(app.resources(), config);
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}
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app.add_stage_after(stage::POST_UPDATE, RENDER_RESOURCE_STAGE)
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.add_stage_after(RENDER_RESOURCE_STAGE, RENDER_STAGE)
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.add_asset::<Mesh>()
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.add_asset::<Texture>()
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.add_asset::<Shader>()
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.add_asset::<PipelineDescriptor>()
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.add_asset_loader(PngTextureLoader::default())
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.add_resource(render_graph)
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.init_resource::<PipelineAssignments>()
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.init_resource::<PipelineCompiler>()
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.init_resource::<RenderResourceAssignments>()
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.init_resource::<VertexBufferDescriptors>()
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.init_resource::<EntityRenderResourceAssignments>()
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.init_resource::<EntitiesWaitingForAssets>()
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.add_system(entity_render_resource_assignments_system())
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.init_system_to_stage(stage::POST_UPDATE, camera::camera_update_system)
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.add_system_to_stage(stage::PRE_UPDATE, EntitiesWaitingForAssets::clear_system.system())
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.init_system_to_stage(RENDER_RESOURCE_STAGE, mesh_resource_provider_system);
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}
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}
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