use bevy::{
app::{App, Update},
asset::load_internal_asset,
prelude::{Handle, Plugin, Shader},
render::{
mesh::MeshVertexAttribute, render_resource::VertexFormat, ExtractSchedule, RenderApp,
},
};
use crate::render::{
binding::TilemapBindGroupLayouts,
buffer::TilemapStorageBuffers,
chunk::{ChunkUnload, RenderChunkStorage, UnloadRenderChunk},
culling::FrustumCulling,
material::StandardTilemapMaterialSingleton,
texture::TilemapTexturesStorage,
};
pub mod binding;
pub mod buffer;
pub mod chunk;
pub mod culling;
pub mod draw;
pub mod extract;
pub mod material;
pub mod pipeline;
pub mod prepare;
pub mod queue;
pub mod resources;
pub mod texture;
pub const SQUARE: Handle<Shader> = Handle::weak_from_u128(54311635145631);
pub const ISOMETRIC: Handle<Shader> = Handle::weak_from_u128(45522415151365135);
pub const HEXAGONAL: Handle<Shader> = Handle::weak_from_u128(341658413214563135);
pub const COMMON: Handle<Shader> = Handle::weak_from_u128(1321023135616351);
pub const TILEMAP_SHADER: Handle<Shader> = Handle::weak_from_u128(89646584153215);
pub const TILEMAP_MESH_ATTR_INDEX: MeshVertexAttribute =
MeshVertexAttribute::new("GridIndex", 14513156146, VertexFormat::Sint32x4);
pub const TILEMAP_MESH_ATTR_COLOR: MeshVertexAttribute =
MeshVertexAttribute::new("Color", 85415341854, VertexFormat::Float32x4);
pub const TILEMAP_MESH_ATTR_TEX_INDICES: MeshVertexAttribute =
MeshVertexAttribute::new("TextureIndex", 186541653135, VertexFormat::Sint32x4);
pub const TILEMAP_MESH_ATTR_FLIP: MeshVertexAttribute =
MeshVertexAttribute::new("Flip", 7365156123161, VertexFormat::Uint32x4);
#[derive(Default)]
pub struct EntiTilesRendererPlugin;
impl Plugin for EntiTilesRendererPlugin {
fn build(&self, app: &mut App) {
load_internal_asset!(app, SQUARE, "shaders/square.wgsl", Shader::from_wgsl);
load_internal_asset!(app, ISOMETRIC, "shaders/isometric.wgsl", Shader::from_wgsl);
load_internal_asset!(app, HEXAGONAL, "shaders/hexagonal.wgsl", Shader::from_wgsl);
load_internal_asset!(app, COMMON, "shaders/common.wgsl", Shader::from_wgsl);
load_internal_asset!(
app,
TILEMAP_SHADER,
"shaders/tilemap.wgsl",
Shader::from_wgsl
);
app.add_systems(
Update,
(
culling::cull_tilemaps,
texture::set_texture_usage,
material::standard_material_register,
),
);
app.init_resource::<FrustumCulling>()
.init_resource::<StandardTilemapMaterialSingleton>();
app.register_type::<UnloadRenderChunk>();
app.add_event::<ChunkUnload>();
let render_app = app.get_sub_app_mut(RenderApp).unwrap();
render_app.add_systems(
ExtractSchedule,
(
extract::extract_tilemaps,
extract::extract_tiles,
extract::extract_view,
extract::extract_unloaded_chunks,
extract::extract_resources,
extract::extract_despawned_tilemaps,
extract::extract_despawned_tiles,
),
);
render_app
.init_resource::<TilemapTexturesStorage>()
.init_resource::<TilemapStorageBuffers>();
}
fn finish(&self, app: &mut App) {
let render_app = app.get_sub_app_mut(RenderApp).unwrap();
render_app.init_resource::<TilemapBindGroupLayouts>();
}
}