use bevy::{
asset::{AssetServer, load_embedded_asset},
core_pipeline::FullscreenShader,
ecs::{
resource::Resource,
system::{Commands, Res},
},
image::BevyDefault as _,
render::{
render_resource::{
binding_types::{sampler, texture_2d, uniform_buffer},
*,
},
renderer::RenderDevice,
view::ViewUniform,
},
utils::default,
};
use crate::light::prelude::*;
#[derive(Resource)]
pub(super) struct Light2dPipeline {
pub(super) vertex_layout: BindGroupLayoutDescriptor,
pub(super) fragment_layout: BindGroupLayoutDescriptor,
pub(super) sprite_depth_sampler: Sampler,
pub(super) occluder_sampler: Sampler,
pub(super) pipeline_id: CachedRenderPipelineId,
}
#[derive(Resource)]
pub(super) struct Light2dCompositePipeline {
pub(super) fragment_layout: BindGroupLayoutDescriptor,
pub(super) screen_sampler: Sampler,
pub(super) light_sampler: Sampler,
pub(super) pipeline_id: CachedRenderPipelineId,
}
pub(super) fn init_light_2d_pipeline(
mut commands: Commands,
asset_server: Res<AssetServer>,
pipeline_cache: Res<PipelineCache>,
render_device: Res<RenderDevice>,
) {
let limits = render_device.limits();
let vertex_layout = BindGroupLayoutDescriptor::new(
"light_2d_vertex_bind_group_layout",
&BindGroupLayoutEntries::single(ShaderStages::VERTEX, uniform_buffer::<ViewUniform>(true)),
);
let fragment_layout = BindGroupLayoutDescriptor::new(
"light_2d_fragment_bind_group_layout",
&BindGroupLayoutEntries::sequential(
ShaderStages::FRAGMENT,
(
texture_2d(TextureSampleType::Float { filterable: true }),
sampler(SamplerBindingType::Filtering),
texture_2d(TextureSampleType::Float { filterable: true }),
sampler(SamplerBindingType::Filtering),
uniform_buffer::<ExtractedLight2dMeta>(false),
GpuArrayBuffer::<ExtractedPointLight2d>::binding_layout(&limits),
),
),
);
let sprite_depth_sampler = render_device.create_sampler(&SamplerDescriptor {
mag_filter: FilterMode::Linear,
min_filter: FilterMode::Linear,
mipmap_filter: FilterMode::Linear,
..default()
});
let occluder_sampler = render_device.create_sampler(&SamplerDescriptor {
mag_filter: FilterMode::Linear,
min_filter: FilterMode::Linear,
mipmap_filter: FilterMode::Linear,
..default()
});
let shader = load_embedded_asset!(asset_server.as_ref(), "light_2d.wgsl");
let pipeline_id = pipeline_cache.queue_render_pipeline(RenderPipelineDescriptor {
label: Some("light_2d_pipeline".into()),
layout: vec![vertex_layout.clone(), fragment_layout.clone()],
vertex: VertexState {
shader: shader.clone(),
..default()
},
fragment: Some(FragmentState {
shader,
targets: vec![Some(ColorTargetState {
format: TextureFormat::Rgba8Unorm,
blend: None,
write_mask: ColorWrites::ALL,
})],
..default()
}),
..default()
});
commands.insert_resource(Light2dPipeline {
vertex_layout,
fragment_layout,
sprite_depth_sampler,
occluder_sampler,
pipeline_id,
});
}
pub(super) fn init_light_2d_composite_pipeline(
mut commands: Commands,
asset_server: Res<AssetServer>,
fullscreen_shader: Res<FullscreenShader>,
pipeline_cache: Res<PipelineCache>,
render_device: Res<RenderDevice>,
) {
let fragment_layout = BindGroupLayoutDescriptor::new(
"light_2d_composite_fragment_bind_group_layout",
&BindGroupLayoutEntries::sequential(
ShaderStages::FRAGMENT,
(
texture_2d(TextureSampleType::Float { filterable: true }),
sampler(SamplerBindingType::Filtering),
texture_2d(TextureSampleType::Float { filterable: true }),
sampler(SamplerBindingType::Filtering),
uniform_buffer::<ExtractedAmbientLight2d>(false),
),
),
);
let screen_sampler = render_device.create_sampler(&SamplerDescriptor::default());
let light_sampler = render_device.create_sampler(&SamplerDescriptor {
mag_filter: FilterMode::Linear,
min_filter: FilterMode::Linear,
mipmap_filter: FilterMode::Linear,
..default()
});
let shader = load_embedded_asset!(asset_server.as_ref(), "light_2d_composite.wgsl");
let pipeline_id = pipeline_cache.queue_render_pipeline(RenderPipelineDescriptor {
label: Some("light_2d_composite_pipeline".into()),
layout: vec![fragment_layout.clone()],
vertex: fullscreen_shader.to_vertex_state(),
fragment: Some(FragmentState {
shader,
targets: vec![Some(ColorTargetState {
format: TextureFormat::bevy_default(),
blend: None,
write_mask: ColorWrites::ALL,
})],
..default()
}),
..default()
});
commands.insert_resource(Light2dCompositePipeline {
fragment_layout,
screen_sampler,
light_sampler,
pipeline_id,
});
}