use bevy::{
ecs::{query::QueryItem, world::World},
log::error,
render::{
extract_component::ComponentUniforms,
render_graph::{NodeRunError, RenderGraphContext, ViewNode},
render_phase::ViewSortedRenderPhases,
render_resource::*,
renderer::RenderContext,
view::{ExtractedView, ViewTarget},
},
};
use crate::light::prelude::*;
#[derive(Default)]
pub(super) struct Light2dNode;
impl ViewNode for Light2dNode {
type ViewQuery = (
&'static ViewTarget,
&'static ExtractedView,
&'static ExtractedAmbientLight2d,
);
fn run(
&self,
graph: &mut RenderGraphContext,
render_context: &mut RenderContext,
(_, extracted_view, _): QueryItem<Self::ViewQuery>,
world: &World,
) -> Result<(), NodeRunError> {
let view_entity = graph.view_entity();
let light_phases = world.resource::<ViewSortedRenderPhases<Light2dPhase>>();
let light_textures = world.resource::<Light2dTextures>();
let (Some(light_phase), Some(light_texture)) = (
light_phases.get(&extracted_view.retained_view_entity),
light_textures.0.get(&extracted_view.retained_view_entity),
) else {
return Ok(());
};
let mut render_pass = render_context.begin_tracked_render_pass(RenderPassDescriptor {
label: Some("light_2d_render_pass"),
color_attachments: &[Some(RenderPassColorAttachment {
view: &light_texture.default_view,
depth_slice: None,
resolve_target: None,
ops: Operations::default(),
})],
depth_stencil_attachment: None,
timestamp_writes: None,
occlusion_query_set: None,
});
if let Err(err) = light_phase.render(&mut render_pass, world, view_entity) {
error!("Error for light_phase in Light2dNode {err:?}");
}
Ok(())
}
}
#[derive(Default)]
pub(super) struct Light2dCompositeNode;
impl ViewNode for Light2dCompositeNode {
type ViewQuery = (
&'static ViewTarget,
&'static ExtractedView,
&'static ExtractedAmbientLight2d,
);
fn run(
&self,
_: &mut RenderGraphContext,
render_context: &mut RenderContext,
(view_target, extracted_view, _): QueryItem<Self::ViewQuery>,
world: &World,
) -> Result<(), NodeRunError> {
let pipeline_cache = world.resource::<PipelineCache>();
let light_composite_pipeline = world.resource::<Light2dCompositePipeline>();
let light_textures = world.resource::<Light2dTextures>();
let ambient = world.resource::<ComponentUniforms<ExtractedAmbientLight2d>>();
let (Some(pipeline), Some(light_texture), Some(ambient)) = (
pipeline_cache.get_render_pipeline(light_composite_pipeline.pipeline_id),
light_textures.0.get(&extracted_view.retained_view_entity),
ambient.uniforms().binding(),
) else {
return Ok(());
};
let screen_texture = view_target.post_process_write();
let fragment_bind_group = render_context.render_device().create_bind_group(
"light_2d_composite_fragment_bind_group",
&pipeline_cache.get_bind_group_layout(&light_composite_pipeline.fragment_layout),
&BindGroupEntries::sequential((
screen_texture.source,
&light_composite_pipeline.screen_sampler,
&light_texture.default_view,
&light_composite_pipeline.light_sampler,
ambient,
)),
);
let mut render_pass = render_context.begin_tracked_render_pass(RenderPassDescriptor {
label: Some("light_2d_composite_render_pass"),
color_attachments: &[Some(RenderPassColorAttachment {
view: screen_texture.destination,
depth_slice: None,
resolve_target: None,
ops: Operations::default(),
})],
depth_stencil_attachment: None,
timestamp_writes: None,
occlusion_query_set: None,
});
render_pass.set_render_pipeline(pipeline);
render_pass.set_bind_group(0, &fragment_bind_group, &[]);
render_pass.draw(0..3, 0..1);
Ok(())
}
}