use bevy::core_pipeline::fullscreen_vertex_shader::fullscreen_shader_vertex_state;
use bevy::prelude::*;
use bevy::render::render_resource::binding_types::{sampler, texture_2d, uniform_buffer};
use bevy::render::render_resource::{
BindGroupLayout, BindGroupLayoutEntries, ColorTargetState, ColorWrites, FragmentState,
GpuArrayBuffer, MultisampleState, PrimitiveState, RenderPipelineDescriptor, Sampler,
SamplerBindingType, SamplerDescriptor, ShaderStages, SpecializedRenderPipeline, TextureFormat,
TextureSampleType,
};
use bevy::render::renderer::RenderDevice;
use bevy::render::texture::BevyDefault;
use bevy::render::view::{ViewTarget, ViewUniform};
use crate::render::extract::{ExtractedAmbientLight2d, ExtractedPointLight2d};
use super::{LightingPipelineKey, LIGHTING_SHADER};
const LIGHTING_PIPELINE: &str = "lighting_pipeline";
const LIGHTING_BIND_GROUP_LAYOUT: &str = "lighting_bind_group_layout";
#[derive(Resource)]
pub struct LightingPipeline {
pub layout: BindGroupLayout,
pub sampler: Sampler,
}
impl FromWorld for LightingPipeline {
fn from_world(world: &mut World) -> Self {
let render_device = world.resource::<RenderDevice>();
let layout = render_device.create_bind_group_layout(
LIGHTING_BIND_GROUP_LAYOUT,
&BindGroupLayoutEntries::sequential(
ShaderStages::FRAGMENT,
(
texture_2d(TextureSampleType::Float { filterable: true }),
sampler(SamplerBindingType::Filtering),
uniform_buffer::<ViewUniform>(true),
uniform_buffer::<ExtractedAmbientLight2d>(true),
GpuArrayBuffer::<ExtractedPointLight2d>::binding_layout(render_device),
),
),
);
let sampler = render_device.create_sampler(&SamplerDescriptor::default());
Self { layout, sampler }
}
}
impl SpecializedRenderPipeline for LightingPipeline {
type Key = LightingPipelineKey;
fn specialize(&self, key: Self::Key) -> RenderPipelineDescriptor {
RenderPipelineDescriptor {
label: Some(LIGHTING_PIPELINE.into()),
layout: vec![self.layout.clone()],
vertex: fullscreen_shader_vertex_state(),
fragment: Some(FragmentState {
shader: LIGHTING_SHADER,
shader_defs: vec![],
entry_point: "fragment".into(),
targets: vec![Some(ColorTargetState {
format: if key.hdr {
ViewTarget::TEXTURE_FORMAT_HDR
} else {
TextureFormat::bevy_default()
},
blend: None,
write_mask: ColorWrites::ALL,
})],
}),
primitive: PrimitiveState::default(),
depth_stencil: None,
multisample: MultisampleState::default(),
push_constant_ranges: vec![],
}
}
}