bevy_render 0.9.0

Provides rendering functionality for Bevy Engine
Documentation
pub use bevy_render_macros::AsBindGroup;
use encase::ShaderType;

use crate::{
    prelude::Image,
    render_asset::RenderAssets,
    render_resource::{BindGroupLayout, Buffer, Sampler, TextureView},
    renderer::RenderDevice,
    texture::FallbackImage,
};
use bevy_reflect::Uuid;
use std::{ops::Deref, sync::Arc};
use wgpu::BindingResource;

/// A [`BindGroup`] identifier.
#[derive(Copy, Clone, Hash, Eq, PartialEq, Debug)]
pub struct BindGroupId(Uuid);

/// Bind groups are responsible for binding render resources (e.g. buffers, textures, samplers)
/// to a [`TrackedRenderPass`](crate::render_phase::TrackedRenderPass).
/// This makes them accessible in the pipeline (shaders) as uniforms.
///
/// May be converted from and dereferences to a wgpu [`BindGroup`](wgpu::BindGroup).
/// Can be created via [`RenderDevice::create_bind_group`](crate::renderer::RenderDevice::create_bind_group).
#[derive(Clone, Debug)]
pub struct BindGroup {
    id: BindGroupId,
    value: Arc<wgpu::BindGroup>,
}

impl BindGroup {
    /// Returns the [`BindGroupId`].
    #[inline]
    pub fn id(&self) -> BindGroupId {
        self.id
    }
}

impl From<wgpu::BindGroup> for BindGroup {
    fn from(value: wgpu::BindGroup) -> Self {
        BindGroup {
            id: BindGroupId(Uuid::new_v4()),
            value: Arc::new(value),
        }
    }
}

impl Deref for BindGroup {
    type Target = wgpu::BindGroup;

    #[inline]
    fn deref(&self) -> &Self::Target {
        &self.value
    }
}

/// Converts a value to a [`BindGroup`] with a given [`BindGroupLayout`], which can then be used in Bevy shaders.
/// This trait can be derived (and generally should be). Read on for details and examples.
///
/// This is an opinionated trait that is intended to make it easy to generically
/// convert a type into a [`BindGroup`]. It provides access to specific render resources,
/// such as [`RenderAssets<Image>`] and [`FallbackImage`]. If a type has a [`Handle<Image>`](bevy_asset::Handle),
/// these can be used to retrieve the corresponding [`Texture`](crate::render_resource::Texture) resource.
///
/// [`AsBindGroup::as_bind_group`] is intended to be called once, then the result cached somewhere. It is generally
/// ok to do "expensive" work here, such as creating a [`Buffer`] for a uniform.
///
/// If for some reason a [`BindGroup`] cannot be created yet (for example, the [`Texture`](crate::render_resource::Texture)
/// for an [`Image`] hasn't loaded yet), just return [`AsBindGroupError::RetryNextUpdate`], which signals that the caller
/// should retry again later.
///
/// # Deriving
///
/// This trait can be derived. Field attributes like `uniform` and `texture` are used to define which fields should be bindings,
/// what their binding type is, and what index they should be bound at:
///
/// ```
/// # use bevy_render::{color::Color, render_resource::*, texture::Image};
/// # use bevy_asset::Handle;
/// #[derive(AsBindGroup)]
/// struct CoolMaterial {
///     #[uniform(0)]
///     color: Color,
///     #[texture(1)]
///     #[sampler(2)]
///     color_texture: Handle<Image>,
/// }
/// ```
///
/// In WGSL shaders, the binding would look like this:
///
/// ```wgsl
/// struct CoolMaterial {
///     color: vec4<f32>,
/// };
///
/// @group(1) @binding(0)
/// var<uniform> material: CoolMaterial;
/// @group(1) @binding(1)
/// var color_texture: texture_2d<f32>;
/// @group(1) @binding(2)
/// var color_sampler: sampler;
/// ```
/// Note that the "group" index is determined by the usage context. It is not defined in [`AsBindGroup`]. For example, in Bevy material bind groups
/// are generally bound to group 1.
///
/// The following field-level attributes are supported:
/// * `uniform(BINDING_INDEX)`
///     * The field will be converted to a shader-compatible type using the [`ShaderType`] trait, written to a [`Buffer`], and bound as a uniform.
///     [`ShaderType`] is implemented for most math types already, such as [`f32`], [`Vec4`](bevy_math::Vec4), and
///   [`Color`](crate::color::Color). It can also be derived for custom structs.
/// * `texture(BINDING_INDEX)`
///     * This field's [`Handle<Image>`](bevy_asset::Handle) will be used to look up the matching [`Texture`](crate::render_resource::Texture)
///     GPU resource, which will be bound as a texture in shaders. The field will be assumed to implement [`Into<Option<Handle<Image>>>`]. In practice,
///     most fields should be a [`Handle<Image>`](bevy_asset::Handle) or [`Option<Handle<Image>>`]. If the value of an [`Option<Handle<Image>>`] is
///     [`None`], the [`FallbackImage`] resource will be used instead. This attribute can be used in conjunction with a `sampler` binding attribute
///    (with a different binding index) if a binding of the sampler for the [`Image`] is also required.
/// * `sampler(BINDING_INDEX)`
///     * This field's [`Handle<Image>`](bevy_asset::Handle) will be used to look up the matching [`Sampler`](crate::render_resource::Sampler) GPU
///     resource, which will be bound as a sampler in shaders. The field will be assumed to implement [`Into<Option<Handle<Image>>>`]. In practice,
///     most fields should be a [`Handle<Image>`](bevy_asset::Handle) or [`Option<Handle<Image>>`]. If the value of an [`Option<Handle<Image>>`] is
///     [`None`], the [`FallbackImage`] resource will be used instead. This attribute can be used in conjunction with a `texture` binding attribute
///     (with a different binding index) if a binding of the texture for the [`Image`] is also required.
///
/// Note that fields without field-level binding attributes will be ignored.
/// ```
/// # use bevy_render::{color::Color, render_resource::AsBindGroup};
/// # use bevy_asset::Handle;
/// #[derive(AsBindGroup)]
/// struct CoolMaterial {
///     #[uniform(0)]
///     color: Color,
///     this_field_is_ignored: String,
/// }
/// ```
///
///  As mentioned above, [`Option<Handle<Image>>`] is also supported:
/// ```
/// # use bevy_render::{color::Color, render_resource::AsBindGroup, texture::Image};
/// # use bevy_asset::Handle;
/// #[derive(AsBindGroup)]
/// struct CoolMaterial {
///     #[uniform(0)]
///     color: Color,
///     #[texture(1)]
///     #[sampler(2)]
///     color_texture: Option<Handle<Image>>,
/// }
/// ```
/// This is useful if you want a texture to be optional. When the value is [`None`], the [`FallbackImage`] will be used for the binding instead, which defaults
/// to "pure white".
///
/// Field uniforms with the same index will be combined into a single binding:
/// ```
/// # use bevy_render::{color::Color, render_resource::AsBindGroup};
/// #[derive(AsBindGroup)]
/// struct CoolMaterial {
///     #[uniform(0)]
///     color: Color,
///     #[uniform(0)]
///     roughness: f32,
/// }
/// ```
///
/// In WGSL shaders, the binding would look like this:
/// ```wgsl
/// struct CoolMaterial {
///     color: vec4<f32>,
///     roughness: f32,
/// };
///
/// @group(1) @binding(0)
/// var<uniform> material: CoolMaterial;
/// ```
///
/// Some less common scenarios will require "struct-level" attributes. These are the currently supported struct-level attributes:
/// * `uniform(BINDING_INDEX, ConvertedShaderType)`
///     * This also creates a [`Buffer`] using [`ShaderType`] and binds it as a uniform, much
///     much like the field-level `uniform` attribute. The difference is that the entire [`AsBindGroup`] value is converted to `ConvertedShaderType`,
///     which must implement [`ShaderType`], instead of a specific field implementing [`ShaderType`]. This is useful if more complicated conversion
///     logic is required. The conversion is done using the [`AsBindGroupShaderType<ConvertedShaderType>`] trait, which is automatically implemented
///     if `&Self` implements [`Into<ConvertedShaderType>`]. Only use [`AsBindGroupShaderType`] if access to resources like [`RenderAssets<Image>`] is
///     required.
/// * `bind_group_data(DataType)`
///     * The [`AsBindGroup`] type will be converted to some `DataType` using [`Into<DataType>`] and stored
///     as [`AsBindGroup::Data`] as part of the [`AsBindGroup::as_bind_group`] call. This is useful if data needs to be stored alongside
///     the generated bind group, such as a unique identifier for a material's bind group. The most common use case for this attribute
///     is "shader pipeline specialization". See [`SpecializedRenderPipeline`](crate::render_resource::SpecializedRenderPipeline).
///
/// The previous `CoolMaterial` example illustrating "combining multiple field-level uniform attributes with the same binding index" can
/// also be equivalently represented with a single struct-level uniform attribute:
/// ```
/// # use bevy_render::{color::Color, render_resource::{AsBindGroup, ShaderType}};
/// #[derive(AsBindGroup)]
/// #[uniform(0, CoolMaterialUniform)]
/// struct CoolMaterial {
///     color: Color,
///     roughness: f32,
/// }
///
/// #[derive(ShaderType)]
/// struct CoolMaterialUniform {
///     color: Color,
///     roughness: f32,
/// }
///
/// impl From<&CoolMaterial> for CoolMaterialUniform {
///     fn from(material: &CoolMaterial) -> CoolMaterialUniform {
///         CoolMaterialUniform {
///             color: material.color,
///             roughness: material.roughness,
///         }
///     }
/// }
/// ```
///
/// Setting `bind_group_data` looks like this:
/// ```
/// # use bevy_render::{color::Color, render_resource::AsBindGroup};
/// #[derive(AsBindGroup)]
/// #[bind_group_data(CoolMaterialKey)]
/// struct CoolMaterial {
///     #[uniform(0)]
///     color: Color,
///     is_shaded: bool,
/// }
///
/// #[derive(Copy, Clone, Hash, Eq, PartialEq)]
/// struct CoolMaterialKey {
///     is_shaded: bool,
/// }
///
/// impl From<&CoolMaterial> for CoolMaterialKey {
///     fn from(material: &CoolMaterial) -> CoolMaterialKey {
///         CoolMaterialKey {
///             is_shaded: material.is_shaded,
///         }
///     }
/// }
/// ```
pub trait AsBindGroup: Sized {
    /// Data that will be stored alongside the "prepared" bind group.
    type Data: Send + Sync;

    /// Creates a bind group for `self` matching the layout defined in [`AsBindGroup::bind_group_layout`].
    fn as_bind_group(
        &self,
        layout: &BindGroupLayout,
        render_device: &RenderDevice,
        images: &RenderAssets<Image>,
        fallback_image: &FallbackImage,
    ) -> Result<PreparedBindGroup<Self>, AsBindGroupError>;

    /// Creates the bind group layout matching all bind groups returned by [`AsBindGroup::as_bind_group`]
    fn bind_group_layout(render_device: &RenderDevice) -> BindGroupLayout;
}

/// An error that occurs during [`AsBindGroup::as_bind_group`] calls.
pub enum AsBindGroupError {
    /// The bind group could not be generated. Try again next frame.
    RetryNextUpdate,
}

/// A prepared bind group returned as a result of [`AsBindGroup::as_bind_group`].
pub struct PreparedBindGroup<T: AsBindGroup> {
    pub bindings: Vec<OwnedBindingResource>,
    pub bind_group: BindGroup,
    pub data: T::Data,
}

/// An owned binding resource of any type (ex: a [`Buffer`], [`TextureView`], etc).
/// This is used by types like [`PreparedBindGroup`] to hold a single list of all
/// render resources used by bindings.
pub enum OwnedBindingResource {
    Buffer(Buffer),
    TextureView(TextureView),
    Sampler(Sampler),
}

impl OwnedBindingResource {
    pub fn get_binding(&self) -> BindingResource {
        match self {
            OwnedBindingResource::Buffer(buffer) => buffer.as_entire_binding(),
            OwnedBindingResource::TextureView(view) => BindingResource::TextureView(view),
            OwnedBindingResource::Sampler(sampler) => BindingResource::Sampler(sampler),
        }
    }
}

/// Converts a value to a [`ShaderType`] for use in a bind group.
/// This is automatically implemented for references that implement [`Into`].
/// Generally normal [`Into`] / [`From`] impls should be preferred, but
/// sometimes additional runtime metadata is required.
/// This exists largely to make some [`AsBindGroup`] use cases easier.
pub trait AsBindGroupShaderType<T: ShaderType> {
    /// Return the `T` [`ShaderType`] for `self`. When used in [`AsBindGroup`]
    /// derives, it is safe to assume that all images in `self` exist.
    fn as_bind_group_shader_type(&self, images: &RenderAssets<Image>) -> T;
}

impl<T, U: ShaderType> AsBindGroupShaderType<U> for T
where
    for<'a> &'a T: Into<U>,
{
    #[inline]
    fn as_bind_group_shader_type(&self, _images: &RenderAssets<Image>) -> U {
        self.into()
    }
}