hephae_render/
lib.rs

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
#![allow(internal_features)]
#![cfg_attr(docsrs, feature(rustdoc_internals))]
#![doc = include_str!("../README.md")]
#![cfg_attr(doc, deny(missing_docs))]

pub mod drawer;
pub mod image_bind;
pub mod pipeline;
pub mod vertex;

use bevy_asset::prelude::*;
use bevy_ecs::prelude::*;
use bevy_render::prelude::*;

/// Common imports for [`hephae_render`](crate).
pub mod prelude {
    pub use ::bytemuck::{self, NoUninit, Pod, Zeroable};

    pub use crate::{
        drawer::{Drawer, HasDrawer},
        vertex::{Vertex, VertexCommand, VertexQueuer},
        HephaeRenderSystems,
    };
}

/// App plugins for [`hephae_render`](crate).
pub mod plugin {
    use std::marker::PhantomData;

    use bevy_app::{prelude::*, PluginGroupBuilder};
    use bevy_asset::prelude::*;
    use bevy_ecs::prelude::*;
    use bevy_render::{
        prelude::*, render_phase::AddRenderCommand, render_resource::SpecializedRenderPipelines,
        sync_component::SyncComponentPlugin, view::VisibilitySystems, Render, RenderApp, RenderSet,
    };
    use hephae_utils::prelude::*;

    use crate::{
        drawer::{extract_drawers, queue_drawers, Drawer, HasDrawer},
        image_bind::{extract_image_events, validate_image_bind_groups, ImageAssetEvents, ImageBindGroups},
        pipeline::{
            clear_batches, extract_shader, load_shader, prepare_batch, prepare_view_bind_groups, queue_vertices,
            DrawRequests, HephaeBatchEntities, HephaePipeline,
        },
        vertex::{check_visibilities, Vertex, VertexDrawers, VertexQueues},
        HephaeRenderSystems, HEPHAE_VIEW_BINDINGS_HANDLE,
    };

    plugin_conf! {
        /// [`Vertex`]s you can pass to [`render`] to conveniently configure them in one go.
        pub trait VertexConf for Vertex, T => vertex::<T>()
    }

    plugin_conf! {
        /// [`Drawer`]s you can pass to [`render`] to conveniently configure them in one go.
        pub trait DrawerConf for Drawer, T => drawer::<T>()
    }

    /// The entry point of Hephae. See [`vertex`] and [`drawer`] for more information.
    pub fn render<V: VertexConf, D: DrawerConf>() -> impl PluginGroup {
        struct RenderGroup<V: VertexConf, D: DrawerConf>(PhantomData<(V, D)>);
        impl<V: VertexConf, D: DrawerConf> PluginGroup for RenderGroup<V, D> {
            fn build(self) -> PluginGroupBuilder {
                let mut builder = PluginGroupBuilder::start::<Self>().add(|app: &mut App| {
                    app.world_mut().resource_mut::<Assets<Shader>>().insert(
                        &HEPHAE_VIEW_BINDINGS_HANDLE,
                        Shader::from_wgsl(include_str!("view_bindings.wgsl"), "hephae/view_bindings.wgsl"),
                    );

                    if let Some(render_app) = app.get_sub_app_mut(RenderApp) {
                        render_app
                            .configure_sets(
                                Render,
                                (
                                    (
                                        HephaeRenderSystems::ClearBatches,
                                        HephaeRenderSystems::QueueDrawers,
                                        HephaeRenderSystems::QueueVertices,
                                    )
                                        .in_set(RenderSet::Queue),
                                    HephaeRenderSystems::QueueDrawers.before(HephaeRenderSystems::QueueVertices),
                                    HephaeRenderSystems::PrepareBindGroups.in_set(RenderSet::PrepareBindGroups),
                                ),
                            )
                            .init_resource::<ImageAssetEvents>()
                            .init_resource::<ImageBindGroups>()
                            .add_systems(ExtractSchedule, extract_image_events)
                            .add_systems(
                                Render,
                                validate_image_bind_groups.before(HephaeRenderSystems::PrepareBindGroups),
                            );
                    }
                });

                builder = V::build(builder);
                D::build(builder)
            }
        }

        RenderGroup::<V, D>(PhantomData)
    }

    /// Vertex renderer driver, generic over `T`.
    ///
    /// Adds the core functionality of Hephae through the
    /// [`Vertex`] `impl` of `T`. Note that with this alone you can't start drawing yet; refer to
    /// [`drawer`] for more.
    pub fn vertex<T: Vertex>() -> impl Plugin {
        struct VertexPlugin<T: Vertex>(PhantomData<T>);
        impl<T: Vertex> Plugin for VertexPlugin<T> {
            fn build(&self, app: &mut App) {
                app.init_resource::<VertexDrawers<T>>()
                    .add_systems(Startup, load_shader::<T>)
                    .add_systems(PostUpdate, check_visibilities::<T>.in_set(VisibilitySystems::CheckVisibility));

                if let Some(render_app) = app.get_sub_app_mut(RenderApp) {
                    render_app
                        .init_resource::<SpecializedRenderPipelines<HephaePipeline<T>>>()
                        .init_resource::<VertexQueues<T>>()
                        .init_resource::<HephaeBatchEntities<T>>()
                        .add_render_command::<T::Item, DrawRequests<T>>()
                        .add_systems(ExtractSchedule, extract_shader::<T>)
                        .add_systems(
                            Render,
                            (
                                clear_batches::<T>.in_set(HephaeRenderSystems::ClearBatches),
                                queue_vertices::<T>.in_set(HephaeRenderSystems::QueueVertices),
                                (prepare_batch::<T>, prepare_view_bind_groups::<T>)
                                    .in_set(HephaeRenderSystems::PrepareBindGroups),
                            ),
                        );
                }
            }

            fn finish(&self, app: &mut App) {
                if let Some(render_app) = app.get_sub_app_mut(RenderApp) {
                    render_app.init_resource::<HephaePipeline<T>>();
                }

                T::setup(app);
            }
        }

        VertexPlugin::<T>(PhantomData)
    }

    /// Vertex specialized drawer driver, generic over `T`.
    ///
    /// Integrates [`Drawer`] into your application for entities to render into the Hephae rendering
    /// pipeline.
    pub fn drawer<T: Drawer>() -> impl Plugin {
        |app: &mut App| {
            app.add_plugins(SyncComponentPlugin::<HasDrawer<T>>::default())
                .register_type::<HasDrawer<T>>()
                .world_mut()
                .resource_scope::<VertexDrawers<T::Vertex>, ()>(|world, mut drawers| drawers.add::<T>(world));

            if let Some(render_app) = app.get_sub_app_mut(RenderApp) {
                render_app
                    .add_systems(ExtractSchedule, extract_drawers::<T>)
                    .add_systems(Render, queue_drawers::<T>.in_set(HephaeRenderSystems::QueueDrawers));
            }
        }
    }
}

/// Global handle to the global shader containing bind groups defining view uniform and tonemapping
/// LUTs.
pub const HEPHAE_VIEW_BINDINGS_HANDLE: Handle<Shader> = Handle::weak_from_u128(278527494526026980866063021704582553601);

/// Labels assigned to Hephae systems that are added to [`bevy_render::Render`].
#[derive(SystemSet, Debug, Copy, Clone, PartialEq, Eq, Hash)]
pub enum HephaeRenderSystems {
    /// Label for clearing batches, in [`bevy_render::RenderSet::Queue`].
    ClearBatches,
    /// Label for queueing drawers, in [`bevy_render::RenderSet::Queue`].
    QueueDrawers,
    /// Label for queueing vertices, in [`bevy_render::RenderSet::Queue`].
    QueueVertices,
    /// Label for prepating batches and view bind groups, in
    /// [`bevy_render::RenderSet::PrepareBindGroups`].
    PrepareBindGroups,
}