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bevyengine
GitHub Repository: bevyengine/bevy
Path: blob/main/crates/bevy_render/src/uniform.rs
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use crate::{
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render_resource::{encase::internal::WriteInto, DynamicUniformBuffer, ShaderType},
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renderer::{RenderDevice, RenderQueue},
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GpuResourceAppExt, Render, RenderApp, RenderSystems,
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};
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use bevy_app::{App, Plugin};
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use bevy_ecs::{component::Component, prelude::*};
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use core::{marker::PhantomData, ops::Deref};
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/// Stores the index of a uniform inside of [`ComponentUniforms`].
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#[derive(Component)]
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pub struct DynamicUniformIndex<C: Component> {
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index: u32,
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marker: PhantomData<C>,
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}
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impl<C: Component> DynamicUniformIndex<C> {
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#[inline]
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pub fn index(&self) -> u32 {
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self.index
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}
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}
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/// This plugin prepares the components of the corresponding type for the GPU
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/// by transforming them into uniforms.
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///
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/// They can then be accessed from the [`ComponentUniforms`] resource.
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/// For referencing the newly created uniforms a [`DynamicUniformIndex`] is inserted
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/// for every processed entity.
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///
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/// Therefore it sets up the [`RenderSystems::Prepare`] step
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/// for the specified [`ExtractComponent`](`crate::extract_component::ExtractComponent`).
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pub struct UniformComponentPlugin<C>(PhantomData<fn() -> C>);
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impl<C> Default for UniformComponentPlugin<C> {
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fn default() -> Self {
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Self(PhantomData)
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}
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}
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impl<C: Component + ShaderType + WriteInto + Clone> Plugin for UniformComponentPlugin<C> {
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fn build(&self, app: &mut App) {
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if let Some(render_app) = app.get_sub_app_mut(RenderApp) {
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render_app
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.init_gpu_resource::<ComponentUniforms<C>>()
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.add_systems(
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Render,
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prepare_uniform_components::<C>.in_set(RenderSystems::PrepareResources),
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);
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}
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}
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}
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/// Stores all uniforms of the component type.
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#[derive(Resource)]
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pub struct ComponentUniforms<C: Component + ShaderType> {
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uniforms: DynamicUniformBuffer<C>,
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}
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impl<C: Component + ShaderType> Deref for ComponentUniforms<C> {
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type Target = DynamicUniformBuffer<C>;
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#[inline]
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fn deref(&self) -> &Self::Target {
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&self.uniforms
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}
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}
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impl<C: Component + ShaderType> ComponentUniforms<C> {
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#[inline]
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pub fn uniforms(&self) -> &DynamicUniformBuffer<C> {
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&self.uniforms
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}
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}
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impl<C: Component + ShaderType> Default for ComponentUniforms<C> {
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fn default() -> Self {
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Self {
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uniforms: Default::default(),
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}
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}
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}
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/// This system prepares all components of the corresponding component type.
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/// They are transformed into uniforms and stored in the [`ComponentUniforms`] resource.
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fn prepare_uniform_components<C>(
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mut commands: Commands,
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render_device: Res<RenderDevice>,
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render_queue: Res<RenderQueue>,
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mut component_uniforms: ResMut<ComponentUniforms<C>>,
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components: Query<(Entity, &C)>,
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) where
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C: Component + ShaderType + WriteInto + Clone,
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{
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let components_iter = components.iter();
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let count = components_iter.len();
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let Some(mut writer) =
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component_uniforms
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.uniforms
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.get_writer(count, &render_device, &render_queue)
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else {
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return;
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};
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let entities = components_iter
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.map(|(entity, component)| {
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(
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entity,
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DynamicUniformIndex::<C> {
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index: writer.write(component),
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marker: PhantomData,
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},
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)
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})
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.collect::<Vec<_>>();
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commands.try_insert_batch(entities);
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}
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