bevy_mod_outline/src/uniforms.rs

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use bevy::{
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ecs::system::{
lifetimeless::{Read, SQuery, SRes},
SystemParamItem,
},
prelude::*,
render::{
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extract_component::{ComponentUniforms, DynamicUniformIndex},
render_phase::{EntityRenderCommand, RenderCommandResult, TrackedRenderPass},
render_resource::{BindGroup, BindGroupDescriptor, BindGroupEntry, ShaderType},
renderer::RenderDevice,
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Extract,
},
};
use crate::{pipeline::OutlinePipeline, Outline};
#[derive(Clone, Component, ShaderType)]
pub struct OutlineVertexUniform {
pub width: f32,
}
#[derive(Clone, Component, ShaderType)]
pub struct OutlineFragmentUniform {
pub colour: Vec4,
}
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pub struct OutlineBindGroup {
pub bind_group: BindGroup,
}
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pub fn extract_outline_uniforms(mut commands: Commands, query: Extract<Query<(Entity, &Outline)>>) {
for (entity, outline) in query.iter() {
if !outline.visible || outline.colour.a() == 0.0 {
continue;
}
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commands
.get_or_spawn(entity)
.insert(OutlineVertexUniform {
width: outline.width,
})
.insert(OutlineFragmentUniform {
colour: outline.colour.as_linear_rgba_f32().into(),
});
}
}
pub fn queue_outline_bind_group(
mut commands: Commands,
render_device: Res<RenderDevice>,
outline_pipeline: Res<OutlinePipeline>,
vertex: Res<ComponentUniforms<OutlineVertexUniform>>,
fragment: Res<ComponentUniforms<OutlineFragmentUniform>>,
) {
if let (Some(vertex_binding), Some(fragment_binding)) = (vertex.binding(), fragment.binding()) {
let bind_group = render_device.create_bind_group(&BindGroupDescriptor {
entries: &[
BindGroupEntry {
binding: 0,
resource: vertex_binding.clone(),
},
BindGroupEntry {
binding: 1,
resource: fragment_binding.clone(),
},
],
label: Some("outline_bind_group"),
layout: &outline_pipeline.outline_bind_group_layout,
});
commands.insert_resource(OutlineBindGroup { bind_group });
}
}
pub struct SetOutlineBindGroup<const I: usize>();
impl<const I: usize> EntityRenderCommand for SetOutlineBindGroup<I> {
type Param = (
SRes<OutlineBindGroup>,
SQuery<(
Read<DynamicUniformIndex<OutlineVertexUniform>>,
Read<DynamicUniformIndex<OutlineFragmentUniform>>,
)>,
);
fn render<'w>(
_view: Entity,
item: Entity,
(bind_group, query): SystemParamItem<'w, '_, Self::Param>,
pass: &mut TrackedRenderPass<'w>,
) -> RenderCommandResult {
let (vertex, fragment) = query.get(item).unwrap();
pass.set_bind_group(
I,
&bind_group.into_inner().bind_group,
&[vertex.index(), fragment.index()],
);
RenderCommandResult::Success
}
}