Initial Legion support

This commit is contained in:
mars 2022-05-11 13:00:30 -06:00
parent 77e4b4dc4b
commit d44db2c05f
6 changed files with 172 additions and 41 deletions

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@ -18,6 +18,14 @@ strum = { version = "0.24", features = ["derive"] }
wgpu = "^0.12"
winit = "0.26"
[dependencies.legion]
version = "^0.4"
optional = true
[dependencies.naga]
version = "0.8.5"
features = ["wgsl-in", "glsl-in", "wgsl-out", "serialize", "deserialize"]
[[bin]]
name = "cyborg"
required-features = ["legion"]

97
src/legion.rs Normal file
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@ -0,0 +1,97 @@
//! [Legion](https://github.com/amethyst/legion) integration.
use crate::camera::Camera;
use crate::pass::{self, debug, mesh};
use crate::scene;
use crate::viewport::{ViewportInfo, WinitViewport};
use crate::Renderer;
use legion::systems::Builder;
use legion::world::SubWorld;
use legion::*;
use std::sync::Arc;
/// Initializes the Cyborg renderer within a Legion world.
///
/// Uses the provided [Builder] to run all rendering code.
///
/// Required pre-initialized resources:
/// - [Renderer]
/// - [ViewportInfo] (TODO: dynamic viewport targeting)
/// - [mesh::ShaderInfo]
pub fn build_renderer(resources: &mut Resources, builder: &mut Builder) {
let renderer = resources.get_mut::<Renderer>().unwrap();
let viewport_info = resources.get::<ViewportInfo>().unwrap();
let mesh_shaders = resources.get::<mesh::ShaderInfo>().unwrap();
let device = renderer.get_device();
let layouts = renderer.get_layouts();
let mesh_pass = mesh::MeshPass::new(
device.to_owned(),
layouts.to_owned(),
viewport_info.to_owned(),
mesh_shaders.to_owned(),
);
let debug_pass = debug::DebugPass::new(
device.to_owned(),
layouts.to_owned(),
viewport_info.to_owned(),
);
let frames_in_flight = renderer.get_frames_in_flight();
let mesh_pass = pass::RenderPassBox::new(Arc::new(mesh_pass), frames_in_flight);
let debug_pass = pass::RenderPassBox::new(Arc::new(debug_pass), frames_in_flight);
// drop borrowed resources so that new ones can be inserted
drop(renderer);
drop(viewport_info);
drop(mesh_shaders);
resources.insert(mesh_pass);
resources.insert(debug_pass);
builder.add_system(draw_transformed_meshes_system());
builder.add_system(render_system());
builder.add_system(present_winit_system());
}
#[system]
#[read_component(WinitViewport)]
#[read_component(Camera)]
fn render(
world: &mut SubWorld,
#[resource] renderer: &mut Renderer,
#[resource] mesh_pass: &mut pass::RenderPassBox<mesh::MeshPass>,
#[resource] debug_pass: &mut pass::RenderPassBox<debug::DebugPass>,
) {
let target_query: Vec<_> = <(&WinitViewport, &Camera)>::query().iter(world).collect();
if target_query.len() > 1 {
eprintln!("Cyborg does not currently support more than one viewport at a time!");
return;
} else if let Some((viewport, camera)) = target_query.get(0) {
let mut passes: Vec<&mut dyn pass::RenderPassBoxTrait> = Vec::new();
passes.push(mesh_pass);
passes.push(debug_pass);
renderer.render(passes.as_mut_slice(), *viewport, camera);
}
}
#[system]
fn draw_transformed_meshes(
#[resource] mesh_pass: &pass::RenderPassBox<mesh::MeshPass>,
world: &mut SubWorld,
query: &mut Query<&scene::TransformedMesh>,
) {
let transformed: Vec<_> = query.iter(world).map(|m| m.clone()).collect();
mesh_pass
.get_meshes()
.write()
.transformed
.extend_from_slice(transformed.as_slice());
}
#[system(for_each)]
fn present_winit(viewport: &mut WinitViewport) {
viewport.present();
}

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@ -1,5 +1,10 @@
//! Cyborg is a high-performance, modern, experimental rendering engine written
//! in Rust.
//!
//! # Features
//!
//! - `legion`: Enables [Legion](https://github.com/amethyst/legion) integration
//! for Cyborg. Disabled by default.
use parking_lot::Mutex;
use rayon::prelude::*;
@ -14,6 +19,9 @@ pub mod staging;
pub mod storage;
pub mod viewport;
#[cfg(feature = "legion")]
pub mod legion;
use camera::Camera;
use pass::*;
use phase::*;

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@ -1,6 +1,10 @@
use cyborg::camera::Camera;
use cyborg::pass::{mesh, RenderPassBox};
use cyborg::shader;
use cyborg::storage::mesh::*;
use cyborg::{pass, viewport::*, Renderer};
use cyborg::viewport::*;
use cyborg::Renderer;
use legion::*;
use std::sync::Arc;
use winit::{
event::*,
@ -12,16 +16,19 @@ fn main() {
let event_loop = EventLoop::new();
let window = WindowBuilder::new().build(&event_loop).unwrap();
let mut viewport = pollster::block_on(WinitViewport::from_window(&window));
let mut renderer = Renderer::new(viewport.device.clone(), viewport.queue.clone());
let mut world = World::new(Default::default());
let mut resources = Resources::default();
let renderer = Renderer::new(viewport.device.clone(), viewport.queue.clone());
resources.insert(renderer);
resources.insert(viewport.get_info().to_owned());
let mut flycam = cyborg::camera::Flycam::new(0.002, 10.0, 0.25);
let mut is_grabbed = false;
let device = renderer.get_device();
let layouts = renderer.get_layouts();
let shader_store = Arc::new(shader::ShaderStore::new(device.to_owned()));
let shader_store = Arc::new(shader::ShaderStore::new(viewport.device.clone()));
let shaders_dir = std::env::current_dir().unwrap();
let shaders_dir = shaders_dir.join("shaders/");
let shader_watcher = shader::ShaderWatcher::new(shader_store.to_owned(), shaders_dir).unwrap();
@ -29,43 +36,46 @@ fn main() {
let mesh_forward = shader_watcher.add_file("mesh_forward.wgsl").unwrap();
let mesh_skinning = shader_watcher.add_file("mesh_skinning.wgsl").unwrap();
let mesh_shaders = pass::mesh::ShaderInfo {
let mesh_shaders = mesh::ShaderInfo {
store: shader_store.clone(),
forward: mesh_forward,
skinning: mesh_skinning,
};
let mesh_pass = pass::mesh::MeshPass::new(
device.to_owned(),
layouts.to_owned(),
viewport.get_info(),
mesh_shaders,
);
let debug_pass =
pass::debug::DebugPass::new(device.to_owned(), layouts.to_owned(), viewport.get_info());
resources.insert(mesh_shaders);
let mut render_schedule = Schedule::builder();
cyborg::legion::build_renderer(&mut resources, &mut render_schedule);
let mut render_schedule = render_schedule.build();
let example_vertices = vec![
pass::mesh::Vertex {
position: [-0.5, 0.5, 0.0],
mesh::Vertex {
position: [-0.5, 0.0, 0.5],
tan_frame: 0,
},
pass::mesh::Vertex {
position: [0.5, 0.5, 0.0],
mesh::Vertex {
position: [0.5, 0.0, 0.5],
tan_frame: 0,
},
pass::mesh::Vertex {
position: [0.0, -0.5, 0.0],
mesh::Vertex {
position: [0.0, -0.5, -0.5],
tan_frame: 0,
},
mesh::Vertex {
position: [0.0, 0.5, -0.5],
tan_frame: 0,
},
];
let mesh_pass = resources.get::<RenderPassBox<mesh::MeshPass>>().unwrap();
let example_vertices = AttrBuffer {
id: mesh_pass.get_vertex_attr_id(),
count: example_vertices.len(),
data: bytemuck::cast_slice(&example_vertices).to_vec(),
};
let example_indices = vec![0u32, 1u32, 2u32];
let example_indices: Vec<mesh::Index> = vec![0, 1, 2, 1, 2, 3, 2, 3, 0, 0, 2, 3];
let example_indices = AttrBuffer {
id: mesh_pass.get_index_attr_id(),
count: example_indices.len(),
@ -77,40 +87,37 @@ fn main() {
example_mesh.attributes.push(example_indices);
let example_mesh = mesh_pass.get_mesh_pool().load(example_mesh).unwrap();
let meshes = mesh_pass.get_meshes().to_owned();
drop(mesh_pass);
let r = 8;
let mut meshes_lock = meshes.write();
let r = 4;
for x in -r..r {
for y in -r..r {
for z in -r..r {
let translation = glam::Vec3::new(x as f32, y as f32, z as f32);
let transform = glam::Mat4::from_translation(translation);
meshes_lock.transformed.push(cyborg::scene::TransformedMesh {
transform,
mesh: example_mesh.clone(),
});
world.push((
cyborg::scene::TransformedMesh {
transform,
mesh: example_mesh.clone(),
},
(),
));
}
}
}
drop(meshes_lock);
let frames_in_flight = renderer.get_frames_in_flight();
let mut mesh_pass = pass::RenderPassBox::new(Arc::new(mesh_pass), frames_in_flight);
let mut debug_pass = pass::RenderPassBox::new(Arc::new(debug_pass), frames_in_flight);
let viewport_entity = world.push((viewport, flycam.get_camera()));
event_loop.run(move |event, _, control_flow| match event {
Event::RedrawRequested(_) => {
let mut viewport_entry = world.entry_mut(viewport_entity).unwrap();
let viewport = viewport_entry.get_component_mut::<WinitViewport>().unwrap();
match viewport.acquire() {
Err(wgpu::SurfaceError::Lost) => viewport.resize(viewport.size),
Err(wgpu::SurfaceError::OutOfMemory) => *control_flow = ControlFlow::Exit,
Err(e) => eprintln!("error: {:?}", e),
Ok(_) => {
let mut passes: Vec<&mut dyn pass::RenderPassBoxTrait> = Vec::new();
passes.push(&mut mesh_pass);
passes.push(&mut debug_pass);
renderer.render(passes.as_mut_slice(), &viewport, &flycam.get_camera());
viewport.present();
render_schedule.execute(&mut world, &mut resources);
}
}
}
@ -118,6 +125,10 @@ fn main() {
shader_watcher.watch();
flycam.update();
window.request_redraw();
let mut viewport_entry = world.entry_mut(viewport_entity).unwrap();
let camera = viewport_entry.get_component_mut::<Camera>().unwrap();
let _ = std::mem::replace(camera, flycam.get_camera());
}
Event::DeviceEvent { ref event, .. } => match event {
DeviceEvent::MouseMotion { delta } => {
@ -163,9 +174,13 @@ fn main() {
}
WindowEvent::CloseRequested => *control_flow = ControlFlow::Exit,
WindowEvent::Resized(physical_size) => {
let mut viewport_entry = world.entry_mut(viewport_entity).unwrap();
let viewport = viewport_entry.get_component_mut::<WinitViewport>().unwrap();
viewport.resize(*physical_size);
}
WindowEvent::ScaleFactorChanged { new_inner_size, .. } => {
let mut viewport_entry = world.entry_mut(viewport_entity).unwrap();
let viewport = viewport_entry.get_component_mut::<WinitViewport>().unwrap();
viewport.resize(**new_inner_size);
}
_ => {}

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@ -306,10 +306,10 @@ impl RenderPass for MeshPass {
data.groups.clear();
data.skinning_uniforms.clear();
let meshes_read = self.meshes.read();
let mut meshes_lock = self.meshes.write();
let mesh_bindings = self
.mesh_pool
.iter_meshes(self.mesh_layout_id, meshes_read.transformed.iter(), |i| {
.iter_meshes(self.mesh_layout_id, meshes_lock.transformed.iter(), |i| {
&i.mesh
})
.unwrap();
@ -398,6 +398,8 @@ impl RenderPass for MeshPass {
data.skinned_vertices.reserve(skinned_cursor);
data.skinned_vertices.write(&queue);
data.skinning_uniforms.write(&queue);
meshes_lock.transformed.clear();
}
fn record_commands(&self, data: PhaseData<&FrameData>, cmds: &mut wgpu::CommandEncoder) {

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@ -7,6 +7,7 @@ use crate::storage::mesh::MeshHandle;
use parking_lot::RwLock;
use std::sync::Arc;
#[derive(Clone, Debug)]
pub struct TransformedMesh {
pub transform: glam::Mat4,
pub mesh: MeshHandle,