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-rw-r--r--src/resources.rs63
1 files changed, 63 insertions, 0 deletions
diff --git a/src/resources.rs b/src/resources.rs
new file mode 100644
index 0000000..d755dc2
--- /dev/null
+++ b/src/resources.rs
@@ -0,0 +1,63 @@
+use bevy::{prelude::*, render::{render_resource::{Sampler, BindGroupLayout, BindGroupLayoutEntries, ShaderStages, binding_types::{texture_2d, sampler, uniform_buffer}, TextureSampleType, SamplerBindingType, SamplerDescriptor, PipelineCache, RenderPipelineDescriptor, CachedRenderPipelineId, PrimitiveState, MultisampleState, FragmentState, ColorTargetState, TextureFormat, ColorWrites}, renderer::RenderDevice, texture::BevyDefault}, core_pipeline::fullscreen_vertex_shader::fullscreen_shader_vertex_state};
+
+use super::components;
+
+#[derive(Resource)]
+pub struct OutlinePostProcessPipeline {
+ pub layout: BindGroupLayout,
+ pub screen_sampler: Sampler,
+ pub normal_sampler: Sampler,
+ pub pipeline_id: CachedRenderPipelineId,
+}
+
+impl FromWorld for OutlinePostProcessPipeline {
+ fn from_world(world: &mut World) -> Self {
+ let render_device = world.resource::<RenderDevice>();
+
+ let layout = render_device.create_bind_group_layout(
+ "outline_post_process_bind_group_layout",
+ &BindGroupLayoutEntries::sequential(
+ ShaderStages::FRAGMENT,
+ (
+ texture_2d(TextureSampleType::Float{ filterable: true }),
+ sampler(SamplerBindingType::Filtering),
+ texture_2d(TextureSampleType::Float{ filterable: true }),
+ sampler(SamplerBindingType::Filtering),
+ uniform_buffer::<components::OutlinePostProcessSettings>(false),
+ ),
+ ),
+ );
+
+ let screen_sampler = render_device.create_sampler(&SamplerDescriptor::default());
+ let normal_sampler = render_device.create_sampler(&SamplerDescriptor::default());
+
+ let shader = world.resource::<AssetServer>().load::<Shader>("embedded://grex_outline_post_process/../assets/shaders/outline_post_process.wgsl");
+
+ let pipeline_id = world.resource_mut::<PipelineCache>().queue_render_pipeline(RenderPipelineDescriptor {
+ label: Some("outline_post_process_render_pipeline".into()),
+ layout: vec![layout.clone()],
+ push_constant_ranges: vec![],
+ vertex: fullscreen_shader_vertex_state(),
+ primitive: PrimitiveState::default(),
+ depth_stencil: None,
+ multisample: MultisampleState::default(),
+ fragment: Some(FragmentState {
+ shader,
+ shader_defs: vec![],
+ entry_point: "fragment".into(),
+ targets: vec![Some(ColorTargetState {
+ format: TextureFormat::bevy_default(),
+ blend: None,
+ write_mask: ColorWrites::ALL,
+ })],
+ }),
+ });
+
+ Self {
+ layout,
+ screen_sampler,
+ normal_sampler,
+ pipeline_id,
+ }
+ }
+}