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// Copyright 2022 the Vello Authors
// SPDX-License-Identifier: Apache-2.0 OR MIT
use std::num::NonZeroUsize;
use bevy::render::{Render, RenderSet};
use bevy::utils::synccell::SyncCell;
use vello::kurbo::{Affine, Point, Rect, Stroke};
use vello::peniko::{Color, Fill, Gradient};
use vello::{Renderer, RendererOptions, Scene};
use bevy::prelude::*;
use bevy::render::extract_component::{ExtractComponent, ExtractComponentPlugin};
use bevy::render::render_asset::RenderAssets;
use bevy::render::render_resource::{
Extent3d, TextureDescriptor, TextureDimension, TextureFormat, TextureUsages,
};
use bevy::render::renderer::{RenderDevice, RenderQueue};
use bevy::render::RenderApp;
#[derive(Resource)]
struct VelloRenderer(SyncCell<Renderer>);
impl FromWorld for VelloRenderer {
fn from_world(world: &mut World) -> Self {
let device = world.resource::<RenderDevice>();
VelloRenderer(SyncCell::new(
Renderer::new(
device.wgpu_device(),
RendererOptions {
surface_format: None,
// TODO: We should ideally use the Bevy threadpool here
num_init_threads: NonZeroUsize::new(1),
antialiasing_support: vello::AaSupport::area_only(),
use_cpu: false,
},
)
.unwrap(),
))
}
}
struct VelloPlugin;
impl Plugin for VelloPlugin {
fn build(&self, app: &mut App) {
let Ok(render_app) = app.get_sub_app_mut(RenderApp) else {
return;
};
// This should probably use the render graph, but working out the dependencies there is awkward
render_app.add_systems(Render, render_scenes.in_set(RenderSet::Render));
}
fn finish(&self, app: &mut App) {
let Ok(render_app) = app.get_sub_app_mut(RenderApp) else {
return;
};
render_app.init_resource::<VelloRenderer>();
}
}
fn render_scenes(
mut renderer: ResMut<VelloRenderer>,
mut scenes: Query<&VelloScene>,
gpu_images: Res<RenderAssets<Image>>,
device: Res<RenderDevice>,
queue: Res<RenderQueue>,
) {
for scene in &mut scenes {
let gpu_image = gpu_images.get(&scene.1).unwrap();
let params = vello::RenderParams {
base_color: vello::peniko::Color::AQUAMARINE,
width: gpu_image.size.x as u32,
height: gpu_image.size.y as u32,
antialiasing_method: vello::AaConfig::Area,
};
renderer
.0
.get()
.render_to_texture(
device.wgpu_device(),
&queue,
&scene.0,
&gpu_image.texture_view,
&params,
)
.unwrap();
}
}
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_plugins(VelloPlugin)
.add_systems(Startup, setup)
.add_systems(Update, bevy::window::close_on_esc)
.add_systems(Update, cube_rotator_system)
.add_plugins(ExtractComponentPlugin::<VelloScene>::default())
.add_systems(Update, render_fragment)
.run();
}
// Marks the main pass cube, to which the texture is applied.
#[derive(Component)]
struct MainPassCube;
#[derive(Component)]
pub struct VelloTarget(Handle<Image>);
#[derive(Component)]
// In the future, this will probably connect to the bevy hierarchy with an Affine component
pub struct VelloFragment(Scene);
#[derive(Component)]
struct VelloScene(Scene, Handle<Image>);
impl ExtractComponent for VelloScene {
type QueryData = (&'static VelloFragment, &'static VelloTarget);
type QueryFilter = ();
type Out = Self;
fn extract_component(
(fragment, target): bevy::ecs::query::QueryItem<'_, Self::QueryData>,
) -> Option<Self> {
Some(Self(fragment.0.clone(), target.0.clone()))
}
}
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
mut images: ResMut<Assets<Image>>,
) {
let size = Extent3d {
width: 512,
height: 512,
..default()
};
// This is the texture that will be rendered to.
let mut image = Image {
texture_descriptor: TextureDescriptor {
label: None,
size,
dimension: TextureDimension::D2,
format: TextureFormat::Rgba8Unorm,
mip_level_count: 1,
sample_count: 1,
usage: TextureUsages::TEXTURE_BINDING
| TextureUsages::COPY_DST
| TextureUsages::STORAGE_BINDING,
view_formats: &[],
},
..default()
};
// fill image.data with zeroes
image.resize(size);
let image_handle = images.add(image);
// Light
// NOTE: Currently lights are shared between passes - see https://github.com/bevyengine/bevy/issues/3462
commands.spawn(PointLightBundle {
transform: Transform::from_translation(Vec3::new(0.0, 0.0, 10.0)),
..default()
});
let cube_size = 4.0;
let cube_handle = meshes.add(Cuboid::new(cube_size, cube_size, cube_size));
// This material has the texture that has been rendered.
let material_handle = materials.add(StandardMaterial {
base_color_texture: Some(image_handle.clone()),
reflectance: 0.02,
unlit: false,
..default()
});
// Main pass cube, with material containing the rendered first pass texture.
commands.spawn((
PbrBundle {
mesh: cube_handle,
material: material_handle,
transform: Transform::from_xyz(0.0, 0.0, 1.5)
.with_rotation(Quat::from_rotation_x(-std::f32::consts::PI / 5.0)),
..default()
},
MainPassCube,
));
// The main pass camera.
commands.spawn(Camera3dBundle {
transform: Transform::from_xyz(0.0, 0.0, 15.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
});
commands.spawn((VelloFragment(Scene::default()), VelloTarget(image_handle)));
}
/// Rotates the outer cube (main pass)
fn cube_rotator_system(time: Res<Time>, mut query: Query<&mut Transform, With<MainPassCube>>) {
for mut transform in &mut query {
transform.rotate_x(1.0 * time.delta_seconds());
transform.rotate_y(0.7 * time.delta_seconds());
}
}
fn render_fragment(mut fragment: Query<&mut VelloFragment>, mut frame: Local<usize>) {
let mut fragment = fragment.single_mut();
fragment.0.reset();
render_brush_transform(&mut fragment.0, *frame);
*frame += 1;
}
fn render_brush_transform(scene: &mut Scene, i: usize) {
let th = (std::f64::consts::PI / 180.0) * (i as f64);
let linear = Gradient::new_linear((0.0, 0.0), (0.0, 200.0)).with_stops([
Color::RED,
Color::GREEN,
Color::BLUE,
]);
scene.fill(
Fill::NonZero,
Affine::translate((106.0, 106.0)),
&linear,
Some(around_center(Affine::rotate(th), Point::new(150.0, 150.0))),
&Rect::from_origin_size(Point::default(), (300.0, 300.0)),
);
scene.stroke(
&Stroke::new(106.0),
Affine::IDENTITY,
&linear,
Some(around_center(
Affine::rotate(th + std::f64::consts::PI / 2.),
Point::new(176.5, 176.5),
)),
&Rect::from_origin_size(Point::new(53.0, 53.0), (406.0, 406.0)),
);
}
fn around_center(xform: Affine, center: Point) -> Affine {
Affine::translate(center.to_vec2()) * xform * Affine::translate(-center.to_vec2())
}