2021-06-02 02:59:17 +00:00
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use crate::{render::MeshViewBindGroups, ExtractedMeshes, PointLight};
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use bevy_ecs::{prelude::*, system::SystemState};
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use bevy_math::{Mat4, Vec3, Vec4};
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use bevy_render2::{
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color::Color,
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core_pipeline::Transparent3dPhase,
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pass::*,
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pipeline::*,
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render_graph::{Node, NodeRunError, RenderGraphContext, SlotInfo, SlotType},
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render_phase::{Draw, DrawFunctions, RenderPhase, TrackedRenderPass},
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render_resource::{DynamicUniformVec, SamplerId, TextureId, TextureViewId},
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renderer::{RenderContext, RenderResources},
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shader::{Shader, ShaderStage, ShaderStages},
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texture::*,
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view::{ExtractedView, ViewUniform},
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};
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use bevy_transform::components::GlobalTransform;
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use crevice::std140::AsStd140;
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use std::num::NonZeroU32;
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pub struct ExtractedPointLight {
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color: Color,
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intensity: f32,
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range: f32,
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radius: f32,
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transform: GlobalTransform,
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}
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#[repr(C)]
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#[derive(Copy, Clone, AsStd140, Default, Debug)]
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pub struct GpuLight {
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color: Vec4,
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range: f32,
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radius: f32,
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position: Vec3,
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view_proj: Mat4,
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}
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#[repr(C)]
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#[derive(Copy, Clone, Debug, AsStd140)]
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pub struct GpuLights {
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len: u32,
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lights: [GpuLight; MAX_POINT_LIGHTS],
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}
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// NOTE: this must be kept in sync MAX_POINT_LIGHTS in pbr.frag
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pub const MAX_POINT_LIGHTS: usize = 10;
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pub const SHADOW_SIZE: Extent3d = Extent3d {
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width: 1024,
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height: 1024,
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depth_or_array_layers: MAX_POINT_LIGHTS as u32,
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};
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pub const SHADOW_FORMAT: TextureFormat = TextureFormat::Depth32Float;
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pub struct ShadowShaders {
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pub pipeline: PipelineId,
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pub pipeline_descriptor: RenderPipelineDescriptor,
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pub light_sampler: SamplerId,
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}
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// TODO: this pattern for initializing the shaders / pipeline isn't ideal. this should be handled by the asset system
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impl FromWorld for ShadowShaders {
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fn from_world(world: &mut World) -> Self {
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let render_resources = world.get_resource::<RenderResources>().unwrap();
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let vertex_shader = Shader::from_glsl(ShaderStage::Vertex, include_str!("pbr.vert"))
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.get_spirv_shader(None)
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.unwrap();
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let vertex_layout = vertex_shader.reflect_layout(true).unwrap();
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let mut pipeline_layout = PipelineLayout::from_shader_layouts(&mut [vertex_layout]);
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let vertex = render_resources.create_shader_module(&vertex_shader);
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pipeline_layout.vertex_buffer_descriptors = vec![VertexBufferLayout {
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stride: 32,
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name: "Vertex".into(),
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step_mode: InputStepMode::Vertex,
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attributes: vec![
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// GOTCHA! Vertex_Position isn't first in the buffer due to how Mesh sorts attributes (alphabetically)
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VertexAttribute {
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name: "Vertex_Position".into(),
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format: VertexFormat::Float32x3,
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offset: 12,
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shader_location: 0,
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},
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VertexAttribute {
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name: "Vertex_Normals".into(),
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format: VertexFormat::Float32x3,
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offset: 0,
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shader_location: 1,
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},
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VertexAttribute {
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name: "Vertex_Uv".into(),
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format: VertexFormat::Float32x2,
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offset: 24,
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shader_location: 2,
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},
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],
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}];
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pipeline_layout.bind_group_mut(0).bindings[0].set_dynamic(true);
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pipeline_layout.bind_group_mut(1).bindings[0].set_dynamic(true);
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pipeline_layout.update_bind_group_ids();
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let pipeline_descriptor = RenderPipelineDescriptor {
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depth_stencil: Some(DepthStencilState {
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format: SHADOW_FORMAT,
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depth_write_enabled: true,
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depth_compare: CompareFunction::LessEqual,
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stencil: StencilState {
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front: StencilFaceState::IGNORE,
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back: StencilFaceState::IGNORE,
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read_mask: 0,
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write_mask: 0,
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},
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bias: DepthBiasState {
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constant: 2,
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slope_scale: 2.0,
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clamp: 0.0,
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},
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}),
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primitive: PrimitiveState {
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topology: PrimitiveTopology::TriangleList,
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cull_mode: Some(Face::Back),
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// TODO: detect if this feature is enabled
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clamp_depth: false,
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..Default::default()
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},
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color_target_states: vec![],
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..RenderPipelineDescriptor::new(
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ShaderStages {
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vertex,
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fragment: None,
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},
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pipeline_layout,
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)
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};
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let pipeline = render_resources.create_render_pipeline(&pipeline_descriptor);
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ShadowShaders {
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pipeline,
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pipeline_descriptor,
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light_sampler: render_resources.create_sampler(&SamplerDescriptor {
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address_mode_u: AddressMode::ClampToEdge,
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address_mode_v: AddressMode::ClampToEdge,
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address_mode_w: AddressMode::ClampToEdge,
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mag_filter: FilterMode::Linear,
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min_filter: FilterMode::Linear,
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mipmap_filter: FilterMode::Nearest,
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compare_function: Some(CompareFunction::LessEqual),
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..Default::default()
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}),
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}
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}
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}
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// TODO: ultimately these could be filtered down to lights relevant to actual views
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pub fn extract_lights(
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mut commands: Commands,
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lights: Query<(Entity, &PointLight, &GlobalTransform)>,
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) {
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for (entity, light, transform) in lights.iter() {
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commands.get_or_spawn(entity).insert(ExtractedPointLight {
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color: light.color,
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intensity: light.intensity,
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range: light.range,
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radius: light.radius,
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transform: transform.clone(),
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});
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}
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}
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pub struct ViewLight {
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pub depth_texture: TextureViewId,
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}
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pub struct ViewLights {
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pub light_depth_texture: TextureId,
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pub light_depth_texture_view: TextureViewId,
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pub lights: Vec<Entity>,
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pub gpu_light_binding_index: u32,
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}
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#[derive(Default)]
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pub struct LightMeta {
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pub view_gpu_lights: DynamicUniformVec<GpuLights>,
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}
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pub fn prepare_lights(
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mut commands: Commands,
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mut texture_cache: ResMut<TextureCache>,
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render_resources: Res<RenderResources>,
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mut light_meta: ResMut<LightMeta>,
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views: Query<Entity, With<RenderPhase<Transparent3dPhase>>>,
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lights: Query<&ExtractedPointLight>,
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) {
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// PERF: view.iter().count() could be views.iter().len() if we implemented ExactSizeIterator for archetype-only filters
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light_meta
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.view_gpu_lights
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.reserve_and_clear(views.iter().count(), &render_resources);
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// set up light data for each view
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for entity in views.iter() {
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let light_depth_texture = texture_cache.get(
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&render_resources,
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TextureDescriptor {
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size: SHADOW_SIZE,
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mip_level_count: 1,
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sample_count: 1,
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dimension: TextureDimension::D2,
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format: SHADOW_FORMAT,
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usage: TextureUsage::RENDER_ATTACHMENT | TextureUsage::SAMPLED,
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..Default::default()
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},
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);
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let mut view_lights = Vec::new();
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let mut gpu_lights = GpuLights {
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len: lights.iter().len() as u32,
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lights: [GpuLight::default(); MAX_POINT_LIGHTS],
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};
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// TODO: this should select lights based on relevance to the view instead of the first ones that show up in a query
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for (i, light) in lights.iter().enumerate().take(MAX_POINT_LIGHTS) {
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let depth_texture_view = render_resources.create_texture_view(
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light_depth_texture.texture,
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TextureViewDescriptor {
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format: None,
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dimension: Some(TextureViewDimension::D2),
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aspect: TextureAspect::All,
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base_mip_level: 0,
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level_count: None,
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base_array_layer: i as u32,
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array_layer_count: NonZeroU32::new(1),
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},
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);
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let view_transform = GlobalTransform::from_translation(light.transform.translation)
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.looking_at(Vec3::default(), Vec3::Y);
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// TODO: configure light projection based on light configuration
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let projection = Mat4::perspective_rh(1.0472, 1.0, 1.0, 20.0);
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gpu_lights.lights[i] = GpuLight {
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// premultiply color by intensity
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// we don't use the alpha at all, so no reason to multiply only [0..3]
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color: (light.color * light.intensity).into(),
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radius: light.radius.into(),
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position: light.transform.translation.into(),
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range: 1.0 / (light.range * light.range),
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// this could technically be copied to the gpu from the light's ViewUniforms
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view_proj: projection * view_transform.compute_matrix().inverse(),
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};
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let view_light_entity = commands
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.spawn()
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.insert_bundle((
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ViewLight {
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depth_texture: depth_texture_view,
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},
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ExtractedView {
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width: SHADOW_SIZE.width,
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height: SHADOW_SIZE.height,
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transform: view_transform.clone(),
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projection,
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},
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RenderPhase::<ShadowPhase>::default(),
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))
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.id();
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view_lights.push(view_light_entity);
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}
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commands.entity(entity).insert(ViewLights {
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light_depth_texture: light_depth_texture.texture,
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light_depth_texture_view: light_depth_texture.default_view,
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lights: view_lights,
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gpu_light_binding_index: light_meta.view_gpu_lights.push(gpu_lights),
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});
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}
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light_meta
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.view_gpu_lights
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.write_to_staging_buffer(&render_resources);
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}
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// TODO: we can remove this once we move to RAII
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pub fn cleanup_view_lights(render_resources: Res<RenderResources>, query: Query<&ViewLight>) {
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for view_light in query.iter() {
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render_resources.remove_texture_view(view_light.depth_texture);
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}
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}
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pub struct ShadowPhase;
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pub struct ShadowPassNode {
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main_view_query: QueryState<&'static ViewLights>,
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view_light_query: QueryState<(&'static ViewLight, &'static RenderPhase<ShadowPhase>)>,
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}
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impl ShadowPassNode {
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pub const IN_VIEW: &'static str = "view";
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pub fn new(world: &mut World) -> Self {
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Self {
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main_view_query: QueryState::new(world),
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view_light_query: QueryState::new(world),
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}
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}
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}
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impl Node for ShadowPassNode {
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fn input(&self) -> Vec<SlotInfo> {
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vec![SlotInfo::new(ShadowPassNode::IN_VIEW, SlotType::Entity)]
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}
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fn update(&mut self, world: &mut World) {
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self.main_view_query.update_archetypes(world);
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self.view_light_query.update_archetypes(world);
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}
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fn run(
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&self,
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graph: &mut RenderGraphContext,
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render_context: &mut dyn RenderContext,
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world: &World,
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) -> Result<(), NodeRunError> {
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let view_entity = graph.get_input_entity(Self::IN_VIEW)?;
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2021-06-18 18:21:18 +00:00
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if let Some(view_lights) = self.main_view_query.get_manual(world, view_entity).ok() {
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for view_light_entity in view_lights.lights.iter().copied() {
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let (view_light, shadow_phase) = self
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.view_light_query
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.get_manual(world, view_light_entity)
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.unwrap();
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let pass_descriptor = PassDescriptor {
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color_attachments: Vec::new(),
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depth_stencil_attachment: Some(RenderPassDepthStencilAttachment {
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attachment: TextureAttachment::Id(view_light.depth_texture),
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depth_ops: Some(Operations {
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load: LoadOp::Clear(1.0),
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store: true,
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}),
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stencil_ops: None,
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2021-06-02 02:59:17 +00:00
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}),
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sample_count: 1,
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};
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let draw_functions = world.get_resource::<DrawFunctions>().unwrap();
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render_context.begin_render_pass(
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&pass_descriptor,
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&mut |render_pass: &mut dyn RenderPass| {
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let mut draw_functions = draw_functions.write();
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let mut tracked_pass = TrackedRenderPass::new(render_pass);
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for drawable in shadow_phase.drawn_things.iter() {
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let draw_function =
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draw_functions.get_mut(drawable.draw_function).unwrap();
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draw_function.draw(
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world,
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&mut tracked_pass,
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view_light_entity,
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drawable.draw_key,
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drawable.sort_key,
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);
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}
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},
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);
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}
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2021-06-02 02:59:17 +00:00
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}
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Ok(())
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}
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}
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type DrawShadowMeshParams<'a> = (
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Res<'a, ShadowShaders>,
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Res<'a, ExtractedMeshes>,
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Query<'a, (&'a ViewUniform, &'a MeshViewBindGroups)>,
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);
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pub struct DrawShadowMesh {
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params: SystemState<DrawShadowMeshParams<'static>>,
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}
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impl DrawShadowMesh {
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pub fn new(world: &mut World) -> Self {
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Self {
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params: SystemState::new(world),
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}
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}
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}
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impl Draw for DrawShadowMesh {
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fn draw(
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&mut self,
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world: &World,
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pass: &mut TrackedRenderPass,
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view: Entity,
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draw_key: usize,
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_sort_key: usize,
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) {
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let (shadow_shaders, extracted_meshes, views) = self.params.get(world);
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let (view_uniforms, mesh_view_bind_groups) = views.get(view).unwrap();
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let layout = &shadow_shaders.pipeline_descriptor.layout;
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let extracted_mesh = &extracted_meshes.meshes[draw_key];
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pass.set_pipeline(shadow_shaders.pipeline);
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pass.set_bind_group(
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0,
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layout.bind_group(0).id,
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mesh_view_bind_groups.view_bind_group,
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Some(&[view_uniforms.view_uniform_offset]),
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);
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pass.set_bind_group(
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1,
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layout.bind_group(1).id,
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mesh_view_bind_groups.mesh_transform_bind_group,
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Some(&[extracted_mesh.transform_binding_offset]),
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);
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pass.set_vertex_buffer(0, extracted_mesh.vertex_buffer, 0);
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if let Some(index_info) = &extracted_mesh.index_info {
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pass.set_index_buffer(index_info.buffer, 0, IndexFormat::Uint32);
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pass.draw_indexed(0..index_info.count, 0, 0..1);
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} else {
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panic!("non-indexed drawing not supported yet")
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}
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}
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}
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