mirror of
https://github.com/bevyengine/bevy
synced 2024-12-30 15:03:23 +00:00
225 lines
7.8 KiB
Rust
225 lines
7.8 KiB
Rust
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//! Bind group layout related definitions for the mesh pipeline.
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use bevy_render::{
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mesh::morph::MAX_MORPH_WEIGHTS,
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render_resource::{
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BindGroup, BindGroupDescriptor, BindGroupLayout, BindGroupLayoutDescriptor, Buffer,
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TextureView,
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},
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renderer::RenderDevice,
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};
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const MORPH_WEIGHT_SIZE: usize = std::mem::size_of::<f32>();
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pub const MORPH_BUFFER_SIZE: usize = MAX_MORPH_WEIGHTS * MORPH_WEIGHT_SIZE;
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/// Individual layout entries.
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mod layout_entry {
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use super::MORPH_BUFFER_SIZE;
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use crate::render::mesh::JOINT_BUFFER_SIZE;
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use crate::MeshUniform;
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use bevy_render::render_resource::{
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BindGroupLayoutEntry, BindingType, BufferBindingType, BufferSize, ShaderStages, ShaderType,
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TextureSampleType, TextureViewDimension,
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};
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fn buffer(binding: u32, size: u64, visibility: ShaderStages) -> BindGroupLayoutEntry {
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BindGroupLayoutEntry {
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binding,
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visibility,
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count: None,
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ty: BindingType::Buffer {
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ty: BufferBindingType::Uniform,
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has_dynamic_offset: true,
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min_binding_size: BufferSize::new(size),
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},
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}
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}
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pub(super) fn model(binding: u32) -> BindGroupLayoutEntry {
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let size = MeshUniform::min_size().get();
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buffer(binding, size, ShaderStages::VERTEX | ShaderStages::FRAGMENT)
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}
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pub(super) fn skinning(binding: u32) -> BindGroupLayoutEntry {
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buffer(binding, JOINT_BUFFER_SIZE as u64, ShaderStages::VERTEX)
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}
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pub(super) fn weights(binding: u32) -> BindGroupLayoutEntry {
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buffer(binding, MORPH_BUFFER_SIZE as u64, ShaderStages::VERTEX)
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}
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pub(super) fn targets(binding: u32) -> BindGroupLayoutEntry {
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BindGroupLayoutEntry {
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binding,
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visibility: ShaderStages::VERTEX,
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ty: BindingType::Texture {
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view_dimension: TextureViewDimension::D3,
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sample_type: TextureSampleType::Float { filterable: false },
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multisampled: false,
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},
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count: None,
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}
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}
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}
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/// Individual [`BindGroupEntry`](bevy_render::render_resource::BindGroupEntry)
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/// for bind groups.
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mod entry {
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use super::MORPH_BUFFER_SIZE;
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use crate::render::mesh::JOINT_BUFFER_SIZE;
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use crate::MeshUniform;
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use bevy_render::render_resource::{
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BindGroupEntry, BindingResource, Buffer, BufferBinding, BufferSize, ShaderType, TextureView,
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};
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fn entry(binding: u32, size: u64, buffer: &Buffer) -> BindGroupEntry {
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BindGroupEntry {
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binding,
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resource: BindingResource::Buffer(BufferBinding {
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buffer,
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offset: 0,
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size: Some(BufferSize::new(size).unwrap()),
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}),
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}
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}
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pub(super) fn model(binding: u32, buffer: &Buffer) -> BindGroupEntry {
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entry(binding, MeshUniform::min_size().get(), buffer)
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}
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pub(super) fn skinning(binding: u32, buffer: &Buffer) -> BindGroupEntry {
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entry(binding, JOINT_BUFFER_SIZE as u64, buffer)
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}
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pub(super) fn weights(binding: u32, buffer: &Buffer) -> BindGroupEntry {
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entry(binding, MORPH_BUFFER_SIZE as u64, buffer)
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}
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pub(super) fn targets(binding: u32, texture: &TextureView) -> BindGroupEntry {
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BindGroupEntry {
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binding,
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resource: BindingResource::TextureView(texture),
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}
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}
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}
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/// All possible [`BindGroupLayout`]s in bevy's default mesh shader (`mesh.wgsl`).
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#[derive(Clone)]
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pub struct MeshLayouts {
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/// The mesh model uniform (transform) and nothing else.
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pub model_only: BindGroupLayout,
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/// Also includes the uniform for skinning
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pub skinned: BindGroupLayout,
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/// Also includes the uniform and [`MorphAttributes`] for morph targets.
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///
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/// [`MorphAttributes`]: bevy_render::mesh::morph::MorphAttributes
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pub morphed: BindGroupLayout,
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/// Also includes both uniforms for skinning and morph targets, also the
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/// morph target [`MorphAttributes`] binding.
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///
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/// [`MorphAttributes`]: bevy_render::mesh::morph::MorphAttributes
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pub morphed_skinned: BindGroupLayout,
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}
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impl MeshLayouts {
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/// Prepare the layouts used by the default bevy [`Mesh`].
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///
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/// [`Mesh`]: bevy_render::prelude::Mesh
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pub fn new(render_device: &RenderDevice) -> Self {
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MeshLayouts {
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model_only: Self::model_only_layout(render_device),
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skinned: Self::skinned_layout(render_device),
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morphed: Self::morphed_layout(render_device),
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morphed_skinned: Self::morphed_skinned_layout(render_device),
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}
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}
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// ---------- create individual BindGroupLayouts ----------
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fn model_only_layout(render_device: &RenderDevice) -> BindGroupLayout {
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render_device.create_bind_group_layout(&BindGroupLayoutDescriptor {
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entries: &[layout_entry::model(0)],
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label: Some("mesh_layout"),
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})
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}
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fn skinned_layout(render_device: &RenderDevice) -> BindGroupLayout {
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render_device.create_bind_group_layout(&BindGroupLayoutDescriptor {
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entries: &[layout_entry::model(0), layout_entry::skinning(1)],
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label: Some("skinned_mesh_layout"),
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})
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}
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fn morphed_layout(render_device: &RenderDevice) -> BindGroupLayout {
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render_device.create_bind_group_layout(&BindGroupLayoutDescriptor {
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entries: &[
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layout_entry::model(0),
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layout_entry::weights(2),
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layout_entry::targets(3),
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],
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label: Some("morphed_mesh_layout"),
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})
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}
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fn morphed_skinned_layout(render_device: &RenderDevice) -> BindGroupLayout {
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render_device.create_bind_group_layout(&BindGroupLayoutDescriptor {
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entries: &[
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layout_entry::model(0),
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layout_entry::skinning(1),
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layout_entry::weights(2),
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layout_entry::targets(3),
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],
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label: Some("morphed_skinned_mesh_layout"),
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})
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}
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// ---------- BindGroup methods ----------
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pub fn model_only(&self, render_device: &RenderDevice, model: &Buffer) -> BindGroup {
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render_device.create_bind_group(&BindGroupDescriptor {
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entries: &[entry::model(0, model)],
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layout: &self.model_only,
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label: Some("model_only_mesh_bind_group"),
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})
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}
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pub fn skinned(
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&self,
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render_device: &RenderDevice,
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model: &Buffer,
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skin: &Buffer,
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) -> BindGroup {
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render_device.create_bind_group(&BindGroupDescriptor {
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entries: &[entry::model(0, model), entry::skinning(1, skin)],
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layout: &self.skinned,
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label: Some("skinned_mesh_bind_group"),
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})
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}
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pub fn morphed(
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&self,
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render_device: &RenderDevice,
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model: &Buffer,
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weights: &Buffer,
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targets: &TextureView,
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) -> BindGroup {
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render_device.create_bind_group(&BindGroupDescriptor {
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entries: &[
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entry::model(0, model),
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entry::weights(2, weights),
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entry::targets(3, targets),
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],
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layout: &self.morphed,
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label: Some("morphed_mesh_bind_group"),
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})
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}
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pub fn morphed_skinned(
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&self,
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render_device: &RenderDevice,
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model: &Buffer,
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skin: &Buffer,
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weights: &Buffer,
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targets: &TextureView,
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) -> BindGroup {
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render_device.create_bind_group(&BindGroupDescriptor {
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entries: &[
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entry::model(0, model),
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entry::skinning(1, skin),
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entry::weights(2, weights),
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entry::targets(3, targets),
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],
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layout: &self.morphed_skinned,
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label: Some("morphed_skinned_mesh_bind_group"),
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})
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}
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}
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