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https://github.com/bevyengine/bevy
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Refactor rendering systems to use let-else
(#9870)
# Objective Some rendering system did heavy use of `if let`, and could be improved by using `let else`. ## Solution - Reduce rightward drift by using let-else over if-let - Extract value-to-key mappings to their own functions so that the system is less bloated, easier to understand - Use a `let` binding instead of untupling in closure argument to reduce indentation ## Note to reviewers Enable the "no white space diff" for easier viewing. In the "Files changed" view, click on the little cog right of the "Jump to" text, on the row where the "Review changes" button is. then enable the "Hide whitespace" checkbox and click reload.
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9873c9745b
commit
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4 changed files with 256 additions and 264 deletions
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@ -365,6 +365,33 @@ impl<P: PhaseItem, M: Material, const I: usize> RenderCommand<P> for SetMaterial
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}
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}
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const fn alpha_mode_pipeline_key(alpha_mode: AlphaMode) -> MeshPipelineKey {
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match alpha_mode {
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// Premultiplied and Add share the same pipeline key
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// They're made distinct in the PBR shader, via `premultiply_alpha()`
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AlphaMode::Premultiplied | AlphaMode::Add => MeshPipelineKey::BLEND_PREMULTIPLIED_ALPHA,
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AlphaMode::Blend => MeshPipelineKey::BLEND_ALPHA,
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AlphaMode::Multiply => MeshPipelineKey::BLEND_MULTIPLY,
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AlphaMode::Mask(_) => MeshPipelineKey::MAY_DISCARD,
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_ => MeshPipelineKey::NONE,
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}
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}
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const fn tonemapping_pipeline_key(tonemapping: Tonemapping) -> MeshPipelineKey {
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match tonemapping {
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Tonemapping::None => MeshPipelineKey::TONEMAP_METHOD_NONE,
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Tonemapping::Reinhard => MeshPipelineKey::TONEMAP_METHOD_REINHARD,
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Tonemapping::ReinhardLuminance => MeshPipelineKey::TONEMAP_METHOD_REINHARD_LUMINANCE,
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Tonemapping::AcesFitted => MeshPipelineKey::TONEMAP_METHOD_ACES_FITTED,
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Tonemapping::AgX => MeshPipelineKey::TONEMAP_METHOD_AGX,
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Tonemapping::SomewhatBoringDisplayTransform => {
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MeshPipelineKey::TONEMAP_METHOD_SOMEWHAT_BORING_DISPLAY_TRANSFORM
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}
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Tonemapping::TonyMcMapface => MeshPipelineKey::TONEMAP_METHOD_TONY_MC_MAPFACE,
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Tonemapping::BlenderFilmic => MeshPipelineKey::TONEMAP_METHOD_BLENDER_FILMIC,
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}
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}
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#[allow(clippy::too_many_arguments)]
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pub fn queue_material_meshes<M: Material>(
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opaque_draw_functions: Res<DrawFunctions<Opaque3d>>,
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@ -418,131 +445,97 @@ pub fn queue_material_meshes<M: Material>(
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if normal_prepass.is_some() {
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view_key |= MeshPipelineKey::NORMAL_PREPASS;
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}
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if taa_settings.is_some() {
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view_key |= MeshPipelineKey::TAA;
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}
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let environment_map_loaded = environment_map.is_some_and(|map| map.is_loaded(&images));
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let environment_map_loaded = match environment_map {
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Some(environment_map) => environment_map.is_loaded(&images),
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None => false,
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};
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if environment_map_loaded {
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view_key |= MeshPipelineKey::ENVIRONMENT_MAP;
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}
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if !view.hdr {
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if let Some(tonemapping) = tonemapping {
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view_key |= MeshPipelineKey::TONEMAP_IN_SHADER;
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view_key |= match tonemapping {
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Tonemapping::None => MeshPipelineKey::TONEMAP_METHOD_NONE,
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Tonemapping::Reinhard => MeshPipelineKey::TONEMAP_METHOD_REINHARD,
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Tonemapping::ReinhardLuminance => {
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MeshPipelineKey::TONEMAP_METHOD_REINHARD_LUMINANCE
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}
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Tonemapping::AcesFitted => MeshPipelineKey::TONEMAP_METHOD_ACES_FITTED,
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Tonemapping::AgX => MeshPipelineKey::TONEMAP_METHOD_AGX,
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Tonemapping::SomewhatBoringDisplayTransform => {
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MeshPipelineKey::TONEMAP_METHOD_SOMEWHAT_BORING_DISPLAY_TRANSFORM
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}
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Tonemapping::TonyMcMapface => MeshPipelineKey::TONEMAP_METHOD_TONY_MC_MAPFACE,
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Tonemapping::BlenderFilmic => MeshPipelineKey::TONEMAP_METHOD_BLENDER_FILMIC,
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};
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view_key |= tonemapping_pipeline_key(*tonemapping);
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}
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if let Some(DebandDither::Enabled) = dither {
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view_key |= MeshPipelineKey::DEBAND_DITHER;
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}
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}
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if ssao.is_some() {
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view_key |= MeshPipelineKey::SCREEN_SPACE_AMBIENT_OCCLUSION;
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}
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let rangefinder = view.rangefinder3d();
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for visible_entity in &visible_entities.entities {
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if let Ok((material_handle, mesh_handle, mesh_transforms)) =
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let Ok((material_handle, mesh_handle, mesh_transforms)) =
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material_meshes.get(*visible_entity)
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{
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if let (Some(mesh), Some(material)) = (
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render_meshes.get(mesh_handle),
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render_materials.get(&material_handle.id()),
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) {
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let mut mesh_key =
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MeshPipelineKey::from_primitive_topology(mesh.primitive_topology)
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| view_key;
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if mesh.morph_targets.is_some() {
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mesh_key |= MeshPipelineKey::MORPH_TARGETS;
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}
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match material.properties.alpha_mode {
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AlphaMode::Blend => {
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mesh_key |= MeshPipelineKey::BLEND_ALPHA;
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}
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AlphaMode::Premultiplied | AlphaMode::Add => {
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// Premultiplied and Add share the same pipeline key
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// They're made distinct in the PBR shader, via `premultiply_alpha()`
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mesh_key |= MeshPipelineKey::BLEND_PREMULTIPLIED_ALPHA;
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}
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AlphaMode::Multiply => {
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mesh_key |= MeshPipelineKey::BLEND_MULTIPLY;
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}
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AlphaMode::Mask(_) => {
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mesh_key |= MeshPipelineKey::MAY_DISCARD;
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}
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_ => (),
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}
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else {
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continue;
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};
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let Some(mesh) = render_meshes.get(mesh_handle) else {
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continue;
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};
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let Some(material) = render_materials.get(&material_handle.id()) else {
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continue;
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};
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let mut mesh_key = view_key;
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let pipeline_id = pipelines.specialize(
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&pipeline_cache,
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&material_pipeline,
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MaterialPipelineKey {
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mesh_key,
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bind_group_data: material.key.clone(),
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},
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&mesh.layout,
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);
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let pipeline_id = match pipeline_id {
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Ok(id) => id,
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Err(err) => {
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error!("{}", err);
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continue;
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}
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};
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mesh_key |= MeshPipelineKey::from_primitive_topology(mesh.primitive_topology);
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let distance = rangefinder
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.distance_translation(&mesh_transforms.transform.translation)
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+ material.properties.depth_bias;
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match material.properties.alpha_mode {
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AlphaMode::Opaque => {
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opaque_phase.add(Opaque3d {
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entity: *visible_entity,
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draw_function: draw_opaque_pbr,
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pipeline: pipeline_id,
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distance,
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batch_size: 1,
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});
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}
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AlphaMode::Mask(_) => {
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alpha_mask_phase.add(AlphaMask3d {
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entity: *visible_entity,
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draw_function: draw_alpha_mask_pbr,
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pipeline: pipeline_id,
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distance,
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batch_size: 1,
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});
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}
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AlphaMode::Blend
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| AlphaMode::Premultiplied
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| AlphaMode::Add
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| AlphaMode::Multiply => {
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transparent_phase.add(Transparent3d {
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entity: *visible_entity,
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draw_function: draw_transparent_pbr,
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pipeline: pipeline_id,
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distance,
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batch_size: 1,
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});
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}
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}
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if mesh.morph_targets.is_some() {
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mesh_key |= MeshPipelineKey::MORPH_TARGETS;
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}
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mesh_key |= alpha_mode_pipeline_key(material.properties.alpha_mode);
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let pipeline_id = pipelines.specialize(
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&pipeline_cache,
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&material_pipeline,
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MaterialPipelineKey {
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mesh_key,
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bind_group_data: material.key.clone(),
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},
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&mesh.layout,
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);
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let pipeline_id = match pipeline_id {
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Ok(id) => id,
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Err(err) => {
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error!("{}", err);
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continue;
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}
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};
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let distance = rangefinder.distance_translation(&mesh_transforms.transform.translation)
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+ material.properties.depth_bias;
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match material.properties.alpha_mode {
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AlphaMode::Opaque => {
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opaque_phase.add(Opaque3d {
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entity: *visible_entity,
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draw_function: draw_opaque_pbr,
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pipeline: pipeline_id,
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distance,
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batch_size: 1,
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});
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}
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AlphaMode::Mask(_) => {
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alpha_mask_phase.add(AlphaMask3d {
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entity: *visible_entity,
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draw_function: draw_alpha_mask_pbr,
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pipeline: pipeline_id,
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distance,
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batch_size: 1,
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});
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}
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AlphaMode::Blend
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| AlphaMode::Premultiplied
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| AlphaMode::Add
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| AlphaMode::Multiply => {
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transparent_phase.add(Transparent3d {
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entity: *visible_entity,
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draw_function: draw_transparent_pbr,
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pipeline: pipeline_id,
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distance,
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batch_size: 1,
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});
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}
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}
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}
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@ -346,39 +346,38 @@ pub fn extract_lights(
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let mut point_lights_values = Vec::with_capacity(*previous_point_lights_len);
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for entity in global_point_lights.iter().copied() {
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if let Ok((point_light, cubemap_visible_entities, transform, view_visibility)) =
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let Ok((point_light, cubemap_visible_entities, transform, view_visibility)) =
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point_lights.get(entity)
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{
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if !view_visibility.get() {
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continue;
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}
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// TODO: This is very much not ideal. We should be able to re-use the vector memory.
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// However, since exclusive access to the main world in extract is ill-advised, we just clone here.
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let render_cubemap_visible_entities = cubemap_visible_entities.clone();
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point_lights_values.push((
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entity,
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(
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ExtractedPointLight {
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color: point_light.color,
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// NOTE: Map from luminous power in lumens to luminous intensity in lumens per steradian
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// for a point light. See https://google.github.io/filament/Filament.html#mjx-eqn-pointLightLuminousPower
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// for details.
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intensity: point_light.intensity / (4.0 * std::f32::consts::PI),
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range: point_light.range,
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radius: point_light.radius,
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transform: *transform,
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shadows_enabled: point_light.shadows_enabled,
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shadow_depth_bias: point_light.shadow_depth_bias,
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// The factor of SQRT_2 is for the worst-case diagonal offset
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shadow_normal_bias: point_light.shadow_normal_bias
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* point_light_texel_size
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* std::f32::consts::SQRT_2,
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spot_light_angles: None,
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},
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render_cubemap_visible_entities,
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),
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));
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else {
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continue;
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};
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if !view_visibility.get() {
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continue;
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}
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// TODO: This is very much not ideal. We should be able to re-use the vector memory.
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// However, since exclusive access to the main world in extract is ill-advised, we just clone here.
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let render_cubemap_visible_entities = cubemap_visible_entities.clone();
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let extracted_point_light = ExtractedPointLight {
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color: point_light.color,
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// NOTE: Map from luminous power in lumens to luminous intensity in lumens per steradian
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// for a point light. See https://google.github.io/filament/Filament.html#mjx-eqn-pointLightLuminousPower
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// for details.
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intensity: point_light.intensity / (4.0 * std::f32::consts::PI),
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range: point_light.range,
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radius: point_light.radius,
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transform: *transform,
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shadows_enabled: point_light.shadows_enabled,
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shadow_depth_bias: point_light.shadow_depth_bias,
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// The factor of SQRT_2 is for the worst-case diagonal offset
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shadow_normal_bias: point_light.shadow_normal_bias
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* point_light_texel_size
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* std::f32::consts::SQRT_2,
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spot_light_angles: None,
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};
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point_lights_values.push((
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entity,
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(extracted_point_light, render_cubemap_visible_entities),
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));
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}
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*previous_point_lights_len = point_lights_values.len();
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commands.insert_or_spawn_batch(point_lights_values);
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@ -1594,56 +1593,55 @@ pub fn queue_shadows<M: Material>(
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// NOTE: Lights with shadow mapping disabled will have no visible entities
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// so no meshes will be queued
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for entity in visible_entities.iter().copied() {
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if let Ok((mesh_handle, material_handle)) = casting_meshes.get(entity) {
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if let (Some(mesh), Some(material)) = (
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render_meshes.get(mesh_handle),
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render_materials.get(&material_handle.id()),
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) {
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let mut mesh_key =
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MeshPipelineKey::from_primitive_topology(mesh.primitive_topology)
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| MeshPipelineKey::DEPTH_PREPASS;
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if mesh.morph_targets.is_some() {
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mesh_key |= MeshPipelineKey::MORPH_TARGETS;
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}
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if is_directional_light {
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mesh_key |= MeshPipelineKey::DEPTH_CLAMP_ORTHO;
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}
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let alpha_mode = material.properties.alpha_mode;
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match alpha_mode {
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AlphaMode::Mask(_)
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| AlphaMode::Blend
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| AlphaMode::Premultiplied
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| AlphaMode::Add => {
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mesh_key |= MeshPipelineKey::MAY_DISCARD;
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}
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_ => {}
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}
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let pipeline_id = pipelines.specialize(
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&pipeline_cache,
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&prepass_pipeline,
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MaterialPipelineKey {
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mesh_key,
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bind_group_data: material.key.clone(),
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},
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&mesh.layout,
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);
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let pipeline_id = match pipeline_id {
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Ok(id) => id,
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Err(err) => {
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error!("{}", err);
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continue;
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}
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};
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shadow_phase.add(Shadow {
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draw_function: draw_shadow_mesh,
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pipeline: pipeline_id,
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entity,
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distance: 0.0, // TODO: sort front-to-back
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});
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}
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let Ok((mesh_handle, material_handle)) = casting_meshes.get(entity) else {
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continue;
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};
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let Some(mesh) = render_meshes.get(mesh_handle) else {
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continue;
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};
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let Some(material) = render_materials.get(&material_handle.id()) else {
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continue;
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};
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let mut mesh_key =
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MeshPipelineKey::from_primitive_topology(mesh.primitive_topology)
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| MeshPipelineKey::DEPTH_PREPASS;
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if mesh.morph_targets.is_some() {
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mesh_key |= MeshPipelineKey::MORPH_TARGETS;
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}
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if is_directional_light {
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mesh_key |= MeshPipelineKey::DEPTH_CLAMP_ORTHO;
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}
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mesh_key |= match material.properties.alpha_mode {
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AlphaMode::Mask(_)
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| AlphaMode::Blend
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| AlphaMode::Premultiplied
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| AlphaMode::Add => MeshPipelineKey::MAY_DISCARD,
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_ => MeshPipelineKey::NONE,
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};
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let pipeline_id = pipelines.specialize(
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&pipeline_cache,
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&prepass_pipeline,
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MaterialPipelineKey {
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mesh_key,
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bind_group_data: material.key.clone(),
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},
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&mesh.layout,
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);
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let pipeline_id = match pipeline_id {
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Ok(id) => id,
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Err(err) => {
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error!("{}", err);
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continue;
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}
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};
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shadow_phase.add(Shadow {
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draw_function: draw_shadow_mesh,
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pipeline: pipeline_id,
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entity,
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distance: 0.0, // TODO: sort front-to-back
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});
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}
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}
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}
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|
|
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@ -127,37 +127,34 @@ fn queue_wireframes(
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let rangefinder = view.rangefinder3d();
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let view_key = msaa_key | MeshPipelineKey::from_hdr(view.hdr);
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let add_render_phase =
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|(entity, mesh_handle, mesh_transforms): (Entity, &Handle<Mesh>, &MeshTransforms)| {
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if let Some(mesh) = render_meshes.get(mesh_handle) {
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let mut key = view_key
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| MeshPipelineKey::from_primitive_topology(mesh.primitive_topology);
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if mesh.morph_targets.is_some() {
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key |= MeshPipelineKey::MORPH_TARGETS;
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}
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let pipeline_id = pipelines.specialize(
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&pipeline_cache,
|
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&wireframe_pipeline,
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key,
|
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&mesh.layout,
|
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);
|
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let pipeline_id = match pipeline_id {
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Ok(id) => id,
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Err(err) => {
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error!("{}", err);
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return;
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}
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};
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opaque_phase.add(Opaque3d {
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entity,
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pipeline: pipeline_id,
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draw_function: draw_custom,
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distance: rangefinder
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.distance_translation(&mesh_transforms.transform.translation),
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batch_size: 1,
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});
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let add_render_phase = |phase_item: (Entity, &Handle<Mesh>, &MeshTransforms)| {
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let (entity, mesh_handle, mesh_transforms) = phase_item;
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||||
|
||||
let Some(mesh) = render_meshes.get(mesh_handle) else {
|
||||
return;
|
||||
};
|
||||
let mut key =
|
||||
view_key | MeshPipelineKey::from_primitive_topology(mesh.primitive_topology);
|
||||
if mesh.morph_targets.is_some() {
|
||||
key |= MeshPipelineKey::MORPH_TARGETS;
|
||||
}
|
||||
let pipeline_id =
|
||||
pipelines.specialize(&pipeline_cache, &wireframe_pipeline, key, &mesh.layout);
|
||||
let pipeline_id = match pipeline_id {
|
||||
Ok(id) => id,
|
||||
Err(err) => {
|
||||
error!("{}", err);
|
||||
return;
|
||||
}
|
||||
};
|
||||
opaque_phase.add(Opaque3d {
|
||||
entity,
|
||||
pipeline: pipeline_id,
|
||||
draw_function: draw_custom,
|
||||
distance: rangefinder.distance_translation(&mesh_transforms.transform.translation),
|
||||
batch_size: 1,
|
||||
});
|
||||
};
|
||||
|
||||
if wireframe_config.global {
|
||||
let query = material_meshes.p0();
|
||||
|
|
|
@ -319,6 +319,21 @@ impl<P: PhaseItem, M: Material2d, const I: usize> RenderCommand<P>
|
|||
}
|
||||
}
|
||||
|
||||
const fn tonemapping_pipeline_key(tonemapping: Tonemapping) -> Mesh2dPipelineKey {
|
||||
match tonemapping {
|
||||
Tonemapping::None => Mesh2dPipelineKey::TONEMAP_METHOD_NONE,
|
||||
Tonemapping::Reinhard => Mesh2dPipelineKey::TONEMAP_METHOD_REINHARD,
|
||||
Tonemapping::ReinhardLuminance => Mesh2dPipelineKey::TONEMAP_METHOD_REINHARD_LUMINANCE,
|
||||
Tonemapping::AcesFitted => Mesh2dPipelineKey::TONEMAP_METHOD_ACES_FITTED,
|
||||
Tonemapping::AgX => Mesh2dPipelineKey::TONEMAP_METHOD_AGX,
|
||||
Tonemapping::SomewhatBoringDisplayTransform => {
|
||||
Mesh2dPipelineKey::TONEMAP_METHOD_SOMEWHAT_BORING_DISPLAY_TRANSFORM
|
||||
}
|
||||
Tonemapping::TonyMcMapface => Mesh2dPipelineKey::TONEMAP_METHOD_TONY_MC_MAPFACE,
|
||||
Tonemapping::BlenderFilmic => Mesh2dPipelineKey::TONEMAP_METHOD_BLENDER_FILMIC,
|
||||
}
|
||||
}
|
||||
|
||||
#[allow(clippy::too_many_arguments)]
|
||||
pub fn queue_material2d_meshes<M: Material2d>(
|
||||
transparent_draw_functions: Res<DrawFunctions<Transparent2d>>,
|
||||
|
@ -352,69 +367,58 @@ pub fn queue_material2d_meshes<M: Material2d>(
|
|||
if !view.hdr {
|
||||
if let Some(tonemapping) = tonemapping {
|
||||
view_key |= Mesh2dPipelineKey::TONEMAP_IN_SHADER;
|
||||
view_key |= match tonemapping {
|
||||
Tonemapping::None => Mesh2dPipelineKey::TONEMAP_METHOD_NONE,
|
||||
Tonemapping::Reinhard => Mesh2dPipelineKey::TONEMAP_METHOD_REINHARD,
|
||||
Tonemapping::ReinhardLuminance => {
|
||||
Mesh2dPipelineKey::TONEMAP_METHOD_REINHARD_LUMINANCE
|
||||
}
|
||||
Tonemapping::AcesFitted => Mesh2dPipelineKey::TONEMAP_METHOD_ACES_FITTED,
|
||||
Tonemapping::AgX => Mesh2dPipelineKey::TONEMAP_METHOD_AGX,
|
||||
Tonemapping::SomewhatBoringDisplayTransform => {
|
||||
Mesh2dPipelineKey::TONEMAP_METHOD_SOMEWHAT_BORING_DISPLAY_TRANSFORM
|
||||
}
|
||||
Tonemapping::TonyMcMapface => Mesh2dPipelineKey::TONEMAP_METHOD_TONY_MC_MAPFACE,
|
||||
Tonemapping::BlenderFilmic => Mesh2dPipelineKey::TONEMAP_METHOD_BLENDER_FILMIC,
|
||||
};
|
||||
view_key |= tonemapping_pipeline_key(*tonemapping);
|
||||
}
|
||||
if let Some(DebandDither::Enabled) = dither {
|
||||
view_key |= Mesh2dPipelineKey::DEBAND_DITHER;
|
||||
}
|
||||
}
|
||||
|
||||
for visible_entity in &visible_entities.entities {
|
||||
if let Ok((material2d_handle, mesh2d_handle, mesh2d_uniform)) =
|
||||
let Ok((material2d_handle, mesh2d_handle, mesh2d_uniform)) =
|
||||
material2d_meshes.get(*visible_entity)
|
||||
{
|
||||
if let Some(material2d) = render_materials.get(&material2d_handle.id()) {
|
||||
if let Some(mesh) = render_meshes.get(&mesh2d_handle.0) {
|
||||
let mesh_key = view_key
|
||||
| Mesh2dPipelineKey::from_primitive_topology(mesh.primitive_topology);
|
||||
else {
|
||||
continue;
|
||||
};
|
||||
let Some(material2d) = render_materials.get(&material2d_handle.id()) else {
|
||||
continue;
|
||||
};
|
||||
let Some(mesh) = render_meshes.get(&mesh2d_handle.0) else {
|
||||
continue;
|
||||
};
|
||||
let mesh_key =
|
||||
view_key | Mesh2dPipelineKey::from_primitive_topology(mesh.primitive_topology);
|
||||
|
||||
let pipeline_id = pipelines.specialize(
|
||||
&pipeline_cache,
|
||||
&material2d_pipeline,
|
||||
Material2dKey {
|
||||
mesh_key,
|
||||
bind_group_data: material2d.key.clone(),
|
||||
},
|
||||
&mesh.layout,
|
||||
);
|
||||
let pipeline_id = pipelines.specialize(
|
||||
&pipeline_cache,
|
||||
&material2d_pipeline,
|
||||
Material2dKey {
|
||||
mesh_key,
|
||||
bind_group_data: material2d.key.clone(),
|
||||
},
|
||||
&mesh.layout,
|
||||
);
|
||||
|
||||
let pipeline_id = match pipeline_id {
|
||||
Ok(id) => id,
|
||||
Err(err) => {
|
||||
error!("{}", err);
|
||||
continue;
|
||||
}
|
||||
};
|
||||
|
||||
let mesh_z = mesh2d_uniform.transform.w_axis.z;
|
||||
transparent_phase.add(Transparent2d {
|
||||
entity: *visible_entity,
|
||||
draw_function: draw_transparent_pbr,
|
||||
pipeline: pipeline_id,
|
||||
// NOTE: Back-to-front ordering for transparent with ascending sort means far should have the
|
||||
// lowest sort key and getting closer should increase. As we have
|
||||
// -z in front of the camera, the largest distance is -far with values increasing toward the
|
||||
// camera. As such we can just use mesh_z as the distance
|
||||
sort_key: FloatOrd(mesh_z),
|
||||
// This material is not batched
|
||||
batch_size: 1,
|
||||
});
|
||||
}
|
||||
let pipeline_id = match pipeline_id {
|
||||
Ok(id) => id,
|
||||
Err(err) => {
|
||||
error!("{}", err);
|
||||
continue;
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
let mesh_z = mesh2d_uniform.transform.w_axis.z;
|
||||
transparent_phase.add(Transparent2d {
|
||||
entity: *visible_entity,
|
||||
draw_function: draw_transparent_pbr,
|
||||
pipeline: pipeline_id,
|
||||
// NOTE: Back-to-front ordering for transparent with ascending sort means far should have the
|
||||
// lowest sort key and getting closer should increase. As we have
|
||||
// -z in front of the camera, the largest distance is -far with values increasing toward the
|
||||
// camera. As such we can just use mesh_z as the distance
|
||||
sort_key: FloatOrd(mesh_z),
|
||||
// This material is not batched
|
||||
batch_size: 1,
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue