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Make Wireframe respect visible entities (#4660)
# Objective - Make meshes with a Wireframe component not render if they are not in the VisibleEntities list of a given camera - See [discussion](https://discord.com/channels/691052431525675048/742884593551802431/971392761972527144) on the Bevy Engine Discord - Fixes this kind of issues: ![image](https://user-images.githubusercontent.com/1733200/166746303-39003d57-8b07-4ae2-9ddf-bacdb04e7d84.png) Camera for the RenderTexture in the bottom left is set to only see layer 1 entities. The three colored lines are on the render layer 1, but not the sphere (which has a Wireframe component). ## Solution - Mimick what is done in [bevy_pbr/src/material.rs#L307](479f43bbf3/crates/bevy_pbr/src/material.rs (L307)
) for [bevy_pbr/src/wireframe.rs#L106](2b6e67f4cb/crates/bevy_pbr/src/wireframe.rs (L106)
) - Credits to beep for finding this out!
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1 changed files with 15 additions and 5 deletions
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@ -14,7 +14,7 @@ use bevy_render::{
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PipelineCache, PolygonMode, RenderPipelineDescriptor, Shader, SpecializedMeshPipeline,
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SpecializedMeshPipelineError, SpecializedMeshPipelines,
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},
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view::{ExtractedView, Msaa},
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view::{ExtractedView, Msaa, VisibleEntities},
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RenderApp, RenderStage,
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};
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use bevy_utils::tracing::error;
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@ -115,14 +115,14 @@ fn queue_wireframes(
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Query<(Entity, &Handle<Mesh>, &MeshUniform)>,
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Query<(Entity, &Handle<Mesh>, &MeshUniform), With<Wireframe>>,
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)>,
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mut views: Query<(&ExtractedView, &mut RenderPhase<Opaque3d>)>,
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mut views: Query<(&ExtractedView, &VisibleEntities, &mut RenderPhase<Opaque3d>)>,
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) {
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let draw_custom = opaque_3d_draw_functions
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.read()
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.get_id::<DrawWireframes>()
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.unwrap();
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let msaa_key = MeshPipelineKey::from_msaa_samples(msaa.samples);
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for (view, mut opaque_phase) in views.iter_mut() {
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for (view, visible_entities, mut opaque_phase) in views.iter_mut() {
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let view_matrix = view.transform.compute_matrix();
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let view_row_2 = view_matrix.row(2);
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@ -154,9 +154,19 @@ fn queue_wireframes(
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};
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if wireframe_config.global {
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material_meshes.p0().iter().for_each(add_render_phase);
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let query = material_meshes.p0();
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visible_entities
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.entities
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.iter()
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.filter_map(|visible_entity| query.get(*visible_entity).ok())
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.for_each(add_render_phase);
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} else {
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material_meshes.p1().iter().for_each(add_render_phase);
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let query = material_meshes.p1();
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visible_entities
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.entities
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.iter()
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.filter_map(|visible_entity| query.get(*visible_entity).ok())
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.for_each(add_render_phase);
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}
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}
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}
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