use crate::{ GlobalLightMeta, GpuLights, LightMeta, NotShadowCaster, NotShadowReceiver, ShadowPipeline, ViewClusterBindings, ViewLightsUniformOffset, ViewShadowBindings, }; use bevy_app::Plugin; use bevy_asset::{Assets, Handle, HandleUntyped}; use bevy_ecs::{ prelude::*, system::{lifetimeless::*, SystemParamItem}, }; use bevy_math::Mat4; use bevy_reflect::TypeUuid; use bevy_render::{ mesh::{GpuBufferInfo, Mesh}, render_asset::RenderAssets, render_component::{ComponentUniforms, DynamicUniformIndex, UniformComponentPlugin}, render_phase::{EntityRenderCommand, RenderCommandResult, TrackedRenderPass}, render_resource::{std140::AsStd140, *}, renderer::{RenderDevice, RenderQueue}, texture::{BevyDefault, GpuImage, Image, TextureFormatPixelInfo}, view::{ComputedVisibility, ViewUniform, ViewUniformOffset, ViewUniforms}, RenderApp, RenderStage, }; use bevy_transform::components::GlobalTransform; use wgpu::{ Extent3d, ImageCopyTexture, ImageDataLayout, Origin3d, SamplerBindingType, TextureDimension, TextureFormat, TextureViewDescriptor, }; #[derive(Default)] pub struct MeshRenderPlugin; pub const MESH_VIEW_BIND_GROUP_HANDLE: HandleUntyped = HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 9076678235888822571); pub const MESH_STRUCT_HANDLE: HandleUntyped = HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 2506024101911992377); pub const MESH_SHADER_HANDLE: HandleUntyped = HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 3252377289100772450); impl Plugin for MeshRenderPlugin { fn build(&self, app: &mut bevy_app::App) { let mut shaders = app.world.get_resource_mut::>().unwrap(); shaders.set_untracked( MESH_SHADER_HANDLE, Shader::from_wgsl(include_str!("mesh.wgsl")), ); shaders.set_untracked( MESH_STRUCT_HANDLE, Shader::from_wgsl(include_str!("mesh_struct.wgsl")) .with_import_path("bevy_pbr::mesh_struct"), ); shaders.set_untracked( MESH_VIEW_BIND_GROUP_HANDLE, Shader::from_wgsl(include_str!("mesh_view_bind_group.wgsl")) .with_import_path("bevy_pbr::mesh_view_bind_group"), ); app.add_plugin(UniformComponentPlugin::::default()); app.sub_app_mut(RenderApp) .init_resource::() .add_system_to_stage(RenderStage::Extract, extract_meshes) .add_system_to_stage(RenderStage::Queue, queue_mesh_bind_group) .add_system_to_stage(RenderStage::Queue, queue_mesh_view_bind_groups); } } #[derive(Component, AsStd140, Clone)] pub struct MeshUniform { pub transform: Mat4, pub inverse_transpose_model: Mat4, pub flags: u32, } // NOTE: These must match the bit flags in bevy_pbr2/src/render/mesh.wgsl! bitflags::bitflags! { #[repr(transparent)] struct MeshFlags: u32 { const SHADOW_RECEIVER = (1 << 0); const NONE = 0; const UNINITIALIZED = 0xFFFF; } } pub fn extract_meshes( mut commands: Commands, mut previous_caster_len: Local, mut previous_not_caster_len: Local, caster_query: Query< ( Entity, &ComputedVisibility, &GlobalTransform, &Handle, Option<&NotShadowReceiver>, ), Without, >, not_caster_query: Query< ( Entity, &ComputedVisibility, &GlobalTransform, &Handle, Option<&NotShadowReceiver>, ), With, >, ) { let mut caster_values = Vec::with_capacity(*previous_caster_len); for (entity, computed_visibility, transform, handle, not_receiver) in caster_query.iter() { if !computed_visibility.is_visible { continue; } let transform = transform.compute_matrix(); caster_values.push(( entity, ( handle.clone_weak(), MeshUniform { flags: if not_receiver.is_some() { MeshFlags::empty().bits } else { MeshFlags::SHADOW_RECEIVER.bits }, transform, inverse_transpose_model: transform.inverse().transpose(), }, ), )); } *previous_caster_len = caster_values.len(); commands.insert_or_spawn_batch(caster_values); let mut not_caster_values = Vec::with_capacity(*previous_not_caster_len); for (entity, computed_visibility, transform, handle, not_receiver) in not_caster_query.iter() { if !computed_visibility.is_visible { continue; } let transform = transform.compute_matrix(); not_caster_values.push(( entity, ( handle.clone_weak(), MeshUniform { flags: if not_receiver.is_some() { MeshFlags::empty().bits } else { MeshFlags::SHADOW_RECEIVER.bits }, transform, inverse_transpose_model: transform.inverse().transpose(), }, NotShadowCaster, ), )); } *previous_not_caster_len = not_caster_values.len(); commands.insert_or_spawn_batch(not_caster_values); } #[derive(Clone)] pub struct MeshPipeline { pub view_layout: BindGroupLayout, pub mesh_layout: BindGroupLayout, // This dummy white texture is to be used in place of optional StandardMaterial textures pub dummy_white_gpu_image: GpuImage, } impl FromWorld for MeshPipeline { fn from_world(world: &mut World) -> Self { let render_device = world.get_resource::().unwrap(); let view_layout = render_device.create_bind_group_layout(&BindGroupLayoutDescriptor { entries: &[ // View BindGroupLayoutEntry { binding: 0, visibility: ShaderStages::VERTEX | ShaderStages::FRAGMENT, ty: BindingType::Buffer { ty: BufferBindingType::Uniform, has_dynamic_offset: true, min_binding_size: BufferSize::new(ViewUniform::std140_size_static() as u64), }, count: None, }, // Lights BindGroupLayoutEntry { binding: 1, visibility: ShaderStages::FRAGMENT, ty: BindingType::Buffer { ty: BufferBindingType::Uniform, has_dynamic_offset: true, min_binding_size: BufferSize::new(GpuLights::std140_size_static() as u64), }, count: None, }, // Point Shadow Texture Cube Array BindGroupLayoutEntry { binding: 2, visibility: ShaderStages::FRAGMENT, ty: BindingType::Texture { multisampled: false, sample_type: TextureSampleType::Depth, #[cfg(not(feature = "webgl"))] view_dimension: TextureViewDimension::CubeArray, #[cfg(feature = "webgl")] view_dimension: TextureViewDimension::Cube, }, count: None, }, // Point Shadow Texture Array Sampler BindGroupLayoutEntry { binding: 3, visibility: ShaderStages::FRAGMENT, ty: BindingType::Sampler(SamplerBindingType::Comparison), count: None, }, // Directional Shadow Texture Array BindGroupLayoutEntry { binding: 4, visibility: ShaderStages::FRAGMENT, ty: BindingType::Texture { multisampled: false, sample_type: TextureSampleType::Depth, #[cfg(not(feature = "webgl"))] view_dimension: TextureViewDimension::D2Array, #[cfg(feature = "webgl")] view_dimension: TextureViewDimension::D2, }, count: None, }, // Directional Shadow Texture Array Sampler BindGroupLayoutEntry { binding: 5, visibility: ShaderStages::FRAGMENT, ty: BindingType::Sampler(SamplerBindingType::Comparison), count: None, }, // PointLights BindGroupLayoutEntry { binding: 6, visibility: ShaderStages::FRAGMENT, ty: BindingType::Buffer { ty: BufferBindingType::Uniform, has_dynamic_offset: false, // NOTE: Static size for uniform buffers. GpuPointLight has a padded // size of 64 bytes, so 16384 / 64 = 256 point lights max min_binding_size: BufferSize::new(16384), }, count: None, }, // ClusteredLightIndexLists BindGroupLayoutEntry { binding: 7, visibility: ShaderStages::FRAGMENT, ty: BindingType::Buffer { ty: BufferBindingType::Uniform, has_dynamic_offset: false, // NOTE: With 256 point lights max, indices need 8 bits so use u8 min_binding_size: BufferSize::new(16384), }, count: None, }, // ClusterOffsetsAndCounts BindGroupLayoutEntry { binding: 8, visibility: ShaderStages::FRAGMENT, ty: BindingType::Buffer { ty: BufferBindingType::Uniform, has_dynamic_offset: false, // NOTE: The offset needs to address 16384 indices, which needs 14 bits. // The count can be at most all 256 lights so 8 bits. // Pack the offset into the upper 24 bits and the count into the // lower 8 bits. min_binding_size: BufferSize::new(16384), }, count: None, }, ], label: Some("mesh_view_layout"), }); let mesh_layout = render_device.create_bind_group_layout(&BindGroupLayoutDescriptor { entries: &[BindGroupLayoutEntry { binding: 0, visibility: ShaderStages::VERTEX | ShaderStages::FRAGMENT, ty: BindingType::Buffer { ty: BufferBindingType::Uniform, has_dynamic_offset: true, min_binding_size: BufferSize::new(MeshUniform::std140_size_static() as u64), }, count: None, }], label: Some("mesh_layout"), }); // A 1x1x1 'all 1.0' texture to use as a dummy texture to use in place of optional StandardMaterial textures let dummy_white_gpu_image = { let image = Image::new_fill( Extent3d::default(), TextureDimension::D2, &[255u8; 4], TextureFormat::bevy_default(), ); let texture = render_device.create_texture(&image.texture_descriptor); let sampler = render_device.create_sampler(&image.sampler_descriptor); let format_size = image.texture_descriptor.format.pixel_size(); let render_queue = world.get_resource_mut::().unwrap(); render_queue.write_texture( ImageCopyTexture { texture: &texture, mip_level: 0, origin: Origin3d::ZERO, aspect: wgpu::TextureAspect::All, }, &image.data, ImageDataLayout { offset: 0, bytes_per_row: Some( std::num::NonZeroU32::new( image.texture_descriptor.size.width * format_size as u32, ) .unwrap(), ), rows_per_image: None, }, image.texture_descriptor.size, ); let texture_view = texture.create_view(&TextureViewDescriptor::default()); GpuImage { texture, texture_view, sampler, } }; MeshPipeline { view_layout, mesh_layout, dummy_white_gpu_image, } } } impl MeshPipeline { pub fn get_image_texture<'a>( &'a self, gpu_images: &'a RenderAssets, handle_option: &Option>, ) -> Option<(&'a TextureView, &'a Sampler)> { if let Some(handle) = handle_option { let gpu_image = gpu_images.get(handle)?; Some((&gpu_image.texture_view, &gpu_image.sampler)) } else { Some(( &self.dummy_white_gpu_image.texture_view, &self.dummy_white_gpu_image.sampler, )) } } } bitflags::bitflags! { #[repr(transparent)] // NOTE: Apparently quadro drivers support up to 64x MSAA. /// MSAA uses the highest 6 bits for the MSAA sample count - 1 to support up to 64x MSAA. pub struct MeshPipelineKey: u32 { const NONE = 0; const VERTEX_TANGENTS = (1 << 0); const TRANSPARENT_MAIN_PASS = (1 << 1); const MSAA_RESERVED_BITS = MeshPipelineKey::MSAA_MASK_BITS << MeshPipelineKey::MSAA_SHIFT_BITS; const PRIMITIVE_TOPOLOGY_RESERVED_BITS = MeshPipelineKey::PRIMITIVE_TOPOLOGY_MASK_BITS << MeshPipelineKey::PRIMITIVE_TOPOLOGY_SHIFT_BITS; } } impl MeshPipelineKey { const MSAA_MASK_BITS: u32 = 0b111111; const MSAA_SHIFT_BITS: u32 = 32 - 6; const PRIMITIVE_TOPOLOGY_MASK_BITS: u32 = 0b111; const PRIMITIVE_TOPOLOGY_SHIFT_BITS: u32 = Self::MSAA_SHIFT_BITS - 3; pub fn from_msaa_samples(msaa_samples: u32) -> Self { let msaa_bits = ((msaa_samples - 1) & Self::MSAA_MASK_BITS) << Self::MSAA_SHIFT_BITS; MeshPipelineKey::from_bits(msaa_bits).unwrap() } pub fn msaa_samples(&self) -> u32 { ((self.bits >> Self::MSAA_SHIFT_BITS) & Self::MSAA_MASK_BITS) + 1 } pub fn from_primitive_topology(primitive_topology: PrimitiveTopology) -> Self { let primitive_topology_bits = ((primitive_topology as u32) & Self::PRIMITIVE_TOPOLOGY_MASK_BITS) << Self::PRIMITIVE_TOPOLOGY_SHIFT_BITS; MeshPipelineKey::from_bits(primitive_topology_bits).unwrap() } pub fn primitive_topology(&self) -> PrimitiveTopology { let primitive_topology_bits = (self.bits >> Self::PRIMITIVE_TOPOLOGY_SHIFT_BITS) & Self::PRIMITIVE_TOPOLOGY_MASK_BITS; match primitive_topology_bits { x if x == PrimitiveTopology::PointList as u32 => PrimitiveTopology::PointList, x if x == PrimitiveTopology::LineList as u32 => PrimitiveTopology::LineList, x if x == PrimitiveTopology::LineStrip as u32 => PrimitiveTopology::LineStrip, x if x == PrimitiveTopology::TriangleList as u32 => PrimitiveTopology::TriangleList, x if x == PrimitiveTopology::TriangleStrip as u32 => PrimitiveTopology::TriangleStrip, _ => PrimitiveTopology::default(), } } } impl SpecializedPipeline for MeshPipeline { type Key = MeshPipelineKey; fn specialize(&self, key: Self::Key) -> RenderPipelineDescriptor { let (vertex_array_stride, vertex_attributes) = if key.contains(MeshPipelineKey::VERTEX_TANGENTS) { ( 48, vec![ // Position (GOTCHA! Vertex_Position isn't first in the buffer due to how Mesh sorts attributes (alphabetically)) VertexAttribute { format: VertexFormat::Float32x3, offset: 12, shader_location: 0, }, // Normal VertexAttribute { format: VertexFormat::Float32x3, offset: 0, shader_location: 1, }, // Uv (GOTCHA! uv is no longer third in the buffer due to how Mesh sorts attributes (alphabetically)) VertexAttribute { format: VertexFormat::Float32x2, offset: 40, shader_location: 2, }, // Tangent VertexAttribute { format: VertexFormat::Float32x4, offset: 24, shader_location: 3, }, ], ) } else { ( 32, vec![ // Position (GOTCHA! Vertex_Position isn't first in the buffer due to how Mesh sorts attributes (alphabetically)) VertexAttribute { format: VertexFormat::Float32x3, offset: 12, shader_location: 0, }, // Normal VertexAttribute { format: VertexFormat::Float32x3, offset: 0, shader_location: 1, }, // Uv VertexAttribute { format: VertexFormat::Float32x2, offset: 24, shader_location: 2, }, ], ) }; let mut shader_defs = Vec::new(); if key.contains(MeshPipelineKey::VERTEX_TANGENTS) { shader_defs.push(String::from("VERTEX_TANGENTS")); } let (label, blend, depth_write_enabled); if key.contains(MeshPipelineKey::TRANSPARENT_MAIN_PASS) { label = "transparent_mesh_pipeline".into(); blend = Some(BlendState::ALPHA_BLENDING); // For the transparent pass, fragments that are closer will be alpha blended // but their depth is not written to the depth buffer depth_write_enabled = false; } else { label = "opaque_mesh_pipeline".into(); blend = Some(BlendState::REPLACE); // For the opaque and alpha mask passes, fragments that are closer will replace // the current fragment value in the output and the depth is written to the // depth buffer depth_write_enabled = true; } #[cfg(feature = "webgl")] shader_defs.push(String::from("NO_ARRAY_TEXTURES_SUPPORT")); RenderPipelineDescriptor { vertex: VertexState { shader: MESH_SHADER_HANDLE.typed::(), entry_point: "vertex".into(), shader_defs: shader_defs.clone(), buffers: vec![VertexBufferLayout { array_stride: vertex_array_stride, step_mode: VertexStepMode::Vertex, attributes: vertex_attributes, }], }, fragment: Some(FragmentState { shader: MESH_SHADER_HANDLE.typed::(), shader_defs, entry_point: "fragment".into(), targets: vec![ColorTargetState { format: TextureFormat::bevy_default(), blend, write_mask: ColorWrites::ALL, }], }), layout: Some(vec![self.view_layout.clone(), self.mesh_layout.clone()]), primitive: PrimitiveState { front_face: FrontFace::Ccw, cull_mode: Some(Face::Back), unclipped_depth: false, polygon_mode: PolygonMode::Fill, conservative: false, topology: key.primitive_topology(), strip_index_format: None, }, depth_stencil: Some(DepthStencilState { format: TextureFormat::Depth32Float, depth_write_enabled, depth_compare: CompareFunction::Greater, stencil: StencilState { front: StencilFaceState::IGNORE, back: StencilFaceState::IGNORE, read_mask: 0, write_mask: 0, }, bias: DepthBiasState { constant: 0, slope_scale: 0.0, clamp: 0.0, }, }), multisample: MultisampleState { count: key.msaa_samples(), mask: !0, alpha_to_coverage_enabled: false, }, label: Some(label), } } } pub struct MeshBindGroup { pub value: BindGroup, } pub fn queue_mesh_bind_group( mut commands: Commands, mesh_pipeline: Res, render_device: Res, mesh_uniforms: Res>, ) { if let Some(binding) = mesh_uniforms.uniforms().binding() { commands.insert_resource(MeshBindGroup { value: render_device.create_bind_group(&BindGroupDescriptor { entries: &[BindGroupEntry { binding: 0, resource: binding, }], label: Some("mesh_bind_group"), layout: &mesh_pipeline.mesh_layout, }), }); } } #[derive(Component)] pub struct MeshViewBindGroup { pub value: BindGroup, } #[allow(clippy::too_many_arguments)] pub fn queue_mesh_view_bind_groups( mut commands: Commands, render_device: Res, mesh_pipeline: Res, shadow_pipeline: Res, light_meta: Res, global_light_meta: Res, view_uniforms: Res, mut views: Query<(Entity, &ViewShadowBindings, &ViewClusterBindings)>, ) { if let (Some(view_binding), Some(light_binding), Some(point_light_binding)) = ( view_uniforms.uniforms.binding(), light_meta.view_gpu_lights.binding(), global_light_meta.gpu_point_lights.binding(), ) { for (entity, view_shadow_bindings, view_cluster_bindings) in views.iter_mut() { let view_bind_group = render_device.create_bind_group(&BindGroupDescriptor { entries: &[ BindGroupEntry { binding: 0, resource: view_binding.clone(), }, BindGroupEntry { binding: 1, resource: light_binding.clone(), }, BindGroupEntry { binding: 2, resource: BindingResource::TextureView( &view_shadow_bindings.point_light_depth_texture_view, ), }, BindGroupEntry { binding: 3, resource: BindingResource::Sampler(&shadow_pipeline.point_light_sampler), }, BindGroupEntry { binding: 4, resource: BindingResource::TextureView( &view_shadow_bindings.directional_light_depth_texture_view, ), }, BindGroupEntry { binding: 5, resource: BindingResource::Sampler( &shadow_pipeline.directional_light_sampler, ), }, BindGroupEntry { binding: 6, resource: point_light_binding.clone(), }, BindGroupEntry { binding: 7, resource: view_cluster_bindings .cluster_light_index_lists .binding() .unwrap(), }, BindGroupEntry { binding: 8, resource: view_cluster_bindings .cluster_offsets_and_counts .binding() .unwrap(), }, ], label: Some("mesh_view_bind_group"), layout: &mesh_pipeline.view_layout, }); commands.entity(entity).insert(MeshViewBindGroup { value: view_bind_group, }); } } } pub struct SetMeshViewBindGroup; impl EntityRenderCommand for SetMeshViewBindGroup { type Param = SQuery<( Read, Read, Read, )>; #[inline] fn render<'w>( view: Entity, _item: Entity, view_query: SystemParamItem<'w, '_, Self::Param>, pass: &mut TrackedRenderPass<'w>, ) -> RenderCommandResult { let (view_uniform, view_lights, mesh_view_bind_group) = view_query.get(view).unwrap(); pass.set_bind_group( I, &mesh_view_bind_group.value, &[view_uniform.offset, view_lights.offset], ); RenderCommandResult::Success } } pub struct SetMeshBindGroup; impl EntityRenderCommand for SetMeshBindGroup { type Param = ( SRes, SQuery>>, ); #[inline] fn render<'w>( _view: Entity, item: Entity, (mesh_bind_group, mesh_query): SystemParamItem<'w, '_, Self::Param>, pass: &mut TrackedRenderPass<'w>, ) -> RenderCommandResult { let mesh_index = mesh_query.get(item).unwrap(); pass.set_bind_group( I, &mesh_bind_group.into_inner().value, &[mesh_index.index()], ); RenderCommandResult::Success } } pub struct DrawMesh; impl EntityRenderCommand for DrawMesh { type Param = (SRes>, SQuery>>); #[inline] fn render<'w>( _view: Entity, item: Entity, (meshes, mesh_query): SystemParamItem<'w, '_, Self::Param>, pass: &mut TrackedRenderPass<'w>, ) -> RenderCommandResult { let mesh_handle = mesh_query.get(item).unwrap(); if let Some(gpu_mesh) = meshes.into_inner().get(mesh_handle) { pass.set_vertex_buffer(0, gpu_mesh.vertex_buffer.slice(..)); match &gpu_mesh.buffer_info { GpuBufferInfo::Indexed { buffer, index_format, count, } => { pass.set_index_buffer(buffer.slice(..), 0, *index_format); pass.draw_indexed(0..*count, 0, 0..1); } GpuBufferInfo::NonIndexed { vertex_count } => { pass.draw(0..*vertex_count, 0..1); } } RenderCommandResult::Success } else { RenderCommandResult::Failure } } } #[cfg(test)] mod tests { use super::MeshPipelineKey; #[test] fn mesh_key_msaa_samples() { for i in 1..=64 { assert_eq!(MeshPipelineKey::from_msaa_samples(i).msaa_samples(), i); } } }