use bevy_core_pipeline::prepass::ViewPrepassTextures; use bevy_render::render_resource::{ binding_types::{ texture_2d, texture_2d_multisampled, texture_depth_2d, texture_depth_2d_multisampled, }, BindGroupLayoutEntryBuilder, TextureAspect, TextureSampleType, TextureView, TextureViewDescriptor, }; use bevy_utils::default; use crate::MeshPipelineViewLayoutKey; pub fn get_bind_group_layout_entries( layout_key: MeshPipelineViewLayoutKey, ) -> [Option; 4] { let mut entries: [Option; 4] = [None; 4]; let multisampled = layout_key.contains(MeshPipelineViewLayoutKey::MULTISAMPLED); if layout_key.contains(MeshPipelineViewLayoutKey::DEPTH_PREPASS) { // Depth texture entries[0] = if multisampled { Some(texture_depth_2d_multisampled()) } else { Some(texture_depth_2d()) }; } if layout_key.contains(MeshPipelineViewLayoutKey::NORMAL_PREPASS) { // Normal texture entries[1] = if multisampled { Some(texture_2d_multisampled(TextureSampleType::Float { filterable: false, })) } else { Some(texture_2d(TextureSampleType::Float { filterable: false })) }; } if layout_key.contains(MeshPipelineViewLayoutKey::MOTION_VECTOR_PREPASS) { // Motion Vectors texture entries[2] = if multisampled { Some(texture_2d_multisampled(TextureSampleType::Float { filterable: false, })) } else { Some(texture_2d(TextureSampleType::Float { filterable: false })) }; } if layout_key.contains(MeshPipelineViewLayoutKey::DEFERRED_PREPASS) { // Deferred texture entries[3] = Some(texture_2d(TextureSampleType::Uint)); } entries } pub fn get_bindings(prepass_textures: Option<&ViewPrepassTextures>) -> [Option; 4] { let depth_desc = TextureViewDescriptor { label: Some("prepass_depth"), aspect: TextureAspect::DepthOnly, ..default() }; let depth_view = prepass_textures .and_then(|x| x.depth.as_ref()) .map(|texture| texture.texture.create_view(&depth_desc)); let normal_view = prepass_textures .and_then(|x| x.normal.as_ref()) .map(|texture| texture.default_view.clone()); let motion_vectors_view = prepass_textures .and_then(|x| x.motion_vectors.as_ref()) .map(|texture| texture.default_view.clone()); let deferred_view = prepass_textures .and_then(|x| x.deferred.as_ref()) .map(|texture| texture.default_view.clone()); [depth_view, normal_view, motion_vectors_view, deferred_view] }