//! Demonstrates how to define and use specialized mesh pipeline //! //! This example shows how to use the built-in [`SpecializedMeshPipeline`] //! functionality with a custom [`RenderCommand`] to allow custom mesh rendering with //! more flexibility than the material api. //! //! [`SpecializedMeshPipeline`] let's you customize the entire pipeline used when rendering a mesh. use bevy::{ core_pipeline::core_3d::{Opaque3d, Opaque3dBinKey, CORE_3D_DEPTH_FORMAT}, math::{vec3, vec4}, pbr::{ DrawMesh, MeshPipeline, MeshPipelineKey, MeshPipelineViewLayoutKey, RenderMeshInstances, SetMeshBindGroup, SetMeshViewBindGroup, }, prelude::*, render::{ extract_component::{ExtractComponent, ExtractComponentPlugin}, mesh::{Indices, MeshVertexBufferLayoutRef, PrimitiveTopology, RenderMesh}, render_asset::{RenderAssetUsages, RenderAssets}, render_phase::{ AddRenderCommand, BinnedRenderPhaseType, DrawFunctions, SetItemPipeline, ViewBinnedRenderPhases, }, render_resource::{ ColorTargetState, ColorWrites, CompareFunction, DepthStencilState, Face, FragmentState, FrontFace, MultisampleState, PipelineCache, PolygonMode, PrimitiveState, RenderPipelineDescriptor, SpecializedMeshPipeline, SpecializedMeshPipelineError, SpecializedMeshPipelines, TextureFormat, VertexState, }, texture::BevyDefault as _, view::{self, ExtractedView, ViewTarget, VisibilitySystems, VisibleEntities}, Render, RenderApp, RenderSet, }, }; const SHADER_ASSET_PATH: &str = "shaders/specialized_mesh_pipeline.wgsl"; fn main() { App::new() .add_plugins(DefaultPlugins) .add_plugins(CustomRenderedMeshPipelinePlugin) .add_systems(Startup, setup) .run(); } /// Spawns the objects in the scene. fn setup(mut commands: Commands, mut meshes: ResMut>) { // Build a custom triangle mesh with colors // We define a custom mesh because the examples only uses a limited // set of vertex attributes for simplicity let mesh = Mesh::new( PrimitiveTopology::TriangleList, RenderAssetUsages::default(), ) .with_inserted_indices(Indices::U32(vec![0, 1, 2, 0, 2, 3])) .with_inserted_attribute( Mesh::ATTRIBUTE_POSITION, vec![ vec3(-0.5, -0.5, 0.0), vec3(0.5, -0.5, 0.0), vec3(0.0, 0.25, 0.0), ], ) .with_inserted_attribute( Mesh::ATTRIBUTE_COLOR, vec![ vec4(1.0, 0.0, 0.0, 1.0), vec4(0.0, 1.0, 0.0, 1.0), vec4(0.0, 0.0, 1.0, 1.0), ], ); // spawn 3 triangles to show that batching works for (x, y) in [-0.5, 0.0, 0.5].into_iter().zip([-0.25, 0.5, -0.25]) { // Spawn an entity with all the required components for it to be rendered with our custom pipeline commands.spawn(( // We use a marker component to identify the mesh that will be rendered // with our specialized pipeline CustomRenderedEntity, // We need to add the mesh handle to the entity meshes.add(mesh.clone()), // This bundle's components are needed for something to be rendered SpatialBundle { transform: Transform::from_xyz(x, y, 0.0), ..SpatialBundle::INHERITED_IDENTITY }, )); } // Spawn the camera. commands.spawn(( Camera3d::default(), // Move the camera back a bit to see all the triangles Transform::from_xyz(0.0, 0.0, 3.0).looking_at(Vec3::ZERO, Vec3::Y), )); } // When writing custom rendering code it's generally recommended to use a plugin. // The main reason for this is that it gives you access to the finish() hook // which is called after rendering resources are initialized. struct CustomRenderedMeshPipelinePlugin; impl Plugin for CustomRenderedMeshPipelinePlugin { fn build(&self, app: &mut App) { app.add_plugins(ExtractComponentPlugin::::default()) .add_systems( PostUpdate, // Make sure to tell Bevy to check our entity for visibility. Bevy won't // do this by default, for efficiency reasons. // This will do things like frustum culling and hierarchy visibility view::check_visibility:: .in_set(VisibilitySystems::CheckVisibility), ); // We make sure to add these to the render app, not the main app. let Some(render_app) = app.get_sub_app_mut(RenderApp) else { return; }; render_app // This is needed to tell bevy about your custom pipeline .init_resource::>() // We need to use a custom draw command so we need to register it .add_render_command::() .add_systems(Render, queue_custom_mesh_pipeline.in_set(RenderSet::Queue)); } fn finish(&self, app: &mut App) { let Some(render_app) = app.get_sub_app_mut(RenderApp) else { return; }; // Creating this pipeline needs the RenderDevice and RenderQueue // which are only available once rendering plugins are initialized. render_app.init_resource::(); } } /// A marker component that represents an entity that is to be rendered using /// our specialized pipeline. /// /// Note the [`ExtractComponent`] trait implementation. This is necessary to /// tell Bevy that this object should be pulled into the render world. #[derive(Clone, Component, ExtractComponent)] struct CustomRenderedEntity; /// The custom draw commands that Bevy executes for each entity we enqueue into /// the render phase. type DrawSpecializedPipelineCommands = ( // Set the pipeline SetItemPipeline, // Set the view uniform at bind group 0 SetMeshViewBindGroup<0>, // Set the mesh uniform at bind group 1 SetMeshBindGroup<1>, // Draw the mesh DrawMesh, ); /// A query filter that tells [`view::check_visibility`] about our custom /// rendered entity. type WithCustomRenderedEntity = With; // This contains the state needed to speciazlize a mesh pipeline #[derive(Resource)] struct CustomMeshPipeline { /// The base mesh pipeline defined by bevy /// /// This isn't required, but if you want to use a bevy `Mesh` it's easier when you /// have access to the base `MeshPipeline` that bevy already defines mesh_pipeline: MeshPipeline, /// Stores the shader used for this pipeline directly on the pipeline. /// This isn't required, it's only done like this for simplicity. shader_handle: Handle, } impl FromWorld for CustomMeshPipeline { fn from_world(world: &mut World) -> Self { // Load the shader let shader_handle: Handle = world.resource::().load(SHADER_ASSET_PATH); Self { mesh_pipeline: MeshPipeline::from_world(world), shader_handle, } } } impl SpecializedMeshPipeline for CustomMeshPipeline { /// Pipeline use keys to determine how to specialize it. /// The key is also used by the pipeline cache to determine if /// it needs to create a new pipeline or not /// /// In this example we just use the base `MeshPipelineKey` defined by bevy, but this could be anything. /// For example, if you want to make a pipeline with a procedural shader you could add the Handle to the key. type Key = MeshPipelineKey; fn specialize( &self, mesh_key: Self::Key, layout: &MeshVertexBufferLayoutRef, ) -> Result { // Define the vertex attributes based on a standard bevy [`Mesh`] let mut vertex_attributes = Vec::new(); if layout.0.contains(Mesh::ATTRIBUTE_POSITION) { // Make sure this matches the shader location vertex_attributes.push(Mesh::ATTRIBUTE_POSITION.at_shader_location(0)); } if layout.0.contains(Mesh::ATTRIBUTE_COLOR) { // Make sure this matches the shader location vertex_attributes.push(Mesh::ATTRIBUTE_COLOR.at_shader_location(1)); } // This will automatically generate the correct `VertexBufferLayout` based on the vertex attributes let vertex_buffer_layout = layout.0.get_layout(&vertex_attributes)?; Ok(RenderPipelineDescriptor { label: Some("Specialized Mesh Pipeline".into()), layout: vec![ // Bind group 0 is the view uniform self.mesh_pipeline .get_view_layout(MeshPipelineViewLayoutKey::from(mesh_key)) .clone(), // Bind group 1 is the mesh uniform self.mesh_pipeline.mesh_layouts.model_only.clone(), ], push_constant_ranges: vec![], vertex: VertexState { shader: self.shader_handle.clone(), shader_defs: vec![], entry_point: "vertex".into(), // Customize how to store the meshes' vertex attributes in the vertex buffer buffers: vec![vertex_buffer_layout], }, fragment: Some(FragmentState { shader: self.shader_handle.clone(), shader_defs: vec![], entry_point: "fragment".into(), targets: vec![Some(ColorTargetState { // This isn't required, but bevy supports HDR and non-HDR rendering // so it's generally recommended to specialize the pipeline for that format: if mesh_key.contains(MeshPipelineKey::HDR) { ViewTarget::TEXTURE_FORMAT_HDR } else { TextureFormat::bevy_default() }, // For this example we only use opaque meshes, // but if you wanted to use alpha blending you would need to set it here blend: None, write_mask: ColorWrites::ALL, })], }), primitive: PrimitiveState { topology: mesh_key.primitive_topology(), front_face: FrontFace::Ccw, cull_mode: Some(Face::Back), polygon_mode: PolygonMode::Fill, ..default() }, // Note that if your view has no depth buffer this will need to be // changed. depth_stencil: Some(DepthStencilState { format: CORE_3D_DEPTH_FORMAT, depth_write_enabled: true, depth_compare: CompareFunction::GreaterEqual, stencil: default(), bias: default(), }), // It's generally recommended to specialize your pipeline for MSAA, // but it's not always possible multisample: MultisampleState { count: mesh_key.msaa_samples(), ..MultisampleState::default() }, }) } } /// A render-world system that enqueues the entity with custom rendering into /// the opaque render phases of each view. #[allow(clippy::too_many_arguments)] fn queue_custom_mesh_pipeline( pipeline_cache: Res, custom_mesh_pipeline: Res, mut opaque_render_phases: ResMut>, opaque_draw_functions: Res>, mut specialized_mesh_pipelines: ResMut>, views: Query<(Entity, &VisibleEntities, &ExtractedView, &Msaa), With>, render_meshes: Res>, render_mesh_instances: Res, ) { // Get the id for our custom draw function let draw_function_id = opaque_draw_functions .read() .id::(); // Render phases are per-view, so we need to iterate over all views so that // the entity appears in them. (In this example, we have only one view, but // it's good practice to loop over all views anyway.) for (view_entity, view_visible_entities, view, msaa) in views.iter() { let Some(opaque_phase) = opaque_render_phases.get_mut(&view_entity) else { continue; }; // Create the key based on the view. In this case we only care about MSAA and HDR let view_key = MeshPipelineKey::from_msaa_samples(msaa.samples()) | MeshPipelineKey::from_hdr(view.hdr); // Find all the custom rendered entities that are visible from this // view. for &visible_entity in view_visible_entities .get::() .iter() { // Get the mesh instance let Some(mesh_instance) = render_mesh_instances.render_mesh_queue_data(visible_entity) else { continue; }; // Get the mesh data let Some(mesh) = render_meshes.get(mesh_instance.mesh_asset_id) else { continue; }; // Specialize the key for the current mesh entity // For this example we only specialize based on the mesh topology // but you could have more complex keys and that's where you'd need to create those keys let mut mesh_key = view_key; mesh_key |= MeshPipelineKey::from_primitive_topology(mesh.primitive_topology()); // Finally, we can specialize the pipeline based on the key let pipeline_id = specialized_mesh_pipelines .specialize( &pipeline_cache, &custom_mesh_pipeline, mesh_key, &mesh.layout, ) // This should never with this example, but if your pipeline specialization // can fail you need to handle the error here .expect("Failed to specialize mesh pipeline"); // Add the mesh with our specialized pipeline opaque_phase.add( Opaque3dBinKey { draw_function: draw_function_id, pipeline: pipeline_id, // The asset ID is arbitrary; we simply use [`AssetId::invalid`], // but you can use anything you like. Note that the asset ID need // not be the ID of a [`Mesh`]. asset_id: AssetId::::invalid().untyped(), material_bind_group_id: None, lightmap_image: None, }, visible_entity, // This example supports batching, but if your pipeline doesn't // support it you can use `BinnedRenderPhaseType::UnbatchableMesh` BinnedRenderPhaseType::BatchableMesh, ); } } }