use crate::{ line_gizmo_vertex_buffer_layouts, DrawLineGizmo, GizmoConfig, LineGizmo, LineGizmoUniformBindgroupLayout, SetLineGizmoBindGroup, LINE_SHADER_HANDLE, }; use bevy_app::{App, Plugin}; use bevy_asset::Handle; use bevy_core_pipeline::core_3d::Transparent3d; use bevy_ecs::{ prelude::Entity, schedule::IntoSystemConfigs, system::{Query, Res, ResMut, Resource}, world::{FromWorld, World}, }; use bevy_pbr::{MeshPipeline, MeshPipelineKey, SetMeshViewBindGroup}; use bevy_render::{ render_asset::RenderAssets, render_phase::{AddRenderCommand, DrawFunctions, RenderPhase, SetItemPipeline}, render_resource::*, texture::BevyDefault, view::{ExtractedView, Msaa, RenderLayers, ViewTarget}, Render, RenderApp, RenderSet, }; pub struct LineGizmo3dPlugin; impl Plugin for LineGizmo3dPlugin { fn build(&self, app: &mut App) { let Ok(render_app) = app.get_sub_app_mut(RenderApp) else { return; }; render_app .add_render_command::() .init_resource::>() .add_systems(Render, queue_line_gizmos_3d.in_set(RenderSet::Queue)); } fn finish(&self, app: &mut App) { let Ok(render_app) = app.get_sub_app_mut(RenderApp) else { return; }; render_app.init_resource::(); } } #[derive(Clone, Resource)] struct LineGizmoPipeline { mesh_pipeline: MeshPipeline, uniform_layout: BindGroupLayout, } impl FromWorld for LineGizmoPipeline { fn from_world(render_world: &mut World) -> Self { LineGizmoPipeline { mesh_pipeline: render_world.resource::().clone(), uniform_layout: render_world .resource::() .layout .clone(), } } } #[derive(PartialEq, Eq, Hash, Clone)] struct LineGizmoPipelineKey { mesh_key: MeshPipelineKey, strip: bool, perspective: bool, } impl SpecializedRenderPipeline for LineGizmoPipeline { type Key = LineGizmoPipelineKey; fn specialize(&self, key: Self::Key) -> RenderPipelineDescriptor { let mut shader_defs = vec![ #[cfg(feature = "webgl")] "SIXTEEN_BYTE_ALIGNMENT".into(), ]; if key.perspective { shader_defs.push("PERSPECTIVE".into()); } let format = if key.mesh_key.contains(MeshPipelineKey::HDR) { ViewTarget::TEXTURE_FORMAT_HDR } else { TextureFormat::bevy_default() }; let view_layout = if key.mesh_key.msaa_samples() == 1 { self.mesh_pipeline.view_layout.clone() } else { self.mesh_pipeline.view_layout_multisampled.clone() }; let layout = vec![view_layout, self.uniform_layout.clone()]; RenderPipelineDescriptor { vertex: VertexState { shader: LINE_SHADER_HANDLE.typed(), entry_point: "vertex".into(), shader_defs: shader_defs.clone(), buffers: line_gizmo_vertex_buffer_layouts(key.strip), }, fragment: Some(FragmentState { shader: LINE_SHADER_HANDLE.typed(), shader_defs, entry_point: "fragment".into(), targets: vec![Some(ColorTargetState { format, blend: Some(BlendState::ALPHA_BLENDING), write_mask: ColorWrites::ALL, })], }), layout, primitive: PrimitiveState::default(), depth_stencil: Some(DepthStencilState { format: TextureFormat::Depth32Float, depth_write_enabled: true, depth_compare: CompareFunction::Greater, stencil: StencilState::default(), bias: DepthBiasState::default(), }), multisample: MultisampleState { count: key.mesh_key.msaa_samples(), mask: !0, alpha_to_coverage_enabled: false, }, label: Some("LineGizmo Pipeline".into()), push_constant_ranges: vec![], } } } type DrawLineGizmo3d = ( SetItemPipeline, SetMeshViewBindGroup<0>, SetLineGizmoBindGroup<1>, DrawLineGizmo, ); #[allow(clippy::too_many_arguments)] fn queue_line_gizmos_3d( draw_functions: Res>, pipeline: Res, mut pipelines: ResMut>, pipeline_cache: Res, msaa: Res, config: Res, line_gizmos: Query<(Entity, &Handle)>, line_gizmo_assets: Res>, mut views: Query<( &ExtractedView, &mut RenderPhase, Option<&RenderLayers>, )>, ) { let draw_function = draw_functions.read().get_id::().unwrap(); for (view, mut transparent_phase, render_layers) in &mut views { let render_layers = render_layers.copied().unwrap_or_default(); if !config.render_layers.intersects(&render_layers) { continue; } let mesh_key = MeshPipelineKey::from_msaa_samples(msaa.samples()) | MeshPipelineKey::from_hdr(view.hdr); for (entity, handle) in &line_gizmos { let Some(line_gizmo) = line_gizmo_assets.get(handle) else { continue; }; let pipeline = pipelines.specialize( &pipeline_cache, &pipeline, LineGizmoPipelineKey { mesh_key, strip: line_gizmo.strip, perspective: config.line_perspective, }, ); transparent_phase.add(Transparent3d { entity, draw_function, pipeline, distance: 0., }); } } }