//! Bind group layout related definitions for the mesh pipeline. use bevy_render::{ mesh::morph::MAX_MORPH_WEIGHTS, render_resource::{ BindGroup, BindGroupDescriptor, BindGroupLayout, BindGroupLayoutDescriptor, Buffer, TextureView, }, renderer::RenderDevice, }; const MORPH_WEIGHT_SIZE: usize = std::mem::size_of::(); pub const MORPH_BUFFER_SIZE: usize = MAX_MORPH_WEIGHTS * MORPH_WEIGHT_SIZE; /// Individual layout entries. mod layout_entry { use super::MORPH_BUFFER_SIZE; use crate::render::mesh::JOINT_BUFFER_SIZE; use crate::MeshUniform; use bevy_render::render_resource::{ BindGroupLayoutEntry, BindingType, BufferBindingType, BufferSize, ShaderStages, ShaderType, TextureSampleType, TextureViewDimension, }; fn buffer(binding: u32, size: u64, visibility: ShaderStages) -> BindGroupLayoutEntry { BindGroupLayoutEntry { binding, visibility, count: None, ty: BindingType::Buffer { ty: BufferBindingType::Uniform, has_dynamic_offset: true, min_binding_size: BufferSize::new(size), }, } } pub(super) fn model(binding: u32) -> BindGroupLayoutEntry { let size = MeshUniform::min_size().get(); buffer(binding, size, ShaderStages::VERTEX | ShaderStages::FRAGMENT) } pub(super) fn skinning(binding: u32) -> BindGroupLayoutEntry { buffer(binding, JOINT_BUFFER_SIZE as u64, ShaderStages::VERTEX) } pub(super) fn weights(binding: u32) -> BindGroupLayoutEntry { buffer(binding, MORPH_BUFFER_SIZE as u64, ShaderStages::VERTEX) } pub(super) fn targets(binding: u32) -> BindGroupLayoutEntry { BindGroupLayoutEntry { binding, visibility: ShaderStages::VERTEX, ty: BindingType::Texture { view_dimension: TextureViewDimension::D3, sample_type: TextureSampleType::Float { filterable: false }, multisampled: false, }, count: None, } } } /// Individual [`BindGroupEntry`](bevy_render::render_resource::BindGroupEntry) /// for bind groups. mod entry { use super::MORPH_BUFFER_SIZE; use crate::render::mesh::JOINT_BUFFER_SIZE; use crate::MeshUniform; use bevy_render::render_resource::{ BindGroupEntry, BindingResource, Buffer, BufferBinding, BufferSize, ShaderType, TextureView, }; fn entry(binding: u32, size: u64, buffer: &Buffer) -> BindGroupEntry { BindGroupEntry { binding, resource: BindingResource::Buffer(BufferBinding { buffer, offset: 0, size: Some(BufferSize::new(size).unwrap()), }), } } pub(super) fn model(binding: u32, buffer: &Buffer) -> BindGroupEntry { entry(binding, MeshUniform::min_size().get(), buffer) } pub(super) fn skinning(binding: u32, buffer: &Buffer) -> BindGroupEntry { entry(binding, JOINT_BUFFER_SIZE as u64, buffer) } pub(super) fn weights(binding: u32, buffer: &Buffer) -> BindGroupEntry { entry(binding, MORPH_BUFFER_SIZE as u64, buffer) } pub(super) fn targets(binding: u32, texture: &TextureView) -> BindGroupEntry { BindGroupEntry { binding, resource: BindingResource::TextureView(texture), } } } /// All possible [`BindGroupLayout`]s in bevy's default mesh shader (`mesh.wgsl`). #[derive(Clone)] pub struct MeshLayouts { /// The mesh model uniform (transform) and nothing else. pub model_only: BindGroupLayout, /// Also includes the uniform for skinning pub skinned: BindGroupLayout, /// Also includes the uniform and [`MorphAttributes`] for morph targets. /// /// [`MorphAttributes`]: bevy_render::mesh::morph::MorphAttributes pub morphed: BindGroupLayout, /// Also includes both uniforms for skinning and morph targets, also the /// morph target [`MorphAttributes`] binding. /// /// [`MorphAttributes`]: bevy_render::mesh::morph::MorphAttributes pub morphed_skinned: BindGroupLayout, } impl MeshLayouts { /// Prepare the layouts used by the default bevy [`Mesh`]. /// /// [`Mesh`]: bevy_render::prelude::Mesh pub fn new(render_device: &RenderDevice) -> Self { MeshLayouts { model_only: Self::model_only_layout(render_device), skinned: Self::skinned_layout(render_device), morphed: Self::morphed_layout(render_device), morphed_skinned: Self::morphed_skinned_layout(render_device), } } // ---------- create individual BindGroupLayouts ---------- fn model_only_layout(render_device: &RenderDevice) -> BindGroupLayout { render_device.create_bind_group_layout(&BindGroupLayoutDescriptor { entries: &[layout_entry::model(0)], label: Some("mesh_layout"), }) } fn skinned_layout(render_device: &RenderDevice) -> BindGroupLayout { render_device.create_bind_group_layout(&BindGroupLayoutDescriptor { entries: &[layout_entry::model(0), layout_entry::skinning(1)], label: Some("skinned_mesh_layout"), }) } fn morphed_layout(render_device: &RenderDevice) -> BindGroupLayout { render_device.create_bind_group_layout(&BindGroupLayoutDescriptor { entries: &[ layout_entry::model(0), layout_entry::weights(2), layout_entry::targets(3), ], label: Some("morphed_mesh_layout"), }) } fn morphed_skinned_layout(render_device: &RenderDevice) -> BindGroupLayout { render_device.create_bind_group_layout(&BindGroupLayoutDescriptor { entries: &[ layout_entry::model(0), layout_entry::skinning(1), layout_entry::weights(2), layout_entry::targets(3), ], label: Some("morphed_skinned_mesh_layout"), }) } // ---------- BindGroup methods ---------- pub fn model_only(&self, render_device: &RenderDevice, model: &Buffer) -> BindGroup { render_device.create_bind_group(&BindGroupDescriptor { entries: &[entry::model(0, model)], layout: &self.model_only, label: Some("model_only_mesh_bind_group"), }) } pub fn skinned( &self, render_device: &RenderDevice, model: &Buffer, skin: &Buffer, ) -> BindGroup { render_device.create_bind_group(&BindGroupDescriptor { entries: &[entry::model(0, model), entry::skinning(1, skin)], layout: &self.skinned, label: Some("skinned_mesh_bind_group"), }) } pub fn morphed( &self, render_device: &RenderDevice, model: &Buffer, weights: &Buffer, targets: &TextureView, ) -> BindGroup { render_device.create_bind_group(&BindGroupDescriptor { entries: &[ entry::model(0, model), entry::weights(2, weights), entry::targets(3, targets), ], layout: &self.morphed, label: Some("morphed_mesh_bind_group"), }) } pub fn morphed_skinned( &self, render_device: &RenderDevice, model: &Buffer, skin: &Buffer, weights: &Buffer, targets: &TextureView, ) -> BindGroup { render_device.create_bind_group(&BindGroupDescriptor { entries: &[ entry::model(0, model), entry::skinning(1, skin), entry::weights(2, weights), entry::targets(3, targets), ], layout: &self.morphed_skinned, label: Some("morphed_skinned_mesh_bind_group"), }) } }