bevy/assets/shaders/custom_phase_item.wgsl
Patrick Walton 44db8b7fac
Allow phase items not associated with meshes to be binned. (#14029)
As reported in #14004, many third-party plugins, such as Hanabi, enqueue
entities that don't have meshes into render phases. However, the
introduction of indirect mode added a dependency on mesh-specific data,
breaking this workflow. This is because GPU preprocessing requires that
the render phases manage indirect draw parameters, which don't apply to
objects that aren't meshes. The existing code skips over binned entities
that don't have indirect draw parameters, which causes the rendering to
be skipped for such objects.

To support this workflow, this commit adds a new field,
`non_mesh_items`, to `BinnedRenderPhase`. This field contains a simple
list of (bin key, entity) pairs. After drawing batchable and unbatchable
objects, the non-mesh items are drawn one after another. Bevy itself
doesn't enqueue any items into this list; it exists solely for the
application and/or plugins to use.

Additionally, this commit switches the asset ID in the standard bin keys
to be an untyped asset ID rather than that of a mesh. This allows more
flexibility, allowing bins to be keyed off any type of asset.

This patch adds a new example, `custom_phase_item`, which simultaneously
serves to demonstrate how to use this new feature and to act as a
regression test so this doesn't break again.

Fixes #14004.

## Changelog

### Added

* `BinnedRenderPhase` now contains a `non_mesh_items` field for plugins
to add custom items to.
2024-06-27 16:13:03 +00:00

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1.1 KiB
WebGPU Shading Language

// `custom_phase_item.wgsl`
//
// This shader goes with the `custom_phase_item` example. It demonstrates how to
// enqueue custom rendering logic in a `RenderPhase`.
// The GPU-side vertex structure.
struct Vertex {
// The world-space position of the vertex.
@location(0) position: vec3<f32>,
// The color of the vertex.
@location(1) color: vec3<f32>,
};
// Information passed from the vertex shader to the fragment shader.
struct VertexOutput {
// The clip-space position of the vertex.
@builtin(position) clip_position: vec4<f32>,
// The color of the vertex.
@location(0) color: vec3<f32>,
};
// The vertex shader entry point.
@vertex
fn vertex(vertex: Vertex) -> VertexOutput {
// Use an orthographic projection.
var vertex_output: VertexOutput;
vertex_output.clip_position = vec4(vertex.position.xyz, 1.0);
vertex_output.color = vertex.color;
return vertex_output;
}
// The fragment shader entry point.
@fragment
fn fragment(vertex_output: VertexOutput) -> @location(0) vec4<f32> {
return vec4(vertex_output.color, 1.0);
}