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https://github.com/bevyengine/bevy
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eb07d16871
# Objective > Can anyone explain to me the reasoning of renaming all the types named Query to Data. I'm talking about this PR https://github.com/bevyengine/bevy/pull/10779 It doesn't make sense to me that a bunch of types that are used to run queries aren't named Query anymore. Like ViewQuery on the ViewNode is the type of the Query. I don't really understand the point of the rename, it just seems like it hides the fact that a query will run based on those types. [@IceSentry](https://discord.com/channels/691052431525675048/692572690833473578/1184946251431694387) ## Solution Revert several renames in #10779. ## Changelog - `ViewNode::ViewData` is now `ViewNode::ViewQuery` again. ## Migration Guide - This PR amends the migration guide in https://github.com/bevyengine/bevy/pull/10779 --------- Co-authored-by: atlas dostal <rodol@rivalrebels.com>
276 lines
9.2 KiB
Rust
276 lines
9.2 KiB
Rust
//! A shader that renders a mesh multiple times in one draw call.
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use bevy::{
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core_pipeline::core_3d::Transparent3d,
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ecs::{
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query::QueryItem,
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system::{lifetimeless::*, SystemParamItem},
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},
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pbr::{
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MeshPipeline, MeshPipelineKey, RenderMeshInstances, SetMeshBindGroup, SetMeshViewBindGroup,
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},
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prelude::*,
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render::{
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extract_component::{ExtractComponent, ExtractComponentPlugin},
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mesh::{GpuBufferInfo, MeshVertexBufferLayout},
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render_asset::RenderAssets,
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render_phase::{
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AddRenderCommand, DrawFunctions, PhaseItem, RenderCommand, RenderCommandResult,
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RenderPhase, SetItemPipeline, TrackedRenderPass,
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},
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render_resource::*,
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renderer::RenderDevice,
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view::{ExtractedView, NoFrustumCulling},
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Render, RenderApp, RenderSet,
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},
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};
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use bytemuck::{Pod, Zeroable};
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fn main() {
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App::new()
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.add_plugins((DefaultPlugins, CustomMaterialPlugin))
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.add_systems(Startup, setup)
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.run();
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}
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fn setup(mut commands: Commands, mut meshes: ResMut<Assets<Mesh>>) {
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commands.spawn((
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meshes.add(shape::Cube { size: 0.5 }),
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SpatialBundle::INHERITED_IDENTITY,
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InstanceMaterialData(
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(1..=10)
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.flat_map(|x| (1..=10).map(move |y| (x as f32 / 10.0, y as f32 / 10.0)))
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.map(|(x, y)| InstanceData {
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position: Vec3::new(x * 10.0 - 5.0, y * 10.0 - 5.0, 0.0),
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scale: 1.0,
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color: Color::hsla(x * 360., y, 0.5, 1.0).as_rgba_f32(),
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})
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.collect(),
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),
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// NOTE: Frustum culling is done based on the Aabb of the Mesh and the GlobalTransform.
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// As the cube is at the origin, if its Aabb moves outside the view frustum, all the
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// instanced cubes will be culled.
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// The InstanceMaterialData contains the 'GlobalTransform' information for this custom
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// instancing, and that is not taken into account with the built-in frustum culling.
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// We must disable the built-in frustum culling by adding the `NoFrustumCulling` marker
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// component to avoid incorrect culling.
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NoFrustumCulling,
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));
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// camera
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commands.spawn(Camera3dBundle {
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transform: Transform::from_xyz(0.0, 0.0, 15.0).looking_at(Vec3::ZERO, Vec3::Y),
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..default()
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});
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}
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#[derive(Component, Deref)]
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struct InstanceMaterialData(Vec<InstanceData>);
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impl ExtractComponent for InstanceMaterialData {
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type QueryData = &'static InstanceMaterialData;
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type QueryFilter = ();
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type Out = Self;
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fn extract_component(item: QueryItem<'_, Self::QueryData>) -> Option<Self> {
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Some(InstanceMaterialData(item.0.clone()))
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}
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}
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pub struct CustomMaterialPlugin;
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impl Plugin for CustomMaterialPlugin {
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fn build(&self, app: &mut App) {
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app.add_plugins(ExtractComponentPlugin::<InstanceMaterialData>::default());
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app.sub_app_mut(RenderApp)
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.add_render_command::<Transparent3d, DrawCustom>()
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.init_resource::<SpecializedMeshPipelines<CustomPipeline>>()
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.add_systems(
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Render,
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(
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queue_custom.in_set(RenderSet::QueueMeshes),
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prepare_instance_buffers.in_set(RenderSet::PrepareResources),
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),
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);
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}
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fn finish(&self, app: &mut App) {
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app.sub_app_mut(RenderApp).init_resource::<CustomPipeline>();
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}
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}
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#[derive(Clone, Copy, Pod, Zeroable)]
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#[repr(C)]
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struct InstanceData {
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position: Vec3,
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scale: f32,
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color: [f32; 4],
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}
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#[allow(clippy::too_many_arguments)]
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fn queue_custom(
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transparent_3d_draw_functions: Res<DrawFunctions<Transparent3d>>,
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custom_pipeline: Res<CustomPipeline>,
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msaa: Res<Msaa>,
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mut pipelines: ResMut<SpecializedMeshPipelines<CustomPipeline>>,
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pipeline_cache: Res<PipelineCache>,
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meshes: Res<RenderAssets<Mesh>>,
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render_mesh_instances: Res<RenderMeshInstances>,
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material_meshes: Query<Entity, With<InstanceMaterialData>>,
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mut views: Query<(&ExtractedView, &mut RenderPhase<Transparent3d>)>,
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) {
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let draw_custom = transparent_3d_draw_functions.read().id::<DrawCustom>();
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let msaa_key = MeshPipelineKey::from_msaa_samples(msaa.samples());
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for (view, mut transparent_phase) in &mut views {
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let view_key = msaa_key | MeshPipelineKey::from_hdr(view.hdr);
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let rangefinder = view.rangefinder3d();
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for entity in &material_meshes {
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let Some(mesh_instance) = render_mesh_instances.get(&entity) else {
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continue;
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};
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let Some(mesh) = meshes.get(mesh_instance.mesh_asset_id) else {
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continue;
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};
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let key = view_key | MeshPipelineKey::from_primitive_topology(mesh.primitive_topology);
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let pipeline = pipelines
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.specialize(&pipeline_cache, &custom_pipeline, key, &mesh.layout)
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.unwrap();
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transparent_phase.add(Transparent3d {
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entity,
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pipeline,
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draw_function: draw_custom,
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distance: rangefinder
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.distance_translation(&mesh_instance.transforms.transform.translation),
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batch_range: 0..1,
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dynamic_offset: None,
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});
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}
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}
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}
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#[derive(Component)]
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pub struct InstanceBuffer {
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buffer: Buffer,
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length: usize,
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}
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fn prepare_instance_buffers(
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mut commands: Commands,
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query: Query<(Entity, &InstanceMaterialData)>,
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render_device: Res<RenderDevice>,
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) {
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for (entity, instance_data) in &query {
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let buffer = render_device.create_buffer_with_data(&BufferInitDescriptor {
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label: Some("instance data buffer"),
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contents: bytemuck::cast_slice(instance_data.as_slice()),
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usage: BufferUsages::VERTEX | BufferUsages::COPY_DST,
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});
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commands.entity(entity).insert(InstanceBuffer {
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buffer,
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length: instance_data.len(),
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});
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}
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}
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#[derive(Resource)]
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pub struct CustomPipeline {
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shader: Handle<Shader>,
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mesh_pipeline: MeshPipeline,
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}
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impl FromWorld for CustomPipeline {
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fn from_world(world: &mut World) -> Self {
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let asset_server = world.resource::<AssetServer>();
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let shader = asset_server.load("shaders/instancing.wgsl");
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let mesh_pipeline = world.resource::<MeshPipeline>();
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CustomPipeline {
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shader,
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mesh_pipeline: mesh_pipeline.clone(),
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}
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}
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}
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impl SpecializedMeshPipeline for CustomPipeline {
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type Key = MeshPipelineKey;
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fn specialize(
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&self,
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key: Self::Key,
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layout: &MeshVertexBufferLayout,
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) -> Result<RenderPipelineDescriptor, SpecializedMeshPipelineError> {
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let mut descriptor = self.mesh_pipeline.specialize(key, layout)?;
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descriptor.vertex.shader = self.shader.clone();
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descriptor.vertex.buffers.push(VertexBufferLayout {
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array_stride: std::mem::size_of::<InstanceData>() as u64,
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step_mode: VertexStepMode::Instance,
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attributes: vec![
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VertexAttribute {
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format: VertexFormat::Float32x4,
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offset: 0,
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shader_location: 3, // shader locations 0-2 are taken up by Position, Normal and UV attributes
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},
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VertexAttribute {
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format: VertexFormat::Float32x4,
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offset: VertexFormat::Float32x4.size(),
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shader_location: 4,
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},
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],
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});
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descriptor.fragment.as_mut().unwrap().shader = self.shader.clone();
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Ok(descriptor)
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}
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}
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type DrawCustom = (
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SetItemPipeline,
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SetMeshViewBindGroup<0>,
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SetMeshBindGroup<1>,
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DrawMeshInstanced,
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);
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pub struct DrawMeshInstanced;
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impl<P: PhaseItem> RenderCommand<P> for DrawMeshInstanced {
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type Param = (SRes<RenderAssets<Mesh>>, SRes<RenderMeshInstances>);
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type ViewQuery = ();
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type ItemQuery = Read<InstanceBuffer>;
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#[inline]
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fn render<'w>(
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item: &P,
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_view: (),
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instance_buffer: &'w InstanceBuffer,
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(meshes, render_mesh_instances): SystemParamItem<'w, '_, Self::Param>,
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pass: &mut TrackedRenderPass<'w>,
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) -> RenderCommandResult {
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let Some(mesh_instance) = render_mesh_instances.get(&item.entity()) else {
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return RenderCommandResult::Failure;
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};
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let Some(gpu_mesh) = meshes.into_inner().get(mesh_instance.mesh_asset_id) else {
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return RenderCommandResult::Failure;
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};
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pass.set_vertex_buffer(0, gpu_mesh.vertex_buffer.slice(..));
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pass.set_vertex_buffer(1, instance_buffer.buffer.slice(..));
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match &gpu_mesh.buffer_info {
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GpuBufferInfo::Indexed {
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buffer,
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index_format,
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count,
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} => {
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pass.set_index_buffer(buffer.slice(..), 0, *index_format);
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pass.draw_indexed(0..*count, 0, 0..instance_buffer.length as u32);
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}
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GpuBufferInfo::NonIndexed => {
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pass.draw(0..gpu_mesh.vertex_count, 0..instance_buffer.length as u32);
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}
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}
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RenderCommandResult::Success
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}
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}
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