mirror of
https://github.com/bevyengine/bevy
synced 2025-01-02 00:08:53 +00:00
16feb9acb7
# Objective Allow for creating pipelines that use push constants. To be able to use push constants. Fixes #4825 As of right now, trying to call `RenderPass::set_push_constants` will trigger the following error: ``` thread 'main' panicked at 'wgpu error: Validation Error Caused by: In a RenderPass note: encoder = `<CommandBuffer-(0, 59, Vulkan)>` In a set_push_constant command provided push constant is for stage(s) VERTEX | FRAGMENT | VERTEX_FRAGMENT, however the pipeline layout has no push constant range for the stage(s) VERTEX | FRAGMENT | VERTEX_FRAGMENT ``` ## Solution Add a field push_constant_ranges to` RenderPipelineDescriptor` and `ComputePipelineDescriptor`. This PR supersedes #4908 which now contains merge conflicts due to significant changes to `bevy_render`. Meanwhile, this PR also made the `layout` field of `RenderPipelineDescriptor` and `ComputePipelineDescriptor` non-optional. If the user do not need to specify the bind group layouts, they can simply supply an empty vector here. No need for it to be optional. --- ## Changelog - Add a field push_constant_ranges to RenderPipelineDescriptor and ComputePipelineDescriptor - Made the `layout` field of RenderPipelineDescriptor and ComputePipelineDescriptor non-optional. ## Migration Guide - Add push_constant_ranges: Vec::new() to every `RenderPipelineDescriptor` and `ComputePipelineDescriptor` - Unwrap the optional values on the `layout` field of `RenderPipelineDescriptor` and `ComputePipelineDescriptor`. If the descriptor has no layout, supply an empty vector. Co-authored-by: Zhixing Zhang <me@neoto.xin>
1168 lines
44 KiB
Rust
1168 lines
44 KiB
Rust
use crate::{
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environment_map, EnvironmentMapLight, FogMeta, GlobalLightMeta, GpuFog, GpuLights,
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GpuPointLights, LightMeta, NotShadowCaster, NotShadowReceiver, ShadowPipeline,
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ViewClusterBindings, ViewFogUniformOffset, ViewLightsUniformOffset, ViewShadowBindings,
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CLUSTERED_FORWARD_STORAGE_BUFFER_COUNT, MAX_CASCADES_PER_LIGHT, MAX_DIRECTIONAL_LIGHTS,
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};
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use bevy_app::Plugin;
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use bevy_asset::{load_internal_asset, Assets, Handle, HandleUntyped};
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use bevy_core_pipeline::prepass::ViewPrepassTextures;
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use bevy_ecs::{
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prelude::*,
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query::ROQueryItem,
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system::{lifetimeless::*, SystemParamItem, SystemState},
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};
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use bevy_math::{Mat3A, Mat4, Vec2};
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use bevy_reflect::TypeUuid;
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use bevy_render::{
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extract_component::{ComponentUniforms, DynamicUniformIndex, UniformComponentPlugin},
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globals::{GlobalsBuffer, GlobalsUniform},
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mesh::{
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skinning::{SkinnedMesh, SkinnedMeshInverseBindposes},
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GpuBufferInfo, Mesh, MeshVertexBufferLayout,
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},
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prelude::Msaa,
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render_asset::RenderAssets,
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render_phase::{PhaseItem, RenderCommand, RenderCommandResult, TrackedRenderPass},
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render_resource::*,
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renderer::{RenderDevice, RenderQueue},
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texture::{
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BevyDefault, DefaultImageSampler, FallbackImageCubemap, FallbackImagesDepth,
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FallbackImagesMsaa, GpuImage, Image, ImageSampler, TextureFormatPixelInfo,
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},
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view::{ComputedVisibility, ViewTarget, ViewUniform, ViewUniformOffset, ViewUniforms},
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Extract, ExtractSchedule, RenderApp, RenderSet,
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};
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use bevy_transform::components::GlobalTransform;
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use std::num::NonZeroU64;
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#[derive(Default)]
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pub struct MeshRenderPlugin;
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const MAX_JOINTS: usize = 256;
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const JOINT_SIZE: usize = std::mem::size_of::<Mat4>();
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pub(crate) const JOINT_BUFFER_SIZE: usize = MAX_JOINTS * JOINT_SIZE;
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pub const MESH_VERTEX_OUTPUT: HandleUntyped =
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HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 2645551199423808407);
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pub const MESH_VIEW_TYPES_HANDLE: HandleUntyped =
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HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 8140454348013264787);
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pub const MESH_VIEW_BINDINGS_HANDLE: HandleUntyped =
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HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 9076678235888822571);
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pub const MESH_TYPES_HANDLE: HandleUntyped =
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HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 2506024101911992377);
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pub const MESH_BINDINGS_HANDLE: HandleUntyped =
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HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 16831548636314682308);
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pub const MESH_FUNCTIONS_HANDLE: HandleUntyped =
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HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 6300874327833745635);
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pub const MESH_SHADER_HANDLE: HandleUntyped =
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HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 3252377289100772450);
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pub const SKINNING_HANDLE: HandleUntyped =
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HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 13215291596265391738);
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impl Plugin for MeshRenderPlugin {
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fn build(&self, app: &mut bevy_app::App) {
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load_internal_asset!(
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app,
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MESH_VERTEX_OUTPUT,
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"mesh_vertex_output.wgsl",
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Shader::from_wgsl
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);
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load_internal_asset!(
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app,
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MESH_VIEW_TYPES_HANDLE,
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"mesh_view_types.wgsl",
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Shader::from_wgsl
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);
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load_internal_asset!(
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app,
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MESH_VIEW_BINDINGS_HANDLE,
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"mesh_view_bindings.wgsl",
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Shader::from_wgsl
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);
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load_internal_asset!(app, MESH_TYPES_HANDLE, "mesh_types.wgsl", Shader::from_wgsl);
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load_internal_asset!(
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app,
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MESH_BINDINGS_HANDLE,
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"mesh_bindings.wgsl",
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Shader::from_wgsl
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);
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load_internal_asset!(
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app,
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MESH_FUNCTIONS_HANDLE,
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"mesh_functions.wgsl",
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Shader::from_wgsl
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);
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load_internal_asset!(app, MESH_SHADER_HANDLE, "mesh.wgsl", Shader::from_wgsl);
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load_internal_asset!(app, SKINNING_HANDLE, "skinning.wgsl", Shader::from_wgsl);
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app.add_plugin(UniformComponentPlugin::<MeshUniform>::default());
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if let Ok(render_app) = app.get_sub_app_mut(RenderApp) {
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render_app
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.init_resource::<MeshPipeline>()
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.init_resource::<SkinnedMeshUniform>()
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.add_systems_to_schedule(ExtractSchedule, (extract_meshes, extract_skinned_meshes))
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.add_system(prepare_skinned_meshes.in_set(RenderSet::Prepare))
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.add_system(queue_mesh_bind_group.in_set(RenderSet::Queue))
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.add_system(queue_mesh_view_bind_groups.in_set(RenderSet::Queue));
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}
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}
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}
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#[derive(Component, ShaderType, Clone)]
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pub struct MeshUniform {
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pub transform: Mat4,
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pub inverse_transpose_model: Mat4,
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pub flags: u32,
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}
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// NOTE: These must match the bit flags in bevy_pbr/src/render/mesh_types.wgsl!
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bitflags::bitflags! {
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#[repr(transparent)]
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struct MeshFlags: u32 {
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const SHADOW_RECEIVER = (1 << 0);
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// Indicates the sign of the determinant of the 3x3 model matrix. If the sign is positive,
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// then the flag should be set, else it should not be set.
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const SIGN_DETERMINANT_MODEL_3X3 = (1 << 31);
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const NONE = 0;
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const UNINITIALIZED = 0xFFFF;
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}
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}
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pub fn extract_meshes(
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mut commands: Commands,
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mut prev_caster_commands_len: Local<usize>,
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mut prev_not_caster_commands_len: Local<usize>,
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meshes_query: Extract<
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Query<(
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Entity,
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&ComputedVisibility,
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&GlobalTransform,
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&Handle<Mesh>,
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Option<With<NotShadowReceiver>>,
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Option<With<NotShadowCaster>>,
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)>,
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>,
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) {
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let mut caster_commands = Vec::with_capacity(*prev_caster_commands_len);
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let mut not_caster_commands = Vec::with_capacity(*prev_not_caster_commands_len);
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let visible_meshes = meshes_query.iter().filter(|(_, vis, ..)| vis.is_visible());
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for (entity, _, transform, handle, not_receiver, not_caster) in visible_meshes {
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let transform = transform.compute_matrix();
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let mut flags = if not_receiver.is_some() {
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MeshFlags::empty()
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} else {
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MeshFlags::SHADOW_RECEIVER
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};
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if Mat3A::from_mat4(transform).determinant().is_sign_positive() {
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flags |= MeshFlags::SIGN_DETERMINANT_MODEL_3X3;
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}
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let uniform = MeshUniform {
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flags: flags.bits,
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transform,
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inverse_transpose_model: transform.inverse().transpose(),
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};
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if not_caster.is_some() {
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not_caster_commands.push((entity, (handle.clone_weak(), uniform, NotShadowCaster)));
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} else {
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caster_commands.push((entity, (handle.clone_weak(), uniform)));
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}
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}
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*prev_caster_commands_len = caster_commands.len();
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*prev_not_caster_commands_len = not_caster_commands.len();
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commands.insert_or_spawn_batch(caster_commands);
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commands.insert_or_spawn_batch(not_caster_commands);
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}
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#[derive(Component)]
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pub struct SkinnedMeshJoints {
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pub index: u32,
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}
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impl SkinnedMeshJoints {
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#[inline]
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pub fn build(
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skin: &SkinnedMesh,
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inverse_bindposes: &Assets<SkinnedMeshInverseBindposes>,
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joints: &Query<&GlobalTransform>,
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buffer: &mut BufferVec<Mat4>,
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) -> Option<Self> {
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let inverse_bindposes = inverse_bindposes.get(&skin.inverse_bindposes)?;
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let start = buffer.len();
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let target = start + skin.joints.len().min(MAX_JOINTS);
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buffer.extend(
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joints
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.iter_many(&skin.joints)
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.zip(inverse_bindposes.iter())
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.map(|(joint, bindpose)| joint.affine() * *bindpose),
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);
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// iter_many will skip any failed fetches. This will cause it to assign the wrong bones,
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// so just bail by truncating to the start.
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if buffer.len() != target {
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buffer.truncate(start);
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return None;
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}
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// Pad to 256 byte alignment
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while buffer.len() % 4 != 0 {
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buffer.push(Mat4::ZERO);
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}
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Some(Self {
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index: start as u32,
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})
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}
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pub fn to_buffer_index(mut self) -> Self {
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self.index *= std::mem::size_of::<Mat4>() as u32;
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self
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}
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}
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pub fn extract_skinned_meshes(
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mut commands: Commands,
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mut previous_len: Local<usize>,
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mut uniform: ResMut<SkinnedMeshUniform>,
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query: Extract<Query<(Entity, &ComputedVisibility, &SkinnedMesh)>>,
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inverse_bindposes: Extract<Res<Assets<SkinnedMeshInverseBindposes>>>,
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joint_query: Extract<Query<&GlobalTransform>>,
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) {
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uniform.buffer.clear();
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let mut values = Vec::with_capacity(*previous_len);
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let mut last_start = 0;
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for (entity, computed_visibility, skin) in &query {
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if !computed_visibility.is_visible() {
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continue;
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}
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// PERF: This can be expensive, can we move this to prepare?
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if let Some(skinned_joints) =
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SkinnedMeshJoints::build(skin, &inverse_bindposes, &joint_query, &mut uniform.buffer)
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{
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last_start = last_start.max(skinned_joints.index as usize);
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values.push((entity, skinned_joints.to_buffer_index()));
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}
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}
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// Pad out the buffer to ensure that there's enough space for bindings
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while uniform.buffer.len() - last_start < MAX_JOINTS {
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uniform.buffer.push(Mat4::ZERO);
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}
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*previous_len = values.len();
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commands.insert_or_spawn_batch(values);
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}
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#[derive(Resource, Clone)]
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pub struct MeshPipeline {
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pub view_layout: BindGroupLayout,
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pub view_layout_multisampled: BindGroupLayout,
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pub mesh_layout: BindGroupLayout,
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pub skinned_mesh_layout: BindGroupLayout,
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// This dummy white texture is to be used in place of optional StandardMaterial textures
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pub dummy_white_gpu_image: GpuImage,
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pub clustered_forward_buffer_binding_type: BufferBindingType,
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}
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impl FromWorld for MeshPipeline {
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fn from_world(world: &mut World) -> Self {
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let mut system_state: SystemState<(
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Res<RenderDevice>,
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Res<DefaultImageSampler>,
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Res<RenderQueue>,
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)> = SystemState::new(world);
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let (render_device, default_sampler, render_queue) = system_state.get_mut(world);
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let clustered_forward_buffer_binding_type = render_device
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.get_supported_read_only_binding_type(CLUSTERED_FORWARD_STORAGE_BUFFER_COUNT);
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/// Returns the appropriate bind group layout vec based on the parameters
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fn layout_entries(
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clustered_forward_buffer_binding_type: BufferBindingType,
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multisampled: bool,
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) -> Vec<BindGroupLayoutEntry> {
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let mut entries = vec![
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// View
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BindGroupLayoutEntry {
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binding: 0,
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visibility: ShaderStages::VERTEX | ShaderStages::FRAGMENT,
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ty: BindingType::Buffer {
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ty: BufferBindingType::Uniform,
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has_dynamic_offset: true,
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min_binding_size: Some(ViewUniform::min_size()),
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},
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count: None,
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},
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// Lights
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BindGroupLayoutEntry {
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binding: 1,
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visibility: ShaderStages::FRAGMENT,
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ty: BindingType::Buffer {
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ty: BufferBindingType::Uniform,
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has_dynamic_offset: true,
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min_binding_size: Some(GpuLights::min_size()),
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},
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count: None,
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},
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// Point Shadow Texture Cube Array
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BindGroupLayoutEntry {
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binding: 2,
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visibility: ShaderStages::FRAGMENT,
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ty: BindingType::Texture {
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multisampled: false,
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sample_type: TextureSampleType::Depth,
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#[cfg(not(feature = "webgl"))]
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view_dimension: TextureViewDimension::CubeArray,
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#[cfg(feature = "webgl")]
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view_dimension: TextureViewDimension::Cube,
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},
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count: None,
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},
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// Point Shadow Texture Array Sampler
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BindGroupLayoutEntry {
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binding: 3,
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visibility: ShaderStages::FRAGMENT,
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ty: BindingType::Sampler(SamplerBindingType::Comparison),
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count: None,
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},
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// Directional Shadow Texture Array
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BindGroupLayoutEntry {
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binding: 4,
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visibility: ShaderStages::FRAGMENT,
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ty: BindingType::Texture {
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multisampled: false,
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sample_type: TextureSampleType::Depth,
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#[cfg(not(feature = "webgl"))]
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view_dimension: TextureViewDimension::D2Array,
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#[cfg(feature = "webgl")]
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view_dimension: TextureViewDimension::D2,
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},
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count: None,
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},
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// Directional Shadow Texture Array Sampler
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BindGroupLayoutEntry {
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binding: 5,
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visibility: ShaderStages::FRAGMENT,
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ty: BindingType::Sampler(SamplerBindingType::Comparison),
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count: None,
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},
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// PointLights
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BindGroupLayoutEntry {
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binding: 6,
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visibility: ShaderStages::FRAGMENT,
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ty: BindingType::Buffer {
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ty: clustered_forward_buffer_binding_type,
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has_dynamic_offset: false,
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min_binding_size: Some(GpuPointLights::min_size(
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clustered_forward_buffer_binding_type,
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)),
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},
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count: None,
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},
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// ClusteredLightIndexLists
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BindGroupLayoutEntry {
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binding: 7,
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visibility: ShaderStages::FRAGMENT,
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ty: BindingType::Buffer {
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ty: clustered_forward_buffer_binding_type,
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has_dynamic_offset: false,
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min_binding_size: Some(
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ViewClusterBindings::min_size_cluster_light_index_lists(
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clustered_forward_buffer_binding_type,
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),
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),
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},
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count: None,
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},
|
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// ClusterOffsetsAndCounts
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BindGroupLayoutEntry {
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binding: 8,
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visibility: ShaderStages::FRAGMENT,
|
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ty: BindingType::Buffer {
|
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ty: clustered_forward_buffer_binding_type,
|
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has_dynamic_offset: false,
|
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min_binding_size: Some(
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ViewClusterBindings::min_size_cluster_offsets_and_counts(
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clustered_forward_buffer_binding_type,
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),
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),
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},
|
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count: None,
|
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},
|
|
// Globals
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|
BindGroupLayoutEntry {
|
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binding: 9,
|
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visibility: ShaderStages::VERTEX_FRAGMENT,
|
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ty: BindingType::Buffer {
|
|
ty: BufferBindingType::Uniform,
|
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has_dynamic_offset: false,
|
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min_binding_size: Some(GlobalsUniform::min_size()),
|
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},
|
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count: None,
|
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},
|
|
// Fog
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BindGroupLayoutEntry {
|
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binding: 10,
|
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visibility: ShaderStages::FRAGMENT,
|
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ty: BindingType::Buffer {
|
|
ty: BufferBindingType::Uniform,
|
|
has_dynamic_offset: true,
|
|
min_binding_size: Some(GpuFog::min_size()),
|
|
},
|
|
count: None,
|
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},
|
|
];
|
|
|
|
// EnvironmentMapLight
|
|
let environment_map_entries =
|
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environment_map::get_bind_group_layout_entries([11, 12, 13]);
|
|
entries.extend_from_slice(&environment_map_entries);
|
|
|
|
if cfg!(not(feature = "webgl")) {
|
|
// Depth texture
|
|
entries.push(BindGroupLayoutEntry {
|
|
binding: 14,
|
|
visibility: ShaderStages::FRAGMENT,
|
|
ty: BindingType::Texture {
|
|
multisampled,
|
|
sample_type: TextureSampleType::Depth,
|
|
view_dimension: TextureViewDimension::D2,
|
|
},
|
|
count: None,
|
|
});
|
|
// Normal texture
|
|
entries.push(BindGroupLayoutEntry {
|
|
binding: 15,
|
|
visibility: ShaderStages::FRAGMENT,
|
|
ty: BindingType::Texture {
|
|
multisampled,
|
|
sample_type: TextureSampleType::Float { filterable: true },
|
|
view_dimension: TextureViewDimension::D2,
|
|
},
|
|
count: None,
|
|
});
|
|
}
|
|
|
|
entries
|
|
}
|
|
|
|
let view_layout = render_device.create_bind_group_layout(&BindGroupLayoutDescriptor {
|
|
label: Some("mesh_view_layout"),
|
|
entries: &layout_entries(clustered_forward_buffer_binding_type, false),
|
|
});
|
|
|
|
let view_layout_multisampled =
|
|
render_device.create_bind_group_layout(&BindGroupLayoutDescriptor {
|
|
label: Some("mesh_view_layout_multisampled"),
|
|
entries: &layout_entries(clustered_forward_buffer_binding_type, true),
|
|
});
|
|
|
|
let mesh_binding = BindGroupLayoutEntry {
|
|
binding: 0,
|
|
visibility: ShaderStages::VERTEX | ShaderStages::FRAGMENT,
|
|
ty: BindingType::Buffer {
|
|
ty: BufferBindingType::Uniform,
|
|
has_dynamic_offset: true,
|
|
min_binding_size: Some(MeshUniform::min_size()),
|
|
},
|
|
count: None,
|
|
};
|
|
|
|
let mesh_layout = render_device.create_bind_group_layout(&BindGroupLayoutDescriptor {
|
|
entries: &[mesh_binding],
|
|
label: Some("mesh_layout"),
|
|
});
|
|
|
|
let skinned_mesh_layout =
|
|
render_device.create_bind_group_layout(&BindGroupLayoutDescriptor {
|
|
entries: &[
|
|
mesh_binding,
|
|
BindGroupLayoutEntry {
|
|
binding: 1,
|
|
visibility: ShaderStages::VERTEX,
|
|
ty: BindingType::Buffer {
|
|
ty: BufferBindingType::Uniform,
|
|
has_dynamic_offset: true,
|
|
min_binding_size: BufferSize::new(JOINT_BUFFER_SIZE as u64),
|
|
},
|
|
count: None,
|
|
},
|
|
],
|
|
label: Some("skinned_mesh_layout"),
|
|
});
|
|
|
|
// A 1x1x1 'all 1.0' texture to use as a dummy texture to use in place of optional StandardMaterial textures
|
|
let dummy_white_gpu_image = {
|
|
let image = Image::new_fill(
|
|
Extent3d::default(),
|
|
TextureDimension::D2,
|
|
&[255u8; 4],
|
|
TextureFormat::bevy_default(),
|
|
);
|
|
let texture = render_device.create_texture(&image.texture_descriptor);
|
|
let sampler = match image.sampler_descriptor {
|
|
ImageSampler::Default => (**default_sampler).clone(),
|
|
ImageSampler::Descriptor(descriptor) => render_device.create_sampler(&descriptor),
|
|
};
|
|
|
|
let format_size = image.texture_descriptor.format.pixel_size();
|
|
render_queue.write_texture(
|
|
ImageCopyTexture {
|
|
texture: &texture,
|
|
mip_level: 0,
|
|
origin: Origin3d::ZERO,
|
|
aspect: TextureAspect::All,
|
|
},
|
|
&image.data,
|
|
ImageDataLayout {
|
|
offset: 0,
|
|
bytes_per_row: Some(
|
|
std::num::NonZeroU32::new(
|
|
image.texture_descriptor.size.width * format_size as u32,
|
|
)
|
|
.unwrap(),
|
|
),
|
|
rows_per_image: None,
|
|
},
|
|
image.texture_descriptor.size,
|
|
);
|
|
|
|
let texture_view = texture.create_view(&TextureViewDescriptor::default());
|
|
GpuImage {
|
|
texture,
|
|
texture_view,
|
|
texture_format: image.texture_descriptor.format,
|
|
sampler,
|
|
size: Vec2::new(
|
|
image.texture_descriptor.size.width as f32,
|
|
image.texture_descriptor.size.height as f32,
|
|
),
|
|
}
|
|
};
|
|
|
|
MeshPipeline {
|
|
view_layout,
|
|
view_layout_multisampled,
|
|
mesh_layout,
|
|
skinned_mesh_layout,
|
|
clustered_forward_buffer_binding_type,
|
|
dummy_white_gpu_image,
|
|
}
|
|
}
|
|
}
|
|
|
|
impl MeshPipeline {
|
|
pub fn get_image_texture<'a>(
|
|
&'a self,
|
|
gpu_images: &'a RenderAssets<Image>,
|
|
handle_option: &Option<Handle<Image>>,
|
|
) -> Option<(&'a TextureView, &'a Sampler)> {
|
|
if let Some(handle) = handle_option {
|
|
let gpu_image = gpu_images.get(handle)?;
|
|
Some((&gpu_image.texture_view, &gpu_image.sampler))
|
|
} else {
|
|
Some((
|
|
&self.dummy_white_gpu_image.texture_view,
|
|
&self.dummy_white_gpu_image.sampler,
|
|
))
|
|
}
|
|
}
|
|
}
|
|
|
|
bitflags::bitflags! {
|
|
#[repr(transparent)]
|
|
// NOTE: Apparently quadro drivers support up to 64x MSAA.
|
|
/// MSAA uses the highest 3 bits for the MSAA log2(sample count) to support up to 128x MSAA.
|
|
pub struct MeshPipelineKey: u32 {
|
|
const NONE = 0;
|
|
const HDR = (1 << 0);
|
|
const TONEMAP_IN_SHADER = (1 << 1);
|
|
const DEBAND_DITHER = (1 << 2);
|
|
const DEPTH_PREPASS = (1 << 3);
|
|
const NORMAL_PREPASS = (1 << 4);
|
|
const ALPHA_MASK = (1 << 5);
|
|
const ENVIRONMENT_MAP = (1 << 6);
|
|
const BLEND_RESERVED_BITS = Self::BLEND_MASK_BITS << Self::BLEND_SHIFT_BITS; // ← Bitmask reserving bits for the blend state
|
|
const BLEND_OPAQUE = (0 << Self::BLEND_SHIFT_BITS); // ← Values are just sequential within the mask, and can range from 0 to 3
|
|
const BLEND_PREMULTIPLIED_ALPHA = (1 << Self::BLEND_SHIFT_BITS); //
|
|
const BLEND_MULTIPLY = (2 << Self::BLEND_SHIFT_BITS); // ← We still have room for one more value without adding more bits
|
|
const MSAA_RESERVED_BITS = Self::MSAA_MASK_BITS << Self::MSAA_SHIFT_BITS;
|
|
const PRIMITIVE_TOPOLOGY_RESERVED_BITS = Self::PRIMITIVE_TOPOLOGY_MASK_BITS << Self::PRIMITIVE_TOPOLOGY_SHIFT_BITS;
|
|
}
|
|
}
|
|
|
|
impl MeshPipelineKey {
|
|
const MSAA_MASK_BITS: u32 = 0b111;
|
|
const MSAA_SHIFT_BITS: u32 = 32 - Self::MSAA_MASK_BITS.count_ones();
|
|
const PRIMITIVE_TOPOLOGY_MASK_BITS: u32 = 0b111;
|
|
const PRIMITIVE_TOPOLOGY_SHIFT_BITS: u32 =
|
|
Self::MSAA_SHIFT_BITS - Self::PRIMITIVE_TOPOLOGY_MASK_BITS.count_ones();
|
|
const BLEND_MASK_BITS: u32 = 0b11;
|
|
const BLEND_SHIFT_BITS: u32 =
|
|
Self::PRIMITIVE_TOPOLOGY_SHIFT_BITS - Self::BLEND_MASK_BITS.count_ones();
|
|
|
|
pub fn from_msaa_samples(msaa_samples: u32) -> Self {
|
|
let msaa_bits =
|
|
(msaa_samples.trailing_zeros() & Self::MSAA_MASK_BITS) << Self::MSAA_SHIFT_BITS;
|
|
Self::from_bits(msaa_bits).unwrap()
|
|
}
|
|
|
|
pub fn from_hdr(hdr: bool) -> Self {
|
|
if hdr {
|
|
MeshPipelineKey::HDR
|
|
} else {
|
|
MeshPipelineKey::NONE
|
|
}
|
|
}
|
|
|
|
pub fn msaa_samples(&self) -> u32 {
|
|
1 << ((self.bits >> Self::MSAA_SHIFT_BITS) & Self::MSAA_MASK_BITS)
|
|
}
|
|
|
|
pub fn from_primitive_topology(primitive_topology: PrimitiveTopology) -> Self {
|
|
let primitive_topology_bits = ((primitive_topology as u32)
|
|
& Self::PRIMITIVE_TOPOLOGY_MASK_BITS)
|
|
<< Self::PRIMITIVE_TOPOLOGY_SHIFT_BITS;
|
|
Self::from_bits(primitive_topology_bits).unwrap()
|
|
}
|
|
|
|
pub fn primitive_topology(&self) -> PrimitiveTopology {
|
|
let primitive_topology_bits =
|
|
(self.bits >> Self::PRIMITIVE_TOPOLOGY_SHIFT_BITS) & Self::PRIMITIVE_TOPOLOGY_MASK_BITS;
|
|
match primitive_topology_bits {
|
|
x if x == PrimitiveTopology::PointList as u32 => PrimitiveTopology::PointList,
|
|
x if x == PrimitiveTopology::LineList as u32 => PrimitiveTopology::LineList,
|
|
x if x == PrimitiveTopology::LineStrip as u32 => PrimitiveTopology::LineStrip,
|
|
x if x == PrimitiveTopology::TriangleList as u32 => PrimitiveTopology::TriangleList,
|
|
x if x == PrimitiveTopology::TriangleStrip as u32 => PrimitiveTopology::TriangleStrip,
|
|
_ => PrimitiveTopology::default(),
|
|
}
|
|
}
|
|
}
|
|
|
|
impl SpecializedMeshPipeline for MeshPipeline {
|
|
type Key = MeshPipelineKey;
|
|
|
|
fn specialize(
|
|
&self,
|
|
key: Self::Key,
|
|
layout: &MeshVertexBufferLayout,
|
|
) -> Result<RenderPipelineDescriptor, SpecializedMeshPipelineError> {
|
|
let mut shader_defs = Vec::new();
|
|
let mut vertex_attributes = Vec::new();
|
|
|
|
if layout.contains(Mesh::ATTRIBUTE_POSITION) {
|
|
shader_defs.push("VERTEX_POSITIONS".into());
|
|
vertex_attributes.push(Mesh::ATTRIBUTE_POSITION.at_shader_location(0));
|
|
}
|
|
|
|
if layout.contains(Mesh::ATTRIBUTE_NORMAL) {
|
|
shader_defs.push("VERTEX_NORMALS".into());
|
|
vertex_attributes.push(Mesh::ATTRIBUTE_NORMAL.at_shader_location(1));
|
|
}
|
|
|
|
shader_defs.push(ShaderDefVal::UInt(
|
|
"MAX_DIRECTIONAL_LIGHTS".to_string(),
|
|
MAX_DIRECTIONAL_LIGHTS as u32,
|
|
));
|
|
shader_defs.push(ShaderDefVal::UInt(
|
|
"MAX_CASCADES_PER_LIGHT".to_string(),
|
|
MAX_CASCADES_PER_LIGHT as u32,
|
|
));
|
|
|
|
if layout.contains(Mesh::ATTRIBUTE_UV_0) {
|
|
shader_defs.push("VERTEX_UVS".into());
|
|
vertex_attributes.push(Mesh::ATTRIBUTE_UV_0.at_shader_location(2));
|
|
}
|
|
|
|
if layout.contains(Mesh::ATTRIBUTE_TANGENT) {
|
|
shader_defs.push("VERTEX_TANGENTS".into());
|
|
vertex_attributes.push(Mesh::ATTRIBUTE_TANGENT.at_shader_location(3));
|
|
}
|
|
|
|
if layout.contains(Mesh::ATTRIBUTE_COLOR) {
|
|
shader_defs.push("VERTEX_COLORS".into());
|
|
vertex_attributes.push(Mesh::ATTRIBUTE_COLOR.at_shader_location(4));
|
|
}
|
|
|
|
let mut bind_group_layout = match key.msaa_samples() {
|
|
1 => vec![self.view_layout.clone()],
|
|
_ => {
|
|
shader_defs.push("MULTISAMPLED".into());
|
|
vec![self.view_layout_multisampled.clone()]
|
|
}
|
|
};
|
|
|
|
if layout.contains(Mesh::ATTRIBUTE_JOINT_INDEX)
|
|
&& layout.contains(Mesh::ATTRIBUTE_JOINT_WEIGHT)
|
|
{
|
|
shader_defs.push("SKINNED".into());
|
|
vertex_attributes.push(Mesh::ATTRIBUTE_JOINT_INDEX.at_shader_location(5));
|
|
vertex_attributes.push(Mesh::ATTRIBUTE_JOINT_WEIGHT.at_shader_location(6));
|
|
bind_group_layout.push(self.skinned_mesh_layout.clone());
|
|
} else {
|
|
bind_group_layout.push(self.mesh_layout.clone());
|
|
};
|
|
|
|
let vertex_buffer_layout = layout.get_layout(&vertex_attributes)?;
|
|
|
|
let (label, blend, depth_write_enabled);
|
|
let pass = key.intersection(MeshPipelineKey::BLEND_RESERVED_BITS);
|
|
if pass == MeshPipelineKey::BLEND_PREMULTIPLIED_ALPHA {
|
|
label = "premultiplied_alpha_mesh_pipeline".into();
|
|
blend = Some(BlendState::PREMULTIPLIED_ALPHA_BLENDING);
|
|
shader_defs.push("PREMULTIPLY_ALPHA".into());
|
|
shader_defs.push("BLEND_PREMULTIPLIED_ALPHA".into());
|
|
// For the transparent pass, fragments that are closer will be alpha blended
|
|
// but their depth is not written to the depth buffer
|
|
depth_write_enabled = false;
|
|
} else if pass == MeshPipelineKey::BLEND_MULTIPLY {
|
|
label = "multiply_mesh_pipeline".into();
|
|
blend = Some(BlendState {
|
|
color: BlendComponent {
|
|
src_factor: BlendFactor::Dst,
|
|
dst_factor: BlendFactor::OneMinusSrcAlpha,
|
|
operation: BlendOperation::Add,
|
|
},
|
|
alpha: BlendComponent::OVER,
|
|
});
|
|
shader_defs.push("PREMULTIPLY_ALPHA".into());
|
|
shader_defs.push("BLEND_MULTIPLY".into());
|
|
// For the multiply pass, fragments that are closer will be alpha blended
|
|
// but their depth is not written to the depth buffer
|
|
depth_write_enabled = false;
|
|
} else {
|
|
label = "opaque_mesh_pipeline".into();
|
|
blend = Some(BlendState::REPLACE);
|
|
// For the opaque and alpha mask passes, fragments that are closer will replace
|
|
// the current fragment value in the output and the depth is written to the
|
|
// depth buffer
|
|
depth_write_enabled = true;
|
|
}
|
|
|
|
if key.contains(MeshPipelineKey::TONEMAP_IN_SHADER) {
|
|
shader_defs.push("TONEMAP_IN_SHADER".into());
|
|
|
|
// Debanding is tied to tonemapping in the shader, cannot run without it.
|
|
if key.contains(MeshPipelineKey::DEBAND_DITHER) {
|
|
shader_defs.push("DEBAND_DITHER".into());
|
|
}
|
|
}
|
|
|
|
if key.contains(MeshPipelineKey::ENVIRONMENT_MAP) {
|
|
shader_defs.push("ENVIRONMENT_MAP".into());
|
|
}
|
|
|
|
let format = if key.contains(MeshPipelineKey::HDR) {
|
|
ViewTarget::TEXTURE_FORMAT_HDR
|
|
} else {
|
|
TextureFormat::bevy_default()
|
|
};
|
|
|
|
Ok(RenderPipelineDescriptor {
|
|
vertex: VertexState {
|
|
shader: MESH_SHADER_HANDLE.typed::<Shader>(),
|
|
entry_point: "vertex".into(),
|
|
shader_defs: shader_defs.clone(),
|
|
buffers: vec![vertex_buffer_layout],
|
|
},
|
|
fragment: Some(FragmentState {
|
|
shader: MESH_SHADER_HANDLE.typed::<Shader>(),
|
|
shader_defs,
|
|
entry_point: "fragment".into(),
|
|
targets: vec![Some(ColorTargetState {
|
|
format,
|
|
blend,
|
|
write_mask: ColorWrites::ALL,
|
|
})],
|
|
}),
|
|
layout: bind_group_layout,
|
|
push_constant_ranges: Vec::new(),
|
|
primitive: PrimitiveState {
|
|
front_face: FrontFace::Ccw,
|
|
cull_mode: Some(Face::Back),
|
|
unclipped_depth: false,
|
|
polygon_mode: PolygonMode::Fill,
|
|
conservative: false,
|
|
topology: key.primitive_topology(),
|
|
strip_index_format: None,
|
|
},
|
|
depth_stencil: Some(DepthStencilState {
|
|
format: TextureFormat::Depth32Float,
|
|
depth_write_enabled,
|
|
depth_compare: CompareFunction::GreaterEqual,
|
|
stencil: StencilState {
|
|
front: StencilFaceState::IGNORE,
|
|
back: StencilFaceState::IGNORE,
|
|
read_mask: 0,
|
|
write_mask: 0,
|
|
},
|
|
bias: DepthBiasState {
|
|
constant: 0,
|
|
slope_scale: 0.0,
|
|
clamp: 0.0,
|
|
},
|
|
}),
|
|
multisample: MultisampleState {
|
|
count: key.msaa_samples(),
|
|
mask: !0,
|
|
alpha_to_coverage_enabled: false,
|
|
},
|
|
label: Some(label),
|
|
})
|
|
}
|
|
}
|
|
|
|
#[derive(Resource)]
|
|
pub struct MeshBindGroup {
|
|
pub normal: BindGroup,
|
|
pub skinned: Option<BindGroup>,
|
|
}
|
|
|
|
pub fn queue_mesh_bind_group(
|
|
mut commands: Commands,
|
|
mesh_pipeline: Res<MeshPipeline>,
|
|
render_device: Res<RenderDevice>,
|
|
mesh_uniforms: Res<ComponentUniforms<MeshUniform>>,
|
|
skinned_mesh_uniform: Res<SkinnedMeshUniform>,
|
|
) {
|
|
if let Some(mesh_binding) = mesh_uniforms.uniforms().binding() {
|
|
let mut mesh_bind_group = MeshBindGroup {
|
|
normal: render_device.create_bind_group(&BindGroupDescriptor {
|
|
entries: &[BindGroupEntry {
|
|
binding: 0,
|
|
resource: mesh_binding.clone(),
|
|
}],
|
|
label: Some("mesh_bind_group"),
|
|
layout: &mesh_pipeline.mesh_layout,
|
|
}),
|
|
skinned: None,
|
|
};
|
|
|
|
if let Some(skinned_joints_buffer) = skinned_mesh_uniform.buffer.buffer() {
|
|
mesh_bind_group.skinned = Some(render_device.create_bind_group(&BindGroupDescriptor {
|
|
entries: &[
|
|
BindGroupEntry {
|
|
binding: 0,
|
|
resource: mesh_binding,
|
|
},
|
|
BindGroupEntry {
|
|
binding: 1,
|
|
resource: BindingResource::Buffer(BufferBinding {
|
|
buffer: skinned_joints_buffer,
|
|
offset: 0,
|
|
size: Some(NonZeroU64::new(JOINT_BUFFER_SIZE as u64).unwrap()),
|
|
}),
|
|
},
|
|
],
|
|
label: Some("skinned_mesh_bind_group"),
|
|
layout: &mesh_pipeline.skinned_mesh_layout,
|
|
}));
|
|
}
|
|
commands.insert_resource(mesh_bind_group);
|
|
}
|
|
}
|
|
|
|
// NOTE: This is using BufferVec because it is using a trick to allow a fixed-size array
|
|
// in a uniform buffer to be used like a variable-sized array by only writing the valid data
|
|
// into the buffer, knowing the number of valid items starting from the dynamic offset, and
|
|
// ignoring the rest, whether they're valid for other dynamic offsets or not. This trick may
|
|
// be supported later in encase, and then we should make use of it.
|
|
|
|
#[derive(Resource)]
|
|
pub struct SkinnedMeshUniform {
|
|
pub buffer: BufferVec<Mat4>,
|
|
}
|
|
|
|
impl Default for SkinnedMeshUniform {
|
|
fn default() -> Self {
|
|
Self {
|
|
buffer: BufferVec::new(BufferUsages::UNIFORM),
|
|
}
|
|
}
|
|
}
|
|
|
|
pub fn prepare_skinned_meshes(
|
|
render_device: Res<RenderDevice>,
|
|
render_queue: Res<RenderQueue>,
|
|
mut skinned_mesh_uniform: ResMut<SkinnedMeshUniform>,
|
|
) {
|
|
if skinned_mesh_uniform.buffer.is_empty() {
|
|
return;
|
|
}
|
|
|
|
let len = skinned_mesh_uniform.buffer.len();
|
|
skinned_mesh_uniform.buffer.reserve(len, &render_device);
|
|
skinned_mesh_uniform
|
|
.buffer
|
|
.write_buffer(&render_device, &render_queue);
|
|
}
|
|
|
|
#[derive(Component)]
|
|
pub struct MeshViewBindGroup {
|
|
pub value: BindGroup,
|
|
}
|
|
|
|
#[allow(clippy::too_many_arguments)]
|
|
pub fn queue_mesh_view_bind_groups(
|
|
mut commands: Commands,
|
|
render_device: Res<RenderDevice>,
|
|
mesh_pipeline: Res<MeshPipeline>,
|
|
shadow_pipeline: Res<ShadowPipeline>,
|
|
light_meta: Res<LightMeta>,
|
|
global_light_meta: Res<GlobalLightMeta>,
|
|
fog_meta: Res<FogMeta>,
|
|
view_uniforms: Res<ViewUniforms>,
|
|
views: Query<(
|
|
Entity,
|
|
&ViewShadowBindings,
|
|
&ViewClusterBindings,
|
|
Option<&ViewPrepassTextures>,
|
|
Option<&EnvironmentMapLight>,
|
|
)>,
|
|
images: Res<RenderAssets<Image>>,
|
|
mut fallback_images: FallbackImagesMsaa,
|
|
mut fallback_depths: FallbackImagesDepth,
|
|
fallback_cubemap: Res<FallbackImageCubemap>,
|
|
msaa: Res<Msaa>,
|
|
globals_buffer: Res<GlobalsBuffer>,
|
|
) {
|
|
if let (
|
|
Some(view_binding),
|
|
Some(light_binding),
|
|
Some(point_light_binding),
|
|
Some(globals),
|
|
Some(fog_binding),
|
|
) = (
|
|
view_uniforms.uniforms.binding(),
|
|
light_meta.view_gpu_lights.binding(),
|
|
global_light_meta.gpu_point_lights.binding(),
|
|
globals_buffer.buffer.binding(),
|
|
fog_meta.gpu_fogs.binding(),
|
|
) {
|
|
for (
|
|
entity,
|
|
view_shadow_bindings,
|
|
view_cluster_bindings,
|
|
prepass_textures,
|
|
environment_map,
|
|
) in &views
|
|
{
|
|
let layout = if msaa.samples() > 1 {
|
|
&mesh_pipeline.view_layout_multisampled
|
|
} else {
|
|
&mesh_pipeline.view_layout
|
|
};
|
|
|
|
let mut entries = vec![
|
|
BindGroupEntry {
|
|
binding: 0,
|
|
resource: view_binding.clone(),
|
|
},
|
|
BindGroupEntry {
|
|
binding: 1,
|
|
resource: light_binding.clone(),
|
|
},
|
|
BindGroupEntry {
|
|
binding: 2,
|
|
resource: BindingResource::TextureView(
|
|
&view_shadow_bindings.point_light_depth_texture_view,
|
|
),
|
|
},
|
|
BindGroupEntry {
|
|
binding: 3,
|
|
resource: BindingResource::Sampler(&shadow_pipeline.point_light_sampler),
|
|
},
|
|
BindGroupEntry {
|
|
binding: 4,
|
|
resource: BindingResource::TextureView(
|
|
&view_shadow_bindings.directional_light_depth_texture_view,
|
|
),
|
|
},
|
|
BindGroupEntry {
|
|
binding: 5,
|
|
resource: BindingResource::Sampler(&shadow_pipeline.directional_light_sampler),
|
|
},
|
|
BindGroupEntry {
|
|
binding: 6,
|
|
resource: point_light_binding.clone(),
|
|
},
|
|
BindGroupEntry {
|
|
binding: 7,
|
|
resource: view_cluster_bindings.light_index_lists_binding().unwrap(),
|
|
},
|
|
BindGroupEntry {
|
|
binding: 8,
|
|
resource: view_cluster_bindings.offsets_and_counts_binding().unwrap(),
|
|
},
|
|
BindGroupEntry {
|
|
binding: 9,
|
|
resource: globals.clone(),
|
|
},
|
|
BindGroupEntry {
|
|
binding: 10,
|
|
resource: fog_binding.clone(),
|
|
},
|
|
];
|
|
|
|
let env_map = environment_map::get_bindings(
|
|
environment_map,
|
|
&images,
|
|
&fallback_cubemap,
|
|
[11, 12, 13],
|
|
);
|
|
entries.extend_from_slice(&env_map);
|
|
|
|
// When using WebGL with MSAA, we can't create the fallback textures required by the prepass
|
|
// When using WebGL, and MSAA is disabled, we can't bind the textures either
|
|
if cfg!(not(feature = "webgl")) {
|
|
let depth_view = match prepass_textures.and_then(|x| x.depth.as_ref()) {
|
|
Some(texture) => &texture.default_view,
|
|
None => {
|
|
&fallback_depths
|
|
.image_for_samplecount(msaa.samples())
|
|
.texture_view
|
|
}
|
|
};
|
|
entries.push(BindGroupEntry {
|
|
binding: 14,
|
|
resource: BindingResource::TextureView(depth_view),
|
|
});
|
|
|
|
let normal_view = match prepass_textures.and_then(|x| x.normal.as_ref()) {
|
|
Some(texture) => &texture.default_view,
|
|
None => {
|
|
&fallback_images
|
|
.image_for_samplecount(msaa.samples())
|
|
.texture_view
|
|
}
|
|
};
|
|
entries.push(BindGroupEntry {
|
|
binding: 15,
|
|
resource: BindingResource::TextureView(normal_view),
|
|
});
|
|
}
|
|
|
|
let view_bind_group = render_device.create_bind_group(&BindGroupDescriptor {
|
|
entries: &entries,
|
|
label: Some("mesh_view_bind_group"),
|
|
layout,
|
|
});
|
|
|
|
commands.entity(entity).insert(MeshViewBindGroup {
|
|
value: view_bind_group,
|
|
});
|
|
}
|
|
}
|
|
}
|
|
|
|
pub struct SetMeshViewBindGroup<const I: usize>;
|
|
impl<P: PhaseItem, const I: usize> RenderCommand<P> for SetMeshViewBindGroup<I> {
|
|
type Param = ();
|
|
type ViewWorldQuery = (
|
|
Read<ViewUniformOffset>,
|
|
Read<ViewLightsUniformOffset>,
|
|
Read<ViewFogUniformOffset>,
|
|
Read<MeshViewBindGroup>,
|
|
);
|
|
type ItemWorldQuery = ();
|
|
|
|
#[inline]
|
|
fn render<'w>(
|
|
_item: &P,
|
|
(view_uniform, view_lights, view_fog, mesh_view_bind_group): ROQueryItem<
|
|
'w,
|
|
Self::ViewWorldQuery,
|
|
>,
|
|
_entity: (),
|
|
_: SystemParamItem<'w, '_, Self::Param>,
|
|
pass: &mut TrackedRenderPass<'w>,
|
|
) -> RenderCommandResult {
|
|
pass.set_bind_group(
|
|
I,
|
|
&mesh_view_bind_group.value,
|
|
&[view_uniform.offset, view_lights.offset, view_fog.offset],
|
|
);
|
|
|
|
RenderCommandResult::Success
|
|
}
|
|
}
|
|
|
|
pub struct SetMeshBindGroup<const I: usize>;
|
|
impl<P: PhaseItem, const I: usize> RenderCommand<P> for SetMeshBindGroup<I> {
|
|
type Param = SRes<MeshBindGroup>;
|
|
type ViewWorldQuery = ();
|
|
type ItemWorldQuery = (
|
|
Read<DynamicUniformIndex<MeshUniform>>,
|
|
Option<Read<SkinnedMeshJoints>>,
|
|
);
|
|
#[inline]
|
|
fn render<'w>(
|
|
_item: &P,
|
|
_view: (),
|
|
(mesh_index, skinned_mesh_joints): ROQueryItem<'_, Self::ItemWorldQuery>,
|
|
mesh_bind_group: SystemParamItem<'w, '_, Self::Param>,
|
|
pass: &mut TrackedRenderPass<'w>,
|
|
) -> RenderCommandResult {
|
|
if let Some(joints) = skinned_mesh_joints {
|
|
pass.set_bind_group(
|
|
I,
|
|
mesh_bind_group.into_inner().skinned.as_ref().unwrap(),
|
|
&[mesh_index.index(), joints.index],
|
|
);
|
|
} else {
|
|
pass.set_bind_group(
|
|
I,
|
|
&mesh_bind_group.into_inner().normal,
|
|
&[mesh_index.index()],
|
|
);
|
|
}
|
|
RenderCommandResult::Success
|
|
}
|
|
}
|
|
|
|
pub struct DrawMesh;
|
|
impl<P: PhaseItem> RenderCommand<P> for DrawMesh {
|
|
type Param = SRes<RenderAssets<Mesh>>;
|
|
type ViewWorldQuery = ();
|
|
type ItemWorldQuery = Read<Handle<Mesh>>;
|
|
#[inline]
|
|
fn render<'w>(
|
|
_item: &P,
|
|
_view: (),
|
|
mesh_handle: ROQueryItem<'_, Self::ItemWorldQuery>,
|
|
meshes: SystemParamItem<'w, '_, Self::Param>,
|
|
pass: &mut TrackedRenderPass<'w>,
|
|
) -> RenderCommandResult {
|
|
if let Some(gpu_mesh) = meshes.into_inner().get(mesh_handle) {
|
|
pass.set_vertex_buffer(0, gpu_mesh.vertex_buffer.slice(..));
|
|
match &gpu_mesh.buffer_info {
|
|
GpuBufferInfo::Indexed {
|
|
buffer,
|
|
index_format,
|
|
count,
|
|
} => {
|
|
pass.set_index_buffer(buffer.slice(..), 0, *index_format);
|
|
pass.draw_indexed(0..*count, 0, 0..1);
|
|
}
|
|
GpuBufferInfo::NonIndexed { vertex_count } => {
|
|
pass.draw(0..*vertex_count, 0..1);
|
|
}
|
|
}
|
|
RenderCommandResult::Success
|
|
} else {
|
|
RenderCommandResult::Failure
|
|
}
|
|
}
|
|
}
|
|
|
|
#[cfg(test)]
|
|
mod tests {
|
|
use super::MeshPipelineKey;
|
|
#[test]
|
|
fn mesh_key_msaa_samples() {
|
|
for i in [1, 2, 4, 8, 16, 32, 64, 128] {
|
|
assert_eq!(MeshPipelineKey::from_msaa_samples(i).msaa_samples(), i);
|
|
}
|
|
}
|
|
}
|