mirror of
https://github.com/bevyengine/bevy
synced 2024-12-30 06:53:13 +00:00
585d0b8467
# Objective - While reading code, found some queries that are `mut` and not used as such ## Solution - Remove `mut` when possible Co-authored-by: François <8672791+mockersf@users.noreply.github.com>
747 lines
28 KiB
Rust
747 lines
28 KiB
Rust
use crate::{
|
|
GlobalLightMeta, GpuLights, LightMeta, NotShadowCaster, NotShadowReceiver, ShadowPipeline,
|
|
ViewClusterBindings, ViewLightsUniformOffset, ViewShadowBindings,
|
|
};
|
|
use bevy_app::Plugin;
|
|
use bevy_asset::{Assets, Handle, HandleUntyped};
|
|
use bevy_ecs::{
|
|
prelude::*,
|
|
system::{lifetimeless::*, SystemParamItem},
|
|
};
|
|
use bevy_math::Mat4;
|
|
use bevy_reflect::TypeUuid;
|
|
use bevy_render::{
|
|
mesh::{GpuBufferInfo, Mesh},
|
|
render_asset::RenderAssets,
|
|
render_component::{ComponentUniforms, DynamicUniformIndex, UniformComponentPlugin},
|
|
render_phase::{EntityRenderCommand, RenderCommandResult, TrackedRenderPass},
|
|
render_resource::{std140::AsStd140, *},
|
|
renderer::{RenderDevice, RenderQueue},
|
|
texture::{BevyDefault, GpuImage, Image, TextureFormatPixelInfo},
|
|
view::{ComputedVisibility, ViewUniform, ViewUniformOffset, ViewUniforms},
|
|
RenderApp, RenderStage,
|
|
};
|
|
use bevy_transform::components::GlobalTransform;
|
|
|
|
#[derive(Default)]
|
|
pub struct MeshRenderPlugin;
|
|
|
|
pub const MESH_VIEW_BIND_GROUP_HANDLE: HandleUntyped =
|
|
HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 9076678235888822571);
|
|
pub const MESH_STRUCT_HANDLE: HandleUntyped =
|
|
HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 2506024101911992377);
|
|
pub const MESH_SHADER_HANDLE: HandleUntyped =
|
|
HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 3252377289100772450);
|
|
|
|
impl Plugin for MeshRenderPlugin {
|
|
fn build(&self, app: &mut bevy_app::App) {
|
|
let mut shaders = app.world.get_resource_mut::<Assets<Shader>>().unwrap();
|
|
shaders.set_untracked(
|
|
MESH_SHADER_HANDLE,
|
|
Shader::from_wgsl(include_str!("mesh.wgsl")),
|
|
);
|
|
shaders.set_untracked(
|
|
MESH_STRUCT_HANDLE,
|
|
Shader::from_wgsl(include_str!("mesh_struct.wgsl"))
|
|
.with_import_path("bevy_pbr::mesh_struct"),
|
|
);
|
|
shaders.set_untracked(
|
|
MESH_VIEW_BIND_GROUP_HANDLE,
|
|
Shader::from_wgsl(include_str!("mesh_view_bind_group.wgsl"))
|
|
.with_import_path("bevy_pbr::mesh_view_bind_group"),
|
|
);
|
|
|
|
app.add_plugin(UniformComponentPlugin::<MeshUniform>::default());
|
|
|
|
app.sub_app_mut(RenderApp)
|
|
.init_resource::<MeshPipeline>()
|
|
.add_system_to_stage(RenderStage::Extract, extract_meshes)
|
|
.add_system_to_stage(RenderStage::Queue, queue_mesh_bind_group)
|
|
.add_system_to_stage(RenderStage::Queue, queue_mesh_view_bind_groups);
|
|
}
|
|
}
|
|
|
|
#[derive(Component, AsStd140, Clone)]
|
|
pub struct MeshUniform {
|
|
pub transform: Mat4,
|
|
pub inverse_transpose_model: Mat4,
|
|
pub flags: u32,
|
|
}
|
|
|
|
// NOTE: These must match the bit flags in bevy_pbr2/src/render/mesh.wgsl!
|
|
bitflags::bitflags! {
|
|
#[repr(transparent)]
|
|
struct MeshFlags: u32 {
|
|
const SHADOW_RECEIVER = (1 << 0);
|
|
const NONE = 0;
|
|
const UNINITIALIZED = 0xFFFF;
|
|
}
|
|
}
|
|
|
|
pub fn extract_meshes(
|
|
mut commands: Commands,
|
|
mut previous_caster_len: Local<usize>,
|
|
mut previous_not_caster_len: Local<usize>,
|
|
caster_query: Query<
|
|
(
|
|
Entity,
|
|
&ComputedVisibility,
|
|
&GlobalTransform,
|
|
&Handle<Mesh>,
|
|
Option<&NotShadowReceiver>,
|
|
),
|
|
Without<NotShadowCaster>,
|
|
>,
|
|
not_caster_query: Query<
|
|
(
|
|
Entity,
|
|
&ComputedVisibility,
|
|
&GlobalTransform,
|
|
&Handle<Mesh>,
|
|
Option<&NotShadowReceiver>,
|
|
),
|
|
With<NotShadowCaster>,
|
|
>,
|
|
) {
|
|
let mut caster_values = Vec::with_capacity(*previous_caster_len);
|
|
for (entity, computed_visibility, transform, handle, not_receiver) in caster_query.iter() {
|
|
if !computed_visibility.is_visible {
|
|
continue;
|
|
}
|
|
let transform = transform.compute_matrix();
|
|
caster_values.push((
|
|
entity,
|
|
(
|
|
handle.clone_weak(),
|
|
MeshUniform {
|
|
flags: if not_receiver.is_some() {
|
|
MeshFlags::empty().bits
|
|
} else {
|
|
MeshFlags::SHADOW_RECEIVER.bits
|
|
},
|
|
transform,
|
|
inverse_transpose_model: transform.inverse().transpose(),
|
|
},
|
|
),
|
|
));
|
|
}
|
|
*previous_caster_len = caster_values.len();
|
|
commands.insert_or_spawn_batch(caster_values);
|
|
|
|
let mut not_caster_values = Vec::with_capacity(*previous_not_caster_len);
|
|
for (entity, computed_visibility, transform, handle, not_receiver) in not_caster_query.iter() {
|
|
if !computed_visibility.is_visible {
|
|
continue;
|
|
}
|
|
let transform = transform.compute_matrix();
|
|
not_caster_values.push((
|
|
entity,
|
|
(
|
|
handle.clone_weak(),
|
|
MeshUniform {
|
|
flags: if not_receiver.is_some() {
|
|
MeshFlags::empty().bits
|
|
} else {
|
|
MeshFlags::SHADOW_RECEIVER.bits
|
|
},
|
|
transform,
|
|
inverse_transpose_model: transform.inverse().transpose(),
|
|
},
|
|
NotShadowCaster,
|
|
),
|
|
));
|
|
}
|
|
*previous_not_caster_len = not_caster_values.len();
|
|
commands.insert_or_spawn_batch(not_caster_values);
|
|
}
|
|
|
|
#[derive(Clone)]
|
|
pub struct MeshPipeline {
|
|
pub view_layout: BindGroupLayout,
|
|
pub mesh_layout: BindGroupLayout,
|
|
// This dummy white texture is to be used in place of optional StandardMaterial textures
|
|
pub dummy_white_gpu_image: GpuImage,
|
|
}
|
|
|
|
impl FromWorld for MeshPipeline {
|
|
fn from_world(world: &mut World) -> Self {
|
|
let render_device = world.get_resource::<RenderDevice>().unwrap();
|
|
let view_layout = render_device.create_bind_group_layout(&BindGroupLayoutDescriptor {
|
|
entries: &[
|
|
// View
|
|
BindGroupLayoutEntry {
|
|
binding: 0,
|
|
visibility: ShaderStages::VERTEX | ShaderStages::FRAGMENT,
|
|
ty: BindingType::Buffer {
|
|
ty: BufferBindingType::Uniform,
|
|
has_dynamic_offset: true,
|
|
min_binding_size: BufferSize::new(ViewUniform::std140_size_static() as u64),
|
|
},
|
|
count: None,
|
|
},
|
|
// Lights
|
|
BindGroupLayoutEntry {
|
|
binding: 1,
|
|
visibility: ShaderStages::FRAGMENT,
|
|
ty: BindingType::Buffer {
|
|
ty: BufferBindingType::Uniform,
|
|
has_dynamic_offset: true,
|
|
min_binding_size: BufferSize::new(GpuLights::std140_size_static() as u64),
|
|
},
|
|
count: None,
|
|
},
|
|
// Point Shadow Texture Cube Array
|
|
BindGroupLayoutEntry {
|
|
binding: 2,
|
|
visibility: ShaderStages::FRAGMENT,
|
|
ty: BindingType::Texture {
|
|
multisampled: false,
|
|
sample_type: TextureSampleType::Depth,
|
|
#[cfg(not(feature = "webgl"))]
|
|
view_dimension: TextureViewDimension::CubeArray,
|
|
#[cfg(feature = "webgl")]
|
|
view_dimension: TextureViewDimension::Cube,
|
|
},
|
|
count: None,
|
|
},
|
|
// Point Shadow Texture Array Sampler
|
|
BindGroupLayoutEntry {
|
|
binding: 3,
|
|
visibility: ShaderStages::FRAGMENT,
|
|
ty: BindingType::Sampler(SamplerBindingType::Comparison),
|
|
count: None,
|
|
},
|
|
// Directional Shadow Texture Array
|
|
BindGroupLayoutEntry {
|
|
binding: 4,
|
|
visibility: ShaderStages::FRAGMENT,
|
|
ty: BindingType::Texture {
|
|
multisampled: false,
|
|
sample_type: TextureSampleType::Depth,
|
|
#[cfg(not(feature = "webgl"))]
|
|
view_dimension: TextureViewDimension::D2Array,
|
|
#[cfg(feature = "webgl")]
|
|
view_dimension: TextureViewDimension::D2,
|
|
},
|
|
count: None,
|
|
},
|
|
// Directional Shadow Texture Array Sampler
|
|
BindGroupLayoutEntry {
|
|
binding: 5,
|
|
visibility: ShaderStages::FRAGMENT,
|
|
ty: BindingType::Sampler(SamplerBindingType::Comparison),
|
|
count: None,
|
|
},
|
|
// PointLights
|
|
BindGroupLayoutEntry {
|
|
binding: 6,
|
|
visibility: ShaderStages::FRAGMENT,
|
|
ty: BindingType::Buffer {
|
|
ty: BufferBindingType::Uniform,
|
|
has_dynamic_offset: false,
|
|
// NOTE: Static size for uniform buffers. GpuPointLight has a padded
|
|
// size of 64 bytes, so 16384 / 64 = 256 point lights max
|
|
min_binding_size: BufferSize::new(16384),
|
|
},
|
|
count: None,
|
|
},
|
|
// ClusteredLightIndexLists
|
|
BindGroupLayoutEntry {
|
|
binding: 7,
|
|
visibility: ShaderStages::FRAGMENT,
|
|
ty: BindingType::Buffer {
|
|
ty: BufferBindingType::Uniform,
|
|
has_dynamic_offset: false,
|
|
// NOTE: With 256 point lights max, indices need 8 bits so use u8
|
|
min_binding_size: BufferSize::new(16384),
|
|
},
|
|
count: None,
|
|
},
|
|
// ClusterOffsetsAndCounts
|
|
BindGroupLayoutEntry {
|
|
binding: 8,
|
|
visibility: ShaderStages::FRAGMENT,
|
|
ty: BindingType::Buffer {
|
|
ty: BufferBindingType::Uniform,
|
|
has_dynamic_offset: false,
|
|
// NOTE: The offset needs to address 16384 indices, which needs 14 bits.
|
|
// The count can be at most all 256 lights so 8 bits.
|
|
// Pack the offset into the upper 24 bits and the count into the
|
|
// lower 8 bits.
|
|
min_binding_size: BufferSize::new(16384),
|
|
},
|
|
count: None,
|
|
},
|
|
],
|
|
label: Some("mesh_view_layout"),
|
|
});
|
|
|
|
let mesh_layout = render_device.create_bind_group_layout(&BindGroupLayoutDescriptor {
|
|
entries: &[BindGroupLayoutEntry {
|
|
binding: 0,
|
|
visibility: ShaderStages::VERTEX | ShaderStages::FRAGMENT,
|
|
ty: BindingType::Buffer {
|
|
ty: BufferBindingType::Uniform,
|
|
has_dynamic_offset: true,
|
|
min_binding_size: BufferSize::new(MeshUniform::std140_size_static() as u64),
|
|
},
|
|
count: None,
|
|
}],
|
|
label: Some("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 = render_device.create_sampler(&image.sampler_descriptor);
|
|
|
|
let format_size = image.texture_descriptor.format.pixel_size();
|
|
let render_queue = world.get_resource_mut::<RenderQueue>().unwrap();
|
|
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,
|
|
sampler,
|
|
}
|
|
};
|
|
MeshPipeline {
|
|
view_layout,
|
|
mesh_layout,
|
|
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 6 bits for the MSAA sample count - 1 to support up to 64x MSAA.
|
|
pub struct MeshPipelineKey: u32 {
|
|
const NONE = 0;
|
|
const VERTEX_TANGENTS = (1 << 0);
|
|
const TRANSPARENT_MAIN_PASS = (1 << 1);
|
|
const MSAA_RESERVED_BITS = MeshPipelineKey::MSAA_MASK_BITS << MeshPipelineKey::MSAA_SHIFT_BITS;
|
|
const PRIMITIVE_TOPOLOGY_RESERVED_BITS = MeshPipelineKey::PRIMITIVE_TOPOLOGY_MASK_BITS << MeshPipelineKey::PRIMITIVE_TOPOLOGY_SHIFT_BITS;
|
|
}
|
|
}
|
|
|
|
impl MeshPipelineKey {
|
|
const MSAA_MASK_BITS: u32 = 0b111111;
|
|
const MSAA_SHIFT_BITS: u32 = 32 - 6;
|
|
const PRIMITIVE_TOPOLOGY_MASK_BITS: u32 = 0b111;
|
|
const PRIMITIVE_TOPOLOGY_SHIFT_BITS: u32 = Self::MSAA_SHIFT_BITS - 3;
|
|
|
|
pub fn from_msaa_samples(msaa_samples: u32) -> Self {
|
|
let msaa_bits = ((msaa_samples - 1) & Self::MSAA_MASK_BITS) << Self::MSAA_SHIFT_BITS;
|
|
MeshPipelineKey::from_bits(msaa_bits).unwrap()
|
|
}
|
|
|
|
pub fn msaa_samples(&self) -> u32 {
|
|
((self.bits >> Self::MSAA_SHIFT_BITS) & Self::MSAA_MASK_BITS) + 1
|
|
}
|
|
|
|
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;
|
|
MeshPipelineKey::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 SpecializedPipeline for MeshPipeline {
|
|
type Key = MeshPipelineKey;
|
|
|
|
fn specialize(&self, key: Self::Key) -> RenderPipelineDescriptor {
|
|
let (vertex_array_stride, vertex_attributes) =
|
|
if key.contains(MeshPipelineKey::VERTEX_TANGENTS) {
|
|
(
|
|
48,
|
|
vec![
|
|
// Position (GOTCHA! Vertex_Position isn't first in the buffer due to how Mesh sorts attributes (alphabetically))
|
|
VertexAttribute {
|
|
format: VertexFormat::Float32x3,
|
|
offset: 12,
|
|
shader_location: 0,
|
|
},
|
|
// Normal
|
|
VertexAttribute {
|
|
format: VertexFormat::Float32x3,
|
|
offset: 0,
|
|
shader_location: 1,
|
|
},
|
|
// Uv (GOTCHA! uv is no longer third in the buffer due to how Mesh sorts attributes (alphabetically))
|
|
VertexAttribute {
|
|
format: VertexFormat::Float32x2,
|
|
offset: 40,
|
|
shader_location: 2,
|
|
},
|
|
// Tangent
|
|
VertexAttribute {
|
|
format: VertexFormat::Float32x4,
|
|
offset: 24,
|
|
shader_location: 3,
|
|
},
|
|
],
|
|
)
|
|
} else {
|
|
(
|
|
32,
|
|
vec![
|
|
// Position (GOTCHA! Vertex_Position isn't first in the buffer due to how Mesh sorts attributes (alphabetically))
|
|
VertexAttribute {
|
|
format: VertexFormat::Float32x3,
|
|
offset: 12,
|
|
shader_location: 0,
|
|
},
|
|
// Normal
|
|
VertexAttribute {
|
|
format: VertexFormat::Float32x3,
|
|
offset: 0,
|
|
shader_location: 1,
|
|
},
|
|
// Uv
|
|
VertexAttribute {
|
|
format: VertexFormat::Float32x2,
|
|
offset: 24,
|
|
shader_location: 2,
|
|
},
|
|
],
|
|
)
|
|
};
|
|
let mut shader_defs = Vec::new();
|
|
if key.contains(MeshPipelineKey::VERTEX_TANGENTS) {
|
|
shader_defs.push(String::from("VERTEX_TANGENTS"));
|
|
}
|
|
|
|
let (label, blend, depth_write_enabled);
|
|
if key.contains(MeshPipelineKey::TRANSPARENT_MAIN_PASS) {
|
|
label = "transparent_mesh_pipeline".into();
|
|
blend = Some(BlendState::ALPHA_BLENDING);
|
|
// 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 {
|
|
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;
|
|
}
|
|
|
|
#[cfg(feature = "webgl")]
|
|
shader_defs.push(String::from("NO_ARRAY_TEXTURES_SUPPORT"));
|
|
|
|
RenderPipelineDescriptor {
|
|
vertex: VertexState {
|
|
shader: MESH_SHADER_HANDLE.typed::<Shader>(),
|
|
entry_point: "vertex".into(),
|
|
shader_defs: shader_defs.clone(),
|
|
buffers: vec![VertexBufferLayout {
|
|
array_stride: vertex_array_stride,
|
|
step_mode: VertexStepMode::Vertex,
|
|
attributes: vertex_attributes,
|
|
}],
|
|
},
|
|
fragment: Some(FragmentState {
|
|
shader: MESH_SHADER_HANDLE.typed::<Shader>(),
|
|
shader_defs,
|
|
entry_point: "fragment".into(),
|
|
targets: vec![ColorTargetState {
|
|
format: TextureFormat::bevy_default(),
|
|
blend,
|
|
write_mask: ColorWrites::ALL,
|
|
}],
|
|
}),
|
|
layout: Some(vec![self.view_layout.clone(), self.mesh_layout.clone()]),
|
|
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::Greater,
|
|
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),
|
|
}
|
|
}
|
|
}
|
|
|
|
pub struct MeshBindGroup {
|
|
pub value: BindGroup,
|
|
}
|
|
|
|
pub fn queue_mesh_bind_group(
|
|
mut commands: Commands,
|
|
mesh_pipeline: Res<MeshPipeline>,
|
|
render_device: Res<RenderDevice>,
|
|
mesh_uniforms: Res<ComponentUniforms<MeshUniform>>,
|
|
) {
|
|
if let Some(binding) = mesh_uniforms.uniforms().binding() {
|
|
commands.insert_resource(MeshBindGroup {
|
|
value: render_device.create_bind_group(&BindGroupDescriptor {
|
|
entries: &[BindGroupEntry {
|
|
binding: 0,
|
|
resource: binding,
|
|
}],
|
|
label: Some("mesh_bind_group"),
|
|
layout: &mesh_pipeline.mesh_layout,
|
|
}),
|
|
});
|
|
}
|
|
}
|
|
|
|
#[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>,
|
|
view_uniforms: Res<ViewUniforms>,
|
|
views: Query<(Entity, &ViewShadowBindings, &ViewClusterBindings)>,
|
|
) {
|
|
if let (Some(view_binding), Some(light_binding), Some(point_light_binding)) = (
|
|
view_uniforms.uniforms.binding(),
|
|
light_meta.view_gpu_lights.binding(),
|
|
global_light_meta.gpu_point_lights.binding(),
|
|
) {
|
|
for (entity, view_shadow_bindings, view_cluster_bindings) in views.iter() {
|
|
let view_bind_group = render_device.create_bind_group(&BindGroupDescriptor {
|
|
entries: &[
|
|
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
|
|
.cluster_light_index_lists
|
|
.binding()
|
|
.unwrap(),
|
|
},
|
|
BindGroupEntry {
|
|
binding: 8,
|
|
resource: view_cluster_bindings
|
|
.cluster_offsets_and_counts
|
|
.binding()
|
|
.unwrap(),
|
|
},
|
|
],
|
|
label: Some("mesh_view_bind_group"),
|
|
layout: &mesh_pipeline.view_layout,
|
|
});
|
|
|
|
commands.entity(entity).insert(MeshViewBindGroup {
|
|
value: view_bind_group,
|
|
});
|
|
}
|
|
}
|
|
}
|
|
|
|
pub struct SetMeshViewBindGroup<const I: usize>;
|
|
impl<const I: usize> EntityRenderCommand for SetMeshViewBindGroup<I> {
|
|
type Param = SQuery<(
|
|
Read<ViewUniformOffset>,
|
|
Read<ViewLightsUniformOffset>,
|
|
Read<MeshViewBindGroup>,
|
|
)>;
|
|
#[inline]
|
|
fn render<'w>(
|
|
view: Entity,
|
|
_item: Entity,
|
|
view_query: SystemParamItem<'w, '_, Self::Param>,
|
|
pass: &mut TrackedRenderPass<'w>,
|
|
) -> RenderCommandResult {
|
|
let (view_uniform, view_lights, mesh_view_bind_group) = view_query.get(view).unwrap();
|
|
pass.set_bind_group(
|
|
I,
|
|
&mesh_view_bind_group.value,
|
|
&[view_uniform.offset, view_lights.offset],
|
|
);
|
|
|
|
RenderCommandResult::Success
|
|
}
|
|
}
|
|
|
|
pub struct SetMeshBindGroup<const I: usize>;
|
|
impl<const I: usize> EntityRenderCommand for SetMeshBindGroup<I> {
|
|
type Param = (
|
|
SRes<MeshBindGroup>,
|
|
SQuery<Read<DynamicUniformIndex<MeshUniform>>>,
|
|
);
|
|
#[inline]
|
|
fn render<'w>(
|
|
_view: Entity,
|
|
item: Entity,
|
|
(mesh_bind_group, mesh_query): SystemParamItem<'w, '_, Self::Param>,
|
|
pass: &mut TrackedRenderPass<'w>,
|
|
) -> RenderCommandResult {
|
|
let mesh_index = mesh_query.get(item).unwrap();
|
|
pass.set_bind_group(
|
|
I,
|
|
&mesh_bind_group.into_inner().value,
|
|
&[mesh_index.index()],
|
|
);
|
|
RenderCommandResult::Success
|
|
}
|
|
}
|
|
|
|
pub struct DrawMesh;
|
|
impl EntityRenderCommand for DrawMesh {
|
|
type Param = (SRes<RenderAssets<Mesh>>, SQuery<Read<Handle<Mesh>>>);
|
|
#[inline]
|
|
fn render<'w>(
|
|
_view: Entity,
|
|
item: Entity,
|
|
(meshes, mesh_query): SystemParamItem<'w, '_, Self::Param>,
|
|
pass: &mut TrackedRenderPass<'w>,
|
|
) -> RenderCommandResult {
|
|
let mesh_handle = mesh_query.get(item).unwrap();
|
|
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..=64 {
|
|
assert_eq!(MeshPipelineKey::from_msaa_samples(i).msaa_samples(), i);
|
|
}
|
|
}
|
|
}
|