bevy/crates/bevy_pbr/src/render/mesh.rs
James Liu 31bd4ecbbc Mesh Skinning. Attempt #3 (#4238)
# Objective
Load skeletal weights and indices from GLTF files. Animate meshes.

## Solution
 - Load skeletal weights and indices from GLTF files.
 - Added `SkinnedMesh` component and ` SkinnedMeshInverseBindPose` asset
 - Added `extract_skinned_meshes` to extract joint matrices.
 - Added queue phase systems for enqueuing the buffer writes.

Some notes:

 -  This ports part of # #2359 to the current main.
 -  This generates new `BufferVec`s and bind groups every frame. The expectation here is that the number of `Query::get` calls during extract is probably going to be the stronger bottleneck, with up to 256 calls per skinned mesh. Until that is optimized, caching buffers and bind groups is probably a non-concern.
 - Unfortunately, due to the uniform size requirements, this means a 16KB buffer is allocated for every skinned mesh every frame. There's probably a few ways to get around this, but most of them require either compute shaders or storage buffers, which are both incompatible with WebGL2.

Co-authored-by: james7132 <contact@jamessliu.com>
Co-authored-by: François <mockersf@gmail.com>
Co-authored-by: James Liu <contact@jamessliu.com>
2022-03-29 18:31:13 +00:00

898 lines
33 KiB
Rust

use crate::{
GlobalLightMeta, GpuLights, LightMeta, NotShadowCaster, NotShadowReceiver, ShadowPipeline,
ViewClusterBindings, ViewLightsUniformOffset, ViewShadowBindings,
};
use bevy_app::Plugin;
use bevy_asset::{load_internal_asset, Assets, Handle, HandleUntyped};
use bevy_ecs::{
prelude::*,
system::{lifetimeless::*, SystemParamItem},
};
use bevy_math::{Mat4, Size};
use bevy_reflect::TypeUuid;
use bevy_render::{
mesh::{
skinning::{SkinnedMesh, SkinnedMeshInverseBindposes},
GpuBufferInfo, Mesh, MeshVertexBufferLayout,
},
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;
use smallvec::SmallVec;
use std::num::NonZeroU64;
#[derive(Default)]
pub struct MeshRenderPlugin;
const MAX_JOINTS: usize = 256;
const JOINT_SIZE: usize = std::mem::size_of::<Mat4>();
pub(crate) const JOINT_BUFFER_SIZE: usize = MAX_JOINTS * JOINT_SIZE;
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);
pub const SKINNING_HANDLE: HandleUntyped =
HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 13215291596265391738);
impl Plugin for MeshRenderPlugin {
fn build(&self, app: &mut bevy_app::App) {
load_internal_asset!(app, MESH_SHADER_HANDLE, "mesh.wgsl", Shader::from_wgsl);
load_internal_asset!(
app,
MESH_STRUCT_HANDLE,
"mesh_struct.wgsl",
Shader::from_wgsl
);
load_internal_asset!(
app,
MESH_VIEW_BIND_GROUP_HANDLE,
"mesh_view_bind_group.wgsl",
Shader::from_wgsl
);
load_internal_asset!(app, SKINNING_HANDLE, "skinning.wgsl", Shader::from_wgsl);
app.add_plugin(UniformComponentPlugin::<MeshUniform>::default());
if let Ok(render_app) = app.get_sub_app_mut(RenderApp) {
render_app
.init_resource::<MeshPipeline>()
.init_resource::<SkinnedMeshUniform>()
.add_system_to_stage(RenderStage::Extract, extract_meshes)
.add_system_to_stage(RenderStage::Extract, extract_skinned_meshes)
.add_system_to_stage(RenderStage::Prepare, prepare_skinned_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, mesh, not_receiver) in not_caster_query.iter() {
if !computed_visibility.is_visible {
continue;
}
let transform = transform.compute_matrix();
not_caster_values.push((
entity,
(
mesh.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(Debug, Default)]
pub struct ExtractedJoints {
pub buffer: Vec<Mat4>,
}
#[derive(Component)]
pub struct SkinnedMeshJoints {
pub index: u32,
}
impl SkinnedMeshJoints {
#[inline]
pub fn build(
skin: &SkinnedMesh,
inverse_bindposes: &Assets<SkinnedMeshInverseBindposes>,
joints: &Query<&GlobalTransform>,
buffer: &mut Vec<Mat4>,
) -> Option<Self> {
let inverse_bindposes = inverse_bindposes.get(&skin.inverse_bindposes)?;
let bindposes = inverse_bindposes.iter();
let skin_joints = skin.joints.iter();
let mut temp =
SmallVec::<[Mat4; MAX_JOINTS]>::with_capacity(bindposes.len().min(MAX_JOINTS));
for (inverse_bindpose, joint) in bindposes.zip(skin_joints).take(MAX_JOINTS) {
let joint_matrix = joints.get(*joint).ok()?.compute_matrix();
temp.push(joint_matrix * *inverse_bindpose);
}
let start = buffer.len();
buffer.extend(temp);
// Pad to 256 byte alignment
while buffer.len() % 4 != 0 {
buffer.push(Mat4::ZERO);
}
Some(Self {
index: start as u32,
})
}
pub fn to_buffer_index(mut self) -> Self {
self.index *= std::mem::size_of::<Mat4>() as u32;
self
}
}
pub fn extract_skinned_meshes(
query: Query<(Entity, &ComputedVisibility, &SkinnedMesh)>,
inverse_bindposes: Res<Assets<SkinnedMeshInverseBindposes>>,
joint_query: Query<&GlobalTransform>,
mut commands: Commands,
mut previous_len: Local<usize>,
mut previous_joint_len: Local<usize>,
) {
let mut values = Vec::with_capacity(*previous_len);
let mut joints = Vec::with_capacity(*previous_joint_len);
let mut last_start = 0;
for (entity, computed_visibility, skin) in query.iter() {
if !computed_visibility.is_visible {
continue;
}
// PERF: This can be expensive, can we move this to prepare?
if let Some(skinned_joints) =
SkinnedMeshJoints::build(skin, &inverse_bindposes, &joint_query, &mut joints)
{
last_start = last_start.max(skinned_joints.index as usize);
values.push((entity, (skinned_joints.to_buffer_index(),)));
}
}
// Pad out the buffer to ensure that there's enough space for bindings
while joints.len() - last_start < MAX_JOINTS {
joints.push(Mat4::ZERO);
}
*previous_len = values.len();
*previous_joint_len = joints.len();
commands.insert_resource(ExtractedJoints { buffer: joints });
commands.insert_or_spawn_batch(values);
}
#[derive(Clone)]
pub struct MeshPipeline {
pub view_layout: BindGroupLayout,
pub mesh_layout: BindGroupLayout,
pub skinned_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.resource::<RenderDevice>();
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_binding = 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,
};
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 = render_device.create_sampler(&image.sampler_descriptor);
let format_size = image.texture_descriptor.format.pixel_size();
let render_queue = world.resource_mut::<RenderQueue>();
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: Size::new(
image.texture_descriptor.size.width as f32,
image.texture_descriptor.size.height as f32,
),
}
};
MeshPipeline {
view_layout,
mesh_layout,
skinned_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 TRANSPARENT_MAIN_PASS = (1 << 0);
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 SpecializedMeshPipeline for MeshPipeline {
type Key = MeshPipelineKey;
fn specialize(
&self,
key: Self::Key,
layout: &MeshVertexBufferLayout,
) -> Result<RenderPipelineDescriptor, SpecializedMeshPipelineError> {
let mut vertex_attributes = vec![
Mesh::ATTRIBUTE_POSITION.at_shader_location(0),
Mesh::ATTRIBUTE_NORMAL.at_shader_location(1),
Mesh::ATTRIBUTE_UV_0.at_shader_location(2),
];
let mut shader_defs = Vec::new();
if layout.contains(Mesh::ATTRIBUTE_TANGENT) {
shader_defs.push(String::from("VERTEX_TANGENTS"));
vertex_attributes.push(Mesh::ATTRIBUTE_TANGENT.at_shader_location(3));
}
let mut bind_group_layout = vec![self.view_layout.clone()];
if layout.contains(Mesh::ATTRIBUTE_JOINT_INDEX)
&& layout.contains(Mesh::ATTRIBUTE_JOINT_WEIGHT)
{
shader_defs.push(String::from("SKINNED"));
vertex_attributes.push(Mesh::ATTRIBUTE_JOINT_INDEX.at_shader_location(4));
vertex_attributes.push(Mesh::ATTRIBUTE_JOINT_WEIGHT.at_shader_location(5));
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);
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"));
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![ColorTargetState {
format: TextureFormat::bevy_default(),
blend,
write_mask: ColorWrites::ALL,
}],
}),
layout: Some(bind_group_layout),
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 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.uniform_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);
}
}
#[derive(Default)]
pub struct SkinnedMeshUniform {
pub buffer: UniformVec<Mat4>,
}
pub fn prepare_skinned_meshes(
render_device: Res<RenderDevice>,
render_queue: Res<RenderQueue>,
extracted_joints: Res<ExtractedJoints>,
mut skinned_mesh_uniform: ResMut<SkinnedMeshUniform>,
) {
if extracted_joints.buffer.is_empty() {
return;
}
skinned_mesh_uniform.buffer.clear();
skinned_mesh_uniform
.buffer
.reserve(extracted_joints.buffer.len(), &render_device);
for joint in extracted_joints.buffer.iter() {
skinned_mesh_uniform.buffer.push(*joint);
}
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>,
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_inner(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>>,
Option<Read<SkinnedMeshJoints>>,
)>,
);
#[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, skinned_mesh_joints) = mesh_query.get(item).unwrap();
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 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);
}
}
}