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https://github.com/bevyengine/bevy
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# 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>
898 lines
33 KiB
Rust
898 lines
33 KiB
Rust
use crate::{
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GlobalLightMeta, GpuLights, LightMeta, NotShadowCaster, NotShadowReceiver, ShadowPipeline,
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ViewClusterBindings, ViewLightsUniformOffset, ViewShadowBindings,
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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_ecs::{
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prelude::*,
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system::{lifetimeless::*, SystemParamItem},
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};
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use bevy_math::{Mat4, Size};
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use bevy_reflect::TypeUuid;
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use bevy_render::{
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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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render_asset::RenderAssets,
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render_component::{ComponentUniforms, DynamicUniformIndex, UniformComponentPlugin},
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render_phase::{EntityRenderCommand, RenderCommandResult, TrackedRenderPass},
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render_resource::{std140::AsStd140, *},
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renderer::{RenderDevice, RenderQueue},
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texture::{BevyDefault, GpuImage, Image, TextureFormatPixelInfo},
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view::{ComputedVisibility, ViewUniform, ViewUniformOffset, ViewUniforms},
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RenderApp, RenderStage,
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};
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use bevy_transform::components::GlobalTransform;
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use smallvec::SmallVec;
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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_VIEW_BIND_GROUP_HANDLE: HandleUntyped =
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HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 9076678235888822571);
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pub const MESH_STRUCT_HANDLE: HandleUntyped =
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HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 2506024101911992377);
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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!(app, MESH_SHADER_HANDLE, "mesh.wgsl", Shader::from_wgsl);
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load_internal_asset!(
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app,
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MESH_STRUCT_HANDLE,
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"mesh_struct.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_BIND_GROUP_HANDLE,
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"mesh_view_bind_group.wgsl",
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Shader::from_wgsl
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);
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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_system_to_stage(RenderStage::Extract, extract_meshes)
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.add_system_to_stage(RenderStage::Extract, extract_skinned_meshes)
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.add_system_to_stage(RenderStage::Prepare, prepare_skinned_meshes)
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.add_system_to_stage(RenderStage::Queue, queue_mesh_bind_group)
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.add_system_to_stage(RenderStage::Queue, queue_mesh_view_bind_groups);
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}
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}
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}
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#[derive(Component, AsStd140, 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_pbr2/src/render/mesh.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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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 previous_caster_len: Local<usize>,
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mut previous_not_caster_len: Local<usize>,
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caster_query: Query<
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(
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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<&NotShadowReceiver>,
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),
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Without<NotShadowCaster>,
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>,
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not_caster_query: Query<
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(
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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<&NotShadowReceiver>,
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),
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With<NotShadowCaster>,
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>,
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) {
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let mut caster_values = Vec::with_capacity(*previous_caster_len);
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for (entity, computed_visibility, transform, handle, not_receiver) in caster_query.iter() {
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if !computed_visibility.is_visible {
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continue;
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}
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let transform = transform.compute_matrix();
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caster_values.push((
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entity,
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(
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handle.clone_weak(),
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MeshUniform {
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flags: if not_receiver.is_some() {
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MeshFlags::empty().bits
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} else {
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MeshFlags::SHADOW_RECEIVER.bits
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},
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transform,
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inverse_transpose_model: transform.inverse().transpose(),
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},
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),
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));
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}
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*previous_caster_len = caster_values.len();
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commands.insert_or_spawn_batch(caster_values);
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let mut not_caster_values = Vec::with_capacity(*previous_not_caster_len);
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for (entity, computed_visibility, transform, mesh, not_receiver) in not_caster_query.iter() {
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if !computed_visibility.is_visible {
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continue;
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}
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let transform = transform.compute_matrix();
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not_caster_values.push((
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entity,
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(
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mesh.clone_weak(),
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MeshUniform {
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flags: if not_receiver.is_some() {
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MeshFlags::empty().bits
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} else {
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MeshFlags::SHADOW_RECEIVER.bits
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},
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transform,
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inverse_transpose_model: transform.inverse().transpose(),
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},
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NotShadowCaster,
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),
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));
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}
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*previous_not_caster_len = not_caster_values.len();
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commands.insert_or_spawn_batch(not_caster_values);
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}
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#[derive(Debug, Default)]
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pub struct ExtractedJoints {
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pub buffer: Vec<Mat4>,
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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 Vec<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 bindposes = inverse_bindposes.iter();
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let skin_joints = skin.joints.iter();
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let mut temp =
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SmallVec::<[Mat4; MAX_JOINTS]>::with_capacity(bindposes.len().min(MAX_JOINTS));
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for (inverse_bindpose, joint) in bindposes.zip(skin_joints).take(MAX_JOINTS) {
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let joint_matrix = joints.get(*joint).ok()?.compute_matrix();
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temp.push(joint_matrix * *inverse_bindpose);
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}
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let start = buffer.len();
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buffer.extend(temp);
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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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query: Query<(Entity, &ComputedVisibility, &SkinnedMesh)>,
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inverse_bindposes: Res<Assets<SkinnedMeshInverseBindposes>>,
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joint_query: Query<&GlobalTransform>,
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mut commands: Commands,
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mut previous_len: Local<usize>,
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mut previous_joint_len: Local<usize>,
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) {
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let mut values = Vec::with_capacity(*previous_len);
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let mut joints = Vec::with_capacity(*previous_joint_len);
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let mut last_start = 0;
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for (entity, computed_visibility, skin) in query.iter() {
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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 joints)
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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 joints.len() - last_start < MAX_JOINTS {
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joints.push(Mat4::ZERO);
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}
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*previous_len = values.len();
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*previous_joint_len = joints.len();
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commands.insert_resource(ExtractedJoints { buffer: joints });
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commands.insert_or_spawn_batch(values);
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}
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#[derive(Clone)]
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pub struct MeshPipeline {
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pub view_layout: 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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}
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impl FromWorld for MeshPipeline {
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fn from_world(world: &mut World) -> Self {
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let render_device = world.resource::<RenderDevice>();
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let view_layout = render_device.create_bind_group_layout(&BindGroupLayoutDescriptor {
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entries: &[
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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: BufferSize::new(ViewUniform::std140_size_static() as u64),
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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: BufferSize::new(GpuLights::std140_size_static() as u64),
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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: BufferBindingType::Uniform,
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has_dynamic_offset: false,
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// NOTE: Static size for uniform buffers. GpuPointLight has a padded
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// size of 64 bytes, so 16384 / 64 = 256 point lights max
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min_binding_size: BufferSize::new(16384),
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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: BufferBindingType::Uniform,
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has_dynamic_offset: false,
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// NOTE: With 256 point lights max, indices need 8 bits so use u8
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min_binding_size: BufferSize::new(16384),
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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: BufferBindingType::Uniform,
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has_dynamic_offset: false,
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// NOTE: The offset needs to address 16384 indices, which needs 14 bits.
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// The count can be at most all 256 lights so 8 bits.
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// Pack the offset into the upper 24 bits and the count into the
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// lower 8 bits.
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min_binding_size: BufferSize::new(16384),
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},
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count: None,
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},
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],
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label: Some("mesh_view_layout"),
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});
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let mesh_binding = 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: BufferSize::new(MeshUniform::std140_size_static() as u64),
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},
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count: None,
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};
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let mesh_layout = render_device.create_bind_group_layout(&BindGroupLayoutDescriptor {
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entries: &[mesh_binding],
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label: Some("mesh_layout"),
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});
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let skinned_mesh_layout =
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render_device.create_bind_group_layout(&BindGroupLayoutDescriptor {
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entries: &[
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mesh_binding,
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BindGroupLayoutEntry {
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binding: 1,
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visibility: ShaderStages::VERTEX,
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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: BufferSize::new(JOINT_BUFFER_SIZE as u64),
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},
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count: None,
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},
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],
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label: Some("skinned_mesh_layout"),
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});
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// A 1x1x1 'all 1.0' texture to use as a dummy texture to use in place of optional StandardMaterial textures
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let dummy_white_gpu_image = {
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let image = Image::new_fill(
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Extent3d::default(),
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TextureDimension::D2,
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&[255u8; 4],
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TextureFormat::bevy_default(),
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);
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let texture = render_device.create_texture(&image.texture_descriptor);
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let sampler = render_device.create_sampler(&image.sampler_descriptor);
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let format_size = image.texture_descriptor.format.pixel_size();
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let render_queue = world.resource_mut::<RenderQueue>();
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render_queue.write_texture(
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ImageCopyTexture {
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texture: &texture,
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mip_level: 0,
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origin: Origin3d::ZERO,
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aspect: TextureAspect::All,
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},
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&image.data,
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ImageDataLayout {
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offset: 0,
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bytes_per_row: Some(
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std::num::NonZeroU32::new(
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image.texture_descriptor.size.width * format_size as u32,
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)
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.unwrap(),
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),
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rows_per_image: None,
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},
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image.texture_descriptor.size,
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);
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let texture_view = texture.create_view(&TextureViewDescriptor::default());
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GpuImage {
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texture,
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texture_view,
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texture_format: image.texture_descriptor.format,
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sampler,
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size: Size::new(
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image.texture_descriptor.size.width as f32,
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image.texture_descriptor.size.height as f32,
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),
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}
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};
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MeshPipeline {
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view_layout,
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mesh_layout,
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skinned_mesh_layout,
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dummy_white_gpu_image,
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}
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}
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}
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impl MeshPipeline {
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pub fn get_image_texture<'a>(
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&'a self,
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gpu_images: &'a RenderAssets<Image>,
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handle_option: &Option<Handle<Image>>,
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) -> Option<(&'a TextureView, &'a Sampler)> {
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if let Some(handle) = handle_option {
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let gpu_image = gpu_images.get(handle)?;
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Some((&gpu_image.texture_view, &gpu_image.sampler))
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} else {
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Some((
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&self.dummy_white_gpu_image.texture_view,
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&self.dummy_white_gpu_image.sampler,
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))
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}
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}
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}
|
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|
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bitflags::bitflags! {
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#[repr(transparent)]
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|
// NOTE: Apparently quadro drivers support up to 64x MSAA.
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|
/// MSAA uses the highest 6 bits for the MSAA sample count - 1 to support up to 64x MSAA.
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|
pub struct MeshPipelineKey: u32 {
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|
const NONE = 0;
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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);
|
|
}
|
|
}
|
|
}
|