mirror of
https://github.com/bevyengine/bevy
synced 2025-01-08 19:29:04 +00:00
42e6dc8987
# Objective - The current `EventReader::iter` has been determined to cause confusion among new Bevy users. It was suggested by @JoJoJet to rename the method to better clarify its usage. - Solves #9624 ## Solution - Rename `EventReader::iter` to `EventReader::read`. - Rename `EventReader::iter_with_id` to `EventReader::read_with_id`. - Rename `ManualEventReader::iter` to `ManualEventReader::read`. - Rename `ManualEventReader::iter_with_id` to `ManualEventReader::read_with_id`. --- ## Changelog - `EventReader::iter` has been renamed to `EventReader::read`. - `EventReader::iter_with_id` has been renamed to `EventReader::read_with_id`. - `ManualEventReader::iter` has been renamed to `ManualEventReader::read`. - `ManualEventReader::iter_with_id` has been renamed to `ManualEventReader::read_with_id`. - Deprecated `EventReader::iter` - Deprecated `EventReader::iter_with_id` - Deprecated `ManualEventReader::iter` - Deprecated `ManualEventReader::iter_with_id` ## Migration Guide - Existing usages of `EventReader::iter` and `EventReader::iter_with_id` will have to be changed to `EventReader::read` and `EventReader::read_with_id` respectively. - Existing usages of `ManualEventReader::iter` and `ManualEventReader::iter_with_id` will have to be changed to `ManualEventReader::read` and `ManualEventReader::read_with_id` respectively.
603 lines
21 KiB
Rust
603 lines
21 KiB
Rust
use bevy_app::{App, Plugin};
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use bevy_asset::{AddAsset, AssetEvent, AssetServer, Assets, Handle};
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use bevy_core_pipeline::{
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core_2d::Transparent2d,
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tonemapping::{DebandDither, Tonemapping},
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};
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use bevy_derive::{Deref, DerefMut};
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use bevy_ecs::{
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prelude::*,
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query::ROQueryItem,
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system::{
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lifetimeless::{Read, SRes},
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SystemParamItem,
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},
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};
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use bevy_log::error;
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use bevy_reflect::{TypePath, TypeUuid};
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use bevy_render::{
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extract_component::ExtractComponentPlugin,
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mesh::{Mesh, MeshVertexBufferLayout},
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prelude::Image,
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render_asset::{prepare_assets, RenderAssets},
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render_phase::{
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AddRenderCommand, DrawFunctions, PhaseItem, RenderCommand, RenderCommandResult,
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RenderPhase, SetItemPipeline, TrackedRenderPass,
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},
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render_resource::{
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AsBindGroup, AsBindGroupError, BindGroup, BindGroupLayout, OwnedBindingResource,
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PipelineCache, RenderPipelineDescriptor, Shader, ShaderRef, SpecializedMeshPipeline,
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SpecializedMeshPipelineError, SpecializedMeshPipelines,
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},
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renderer::RenderDevice,
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texture::FallbackImage,
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view::{ComputedVisibility, ExtractedView, Msaa, Visibility, VisibleEntities},
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Extract, ExtractSchedule, Render, RenderApp, RenderSet,
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};
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use bevy_transform::components::{GlobalTransform, Transform};
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use bevy_utils::{FloatOrd, HashMap, HashSet};
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use std::hash::Hash;
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use std::marker::PhantomData;
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use crate::{
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DrawMesh2d, Mesh2dHandle, Mesh2dPipeline, Mesh2dPipelineKey, Mesh2dUniform, SetMesh2dBindGroup,
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SetMesh2dViewBindGroup,
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};
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/// Materials are used alongside [`Material2dPlugin`] and [`MaterialMesh2dBundle`]
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/// to spawn entities that are rendered with a specific [`Material2d`] type. They serve as an easy to use high level
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/// way to render [`Mesh2dHandle`] entities with custom shader logic.
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///
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/// Material2ds must implement [`AsBindGroup`] to define how data will be transferred to the GPU and bound in shaders.
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/// [`AsBindGroup`] can be derived, which makes generating bindings straightforward. See the [`AsBindGroup`] docs for details.
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///
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/// Materials must also implement [`TypeUuid`] so they can be treated as an [`Asset`](bevy_asset::Asset).
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///
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/// # Example
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///
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/// Here is a simple Material2d implementation. The [`AsBindGroup`] derive has many features. To see what else is available,
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/// check out the [`AsBindGroup`] documentation.
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/// ```
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/// # use bevy_sprite::{Material2d, MaterialMesh2dBundle};
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/// # use bevy_ecs::prelude::*;
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/// # use bevy_reflect::{TypeUuid, TypePath};
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/// # use bevy_render::{render_resource::{AsBindGroup, ShaderRef}, texture::Image, color::Color};
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/// # use bevy_asset::{Handle, AssetServer, Assets};
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///
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/// #[derive(AsBindGroup, TypeUuid, TypePath, Debug, Clone)]
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/// #[uuid = "f690fdae-d598-45ab-8225-97e2a3f056e0"]
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/// pub struct CustomMaterial {
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/// // Uniform bindings must implement `ShaderType`, which will be used to convert the value to
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/// // its shader-compatible equivalent. Most core math types already implement `ShaderType`.
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/// #[uniform(0)]
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/// color: Color,
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/// // Images can be bound as textures in shaders. If the Image's sampler is also needed, just
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/// // add the sampler attribute with a different binding index.
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/// #[texture(1)]
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/// #[sampler(2)]
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/// color_texture: Handle<Image>,
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/// }
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///
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/// // All functions on `Material2d` have default impls. You only need to implement the
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/// // functions that are relevant for your material.
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/// impl Material2d for CustomMaterial {
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/// fn fragment_shader() -> ShaderRef {
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/// "shaders/custom_material.wgsl".into()
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/// }
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/// }
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///
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/// // Spawn an entity using `CustomMaterial`.
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/// fn setup(mut commands: Commands, mut materials: ResMut<Assets<CustomMaterial>>, asset_server: Res<AssetServer>) {
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/// commands.spawn(MaterialMesh2dBundle {
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/// material: materials.add(CustomMaterial {
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/// color: Color::RED,
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/// color_texture: asset_server.load("some_image.png"),
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/// }),
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/// ..Default::default()
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/// });
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/// }
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/// ```
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/// In WGSL shaders, the material's binding would look like this:
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///
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/// ```wgsl
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/// struct CustomMaterial {
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/// color: vec4<f32>,
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/// }
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///
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/// @group(1) @binding(0)
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/// var<uniform> material: CustomMaterial;
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/// @group(1) @binding(1)
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/// var color_texture: texture_2d<f32>;
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/// @group(1) @binding(2)
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/// var color_sampler: sampler;
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/// ```
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pub trait Material2d: AsBindGroup + Send + Sync + Clone + TypeUuid + TypePath + Sized {
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/// Returns this material's vertex shader. If [`ShaderRef::Default`] is returned, the default mesh vertex shader
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/// will be used.
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fn vertex_shader() -> ShaderRef {
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ShaderRef::Default
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}
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/// Returns this material's fragment shader. If [`ShaderRef::Default`] is returned, the default mesh fragment shader
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/// will be used.
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fn fragment_shader() -> ShaderRef {
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ShaderRef::Default
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}
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/// Customizes the default [`RenderPipelineDescriptor`].
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#[allow(unused_variables)]
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#[inline]
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fn specialize(
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descriptor: &mut RenderPipelineDescriptor,
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layout: &MeshVertexBufferLayout,
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key: Material2dKey<Self>,
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) -> Result<(), SpecializedMeshPipelineError> {
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Ok(())
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}
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}
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/// Adds the necessary ECS resources and render logic to enable rendering entities using the given [`Material2d`]
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/// asset type (which includes [`Material2d`] types).
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pub struct Material2dPlugin<M: Material2d>(PhantomData<M>);
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impl<M: Material2d> Default for Material2dPlugin<M> {
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fn default() -> Self {
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Self(Default::default())
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}
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}
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impl<M: Material2d> Plugin for Material2dPlugin<M>
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where
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M::Data: PartialEq + Eq + Hash + Clone,
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{
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fn build(&self, app: &mut App) {
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app.add_asset::<M>()
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.add_plugins(ExtractComponentPlugin::<Handle<M>>::extract_visible());
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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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.add_render_command::<Transparent2d, DrawMaterial2d<M>>()
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.init_resource::<ExtractedMaterials2d<M>>()
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.init_resource::<RenderMaterials2d<M>>()
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.init_resource::<SpecializedMeshPipelines<Material2dPipeline<M>>>()
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.add_systems(ExtractSchedule, extract_materials_2d::<M>)
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.add_systems(
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Render,
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(
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prepare_materials_2d::<M>
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.in_set(RenderSet::PrepareAssets)
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.after(prepare_assets::<Image>),
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queue_material2d_meshes::<M>
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.in_set(RenderSet::QueueMeshes)
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.after(prepare_materials_2d::<M>),
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),
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);
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}
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}
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fn finish(&self, app: &mut App) {
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if let Ok(render_app) = app.get_sub_app_mut(RenderApp) {
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render_app.init_resource::<Material2dPipeline<M>>();
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}
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}
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}
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/// Render pipeline data for a given [`Material2d`]
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#[derive(Resource)]
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pub struct Material2dPipeline<M: Material2d> {
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pub mesh2d_pipeline: Mesh2dPipeline,
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pub material2d_layout: BindGroupLayout,
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pub vertex_shader: Option<Handle<Shader>>,
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pub fragment_shader: Option<Handle<Shader>>,
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marker: PhantomData<M>,
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}
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pub struct Material2dKey<M: Material2d> {
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pub mesh_key: Mesh2dPipelineKey,
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pub bind_group_data: M::Data,
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}
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impl<M: Material2d> Eq for Material2dKey<M> where M::Data: PartialEq {}
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impl<M: Material2d> PartialEq for Material2dKey<M>
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where
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M::Data: PartialEq,
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{
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fn eq(&self, other: &Self) -> bool {
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self.mesh_key == other.mesh_key && self.bind_group_data == other.bind_group_data
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}
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}
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impl<M: Material2d> Clone for Material2dKey<M>
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where
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M::Data: Clone,
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{
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fn clone(&self) -> Self {
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Self {
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mesh_key: self.mesh_key,
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bind_group_data: self.bind_group_data.clone(),
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}
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}
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}
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impl<M: Material2d> Hash for Material2dKey<M>
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where
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M::Data: Hash,
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{
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fn hash<H: std::hash::Hasher>(&self, state: &mut H) {
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self.mesh_key.hash(state);
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self.bind_group_data.hash(state);
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}
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}
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impl<M: Material2d> Clone for Material2dPipeline<M> {
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fn clone(&self) -> Self {
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Self {
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mesh2d_pipeline: self.mesh2d_pipeline.clone(),
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material2d_layout: self.material2d_layout.clone(),
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vertex_shader: self.vertex_shader.clone(),
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fragment_shader: self.fragment_shader.clone(),
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marker: PhantomData,
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}
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}
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}
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impl<M: Material2d> SpecializedMeshPipeline for Material2dPipeline<M>
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where
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M::Data: PartialEq + Eq + Hash + Clone,
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{
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type Key = Material2dKey<M>;
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fn specialize(
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&self,
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key: Self::Key,
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layout: &MeshVertexBufferLayout,
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) -> Result<RenderPipelineDescriptor, SpecializedMeshPipelineError> {
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let mut descriptor = self.mesh2d_pipeline.specialize(key.mesh_key, layout)?;
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if let Some(vertex_shader) = &self.vertex_shader {
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descriptor.vertex.shader = vertex_shader.clone();
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}
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if let Some(fragment_shader) = &self.fragment_shader {
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descriptor.fragment.as_mut().unwrap().shader = fragment_shader.clone();
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}
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descriptor.layout = vec![
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self.mesh2d_pipeline.view_layout.clone(),
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self.material2d_layout.clone(),
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self.mesh2d_pipeline.mesh_layout.clone(),
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];
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M::specialize(&mut descriptor, layout, key)?;
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Ok(descriptor)
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}
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}
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impl<M: Material2d> FromWorld for Material2dPipeline<M> {
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fn from_world(world: &mut World) -> Self {
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let asset_server = world.resource::<AssetServer>();
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let render_device = world.resource::<RenderDevice>();
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let material2d_layout = M::bind_group_layout(render_device);
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Material2dPipeline {
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mesh2d_pipeline: world.resource::<Mesh2dPipeline>().clone(),
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material2d_layout,
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vertex_shader: match M::vertex_shader() {
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ShaderRef::Default => None,
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ShaderRef::Handle(handle) => Some(handle),
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ShaderRef::Path(path) => Some(asset_server.load(path)),
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},
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fragment_shader: match M::fragment_shader() {
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ShaderRef::Default => None,
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ShaderRef::Handle(handle) => Some(handle),
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ShaderRef::Path(path) => Some(asset_server.load(path)),
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},
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marker: PhantomData,
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}
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}
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}
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type DrawMaterial2d<M> = (
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SetItemPipeline,
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SetMesh2dViewBindGroup<0>,
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SetMaterial2dBindGroup<M, 1>,
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SetMesh2dBindGroup<2>,
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DrawMesh2d,
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);
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pub struct SetMaterial2dBindGroup<M: Material2d, const I: usize>(PhantomData<M>);
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impl<P: PhaseItem, M: Material2d, const I: usize> RenderCommand<P>
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for SetMaterial2dBindGroup<M, I>
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{
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type Param = SRes<RenderMaterials2d<M>>;
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type ViewWorldQuery = ();
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type ItemWorldQuery = Read<Handle<M>>;
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#[inline]
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fn render<'w>(
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_item: &P,
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_view: (),
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material2d_handle: ROQueryItem<'_, Self::ItemWorldQuery>,
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materials: SystemParamItem<'w, '_, Self::Param>,
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pass: &mut TrackedRenderPass<'w>,
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) -> RenderCommandResult {
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let material2d = materials.into_inner().get(material2d_handle).unwrap();
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pass.set_bind_group(I, &material2d.bind_group, &[]);
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RenderCommandResult::Success
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}
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}
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#[allow(clippy::too_many_arguments)]
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pub fn queue_material2d_meshes<M: Material2d>(
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transparent_draw_functions: Res<DrawFunctions<Transparent2d>>,
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material2d_pipeline: Res<Material2dPipeline<M>>,
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mut pipelines: ResMut<SpecializedMeshPipelines<Material2dPipeline<M>>>,
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pipeline_cache: Res<PipelineCache>,
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msaa: Res<Msaa>,
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render_meshes: Res<RenderAssets<Mesh>>,
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render_materials: Res<RenderMaterials2d<M>>,
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material2d_meshes: Query<(&Handle<M>, &Mesh2dHandle, &Mesh2dUniform)>,
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mut views: Query<(
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&ExtractedView,
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&VisibleEntities,
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Option<&Tonemapping>,
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Option<&DebandDither>,
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&mut RenderPhase<Transparent2d>,
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)>,
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) where
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M::Data: PartialEq + Eq + Hash + Clone,
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{
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if material2d_meshes.is_empty() {
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return;
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}
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for (view, visible_entities, tonemapping, dither, mut transparent_phase) in &mut views {
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let draw_transparent_pbr = transparent_draw_functions.read().id::<DrawMaterial2d<M>>();
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let mut view_key = Mesh2dPipelineKey::from_msaa_samples(msaa.samples())
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| Mesh2dPipelineKey::from_hdr(view.hdr);
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if !view.hdr {
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if let Some(tonemapping) = tonemapping {
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view_key |= Mesh2dPipelineKey::TONEMAP_IN_SHADER;
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view_key |= match tonemapping {
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Tonemapping::None => Mesh2dPipelineKey::TONEMAP_METHOD_NONE,
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Tonemapping::Reinhard => Mesh2dPipelineKey::TONEMAP_METHOD_REINHARD,
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Tonemapping::ReinhardLuminance => {
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Mesh2dPipelineKey::TONEMAP_METHOD_REINHARD_LUMINANCE
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}
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Tonemapping::AcesFitted => Mesh2dPipelineKey::TONEMAP_METHOD_ACES_FITTED,
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Tonemapping::AgX => Mesh2dPipelineKey::TONEMAP_METHOD_AGX,
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Tonemapping::SomewhatBoringDisplayTransform => {
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Mesh2dPipelineKey::TONEMAP_METHOD_SOMEWHAT_BORING_DISPLAY_TRANSFORM
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}
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Tonemapping::TonyMcMapface => Mesh2dPipelineKey::TONEMAP_METHOD_TONY_MC_MAPFACE,
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Tonemapping::BlenderFilmic => Mesh2dPipelineKey::TONEMAP_METHOD_BLENDER_FILMIC,
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};
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}
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if let Some(DebandDither::Enabled) = dither {
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view_key |= Mesh2dPipelineKey::DEBAND_DITHER;
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}
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}
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for visible_entity in &visible_entities.entities {
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if let Ok((material2d_handle, mesh2d_handle, mesh2d_uniform)) =
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material2d_meshes.get(*visible_entity)
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{
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if let Some(material2d) = render_materials.get(material2d_handle) {
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if let Some(mesh) = render_meshes.get(&mesh2d_handle.0) {
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let mesh_key = view_key
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| Mesh2dPipelineKey::from_primitive_topology(mesh.primitive_topology);
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let pipeline_id = pipelines.specialize(
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&pipeline_cache,
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&material2d_pipeline,
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Material2dKey {
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mesh_key,
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bind_group_data: material2d.key.clone(),
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},
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&mesh.layout,
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);
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let pipeline_id = match pipeline_id {
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Ok(id) => id,
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Err(err) => {
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error!("{}", err);
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continue;
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}
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};
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let mesh_z = mesh2d_uniform.transform.w_axis.z;
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transparent_phase.add(Transparent2d {
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entity: *visible_entity,
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draw_function: draw_transparent_pbr,
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pipeline: pipeline_id,
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// NOTE: Back-to-front ordering for transparent with ascending sort means far should have the
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// lowest sort key and getting closer should increase. As we have
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// -z in front of the camera, the largest distance is -far with values increasing toward the
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// camera. As such we can just use mesh_z as the distance
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sort_key: FloatOrd(mesh_z),
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// This material is not batched
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batch_size: 1,
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});
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}
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}
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}
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}
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}
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}
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/// Data prepared for a [`Material2d`] instance.
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pub struct PreparedMaterial2d<T: Material2d> {
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pub bindings: Vec<OwnedBindingResource>,
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pub bind_group: BindGroup,
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pub key: T::Data,
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}
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#[derive(Resource)]
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pub struct ExtractedMaterials2d<M: Material2d> {
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extracted: Vec<(Handle<M>, M)>,
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removed: Vec<Handle<M>>,
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}
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impl<M: Material2d> Default for ExtractedMaterials2d<M> {
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fn default() -> Self {
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Self {
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extracted: Default::default(),
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removed: Default::default(),
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}
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}
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}
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/// Stores all prepared representations of [`Material2d`] assets for as long as they exist.
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#[derive(Resource, Deref, DerefMut)]
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pub struct RenderMaterials2d<T: Material2d>(HashMap<Handle<T>, PreparedMaterial2d<T>>);
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impl<T: Material2d> Default for RenderMaterials2d<T> {
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fn default() -> Self {
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Self(Default::default())
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}
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}
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/// This system extracts all created or modified assets of the corresponding [`Material2d`] type
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/// into the "render world".
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pub fn extract_materials_2d<M: Material2d>(
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mut commands: Commands,
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mut events: Extract<EventReader<AssetEvent<M>>>,
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assets: Extract<Res<Assets<M>>>,
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) {
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let mut changed_assets = HashSet::default();
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let mut removed = Vec::new();
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for event in events.read() {
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match event {
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AssetEvent::Created { handle } | AssetEvent::Modified { handle } => {
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changed_assets.insert(handle.clone_weak());
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}
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AssetEvent::Removed { handle } => {
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changed_assets.remove(handle);
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removed.push(handle.clone_weak());
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}
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}
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}
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let mut extracted_assets = Vec::new();
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for handle in changed_assets.drain() {
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if let Some(asset) = assets.get(&handle) {
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extracted_assets.push((handle, asset.clone()));
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}
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}
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commands.insert_resource(ExtractedMaterials2d {
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extracted: extracted_assets,
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removed,
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});
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}
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/// All [`Material2d`] values of a given type that should be prepared next frame.
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pub struct PrepareNextFrameMaterials<M: Material2d> {
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assets: Vec<(Handle<M>, M)>,
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}
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impl<M: Material2d> Default for PrepareNextFrameMaterials<M> {
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fn default() -> Self {
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Self {
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assets: Default::default(),
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}
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}
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}
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/// This system prepares all assets of the corresponding [`Material2d`] type
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/// which where extracted this frame for the GPU.
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pub fn prepare_materials_2d<M: Material2d>(
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mut prepare_next_frame: Local<PrepareNextFrameMaterials<M>>,
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mut extracted_assets: ResMut<ExtractedMaterials2d<M>>,
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mut render_materials: ResMut<RenderMaterials2d<M>>,
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render_device: Res<RenderDevice>,
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images: Res<RenderAssets<Image>>,
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fallback_image: Res<FallbackImage>,
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pipeline: Res<Material2dPipeline<M>>,
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) {
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let queued_assets = std::mem::take(&mut prepare_next_frame.assets);
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for (handle, material) in queued_assets {
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match prepare_material2d(
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&material,
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&render_device,
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&images,
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&fallback_image,
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&pipeline,
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) {
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Ok(prepared_asset) => {
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render_materials.insert(handle, prepared_asset);
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}
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Err(AsBindGroupError::RetryNextUpdate) => {
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prepare_next_frame.assets.push((handle, material));
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}
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}
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}
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for removed in std::mem::take(&mut extracted_assets.removed) {
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render_materials.remove(&removed);
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}
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for (handle, material) in std::mem::take(&mut extracted_assets.extracted) {
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match prepare_material2d(
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&material,
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&render_device,
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&images,
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&fallback_image,
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&pipeline,
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) {
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Ok(prepared_asset) => {
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render_materials.insert(handle, prepared_asset);
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}
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Err(AsBindGroupError::RetryNextUpdate) => {
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prepare_next_frame.assets.push((handle, material));
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}
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}
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}
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}
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fn prepare_material2d<M: Material2d>(
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material: &M,
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render_device: &RenderDevice,
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images: &RenderAssets<Image>,
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fallback_image: &FallbackImage,
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pipeline: &Material2dPipeline<M>,
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) -> Result<PreparedMaterial2d<M>, AsBindGroupError> {
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let prepared = material.as_bind_group(
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&pipeline.material2d_layout,
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render_device,
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images,
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fallback_image,
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)?;
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Ok(PreparedMaterial2d {
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bindings: prepared.bindings,
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bind_group: prepared.bind_group,
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key: prepared.data,
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})
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}
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/// A component bundle for entities with a [`Mesh2dHandle`] and a [`Material2d`].
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#[derive(Bundle, Clone)]
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pub struct MaterialMesh2dBundle<M: Material2d> {
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pub mesh: Mesh2dHandle,
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pub material: Handle<M>,
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pub transform: Transform,
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pub global_transform: GlobalTransform,
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/// User indication of whether an entity is visible
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pub visibility: Visibility,
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/// Algorithmically-computed indication of whether an entity is visible and should be extracted for rendering
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pub computed_visibility: ComputedVisibility,
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}
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impl<M: Material2d> Default for MaterialMesh2dBundle<M> {
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fn default() -> Self {
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Self {
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mesh: Default::default(),
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material: Default::default(),
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transform: Default::default(),
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global_transform: Default::default(),
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visibility: Default::default(),
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computed_visibility: Default::default(),
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}
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}
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}
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