mirror of
https://github.com/bevyengine/bevy
synced 2025-01-07 02:38:59 +00:00
44db8b7fac
As reported in #14004, many third-party plugins, such as Hanabi, enqueue entities that don't have meshes into render phases. However, the introduction of indirect mode added a dependency on mesh-specific data, breaking this workflow. This is because GPU preprocessing requires that the render phases manage indirect draw parameters, which don't apply to objects that aren't meshes. The existing code skips over binned entities that don't have indirect draw parameters, which causes the rendering to be skipped for such objects. To support this workflow, this commit adds a new field, `non_mesh_items`, to `BinnedRenderPhase`. This field contains a simple list of (bin key, entity) pairs. After drawing batchable and unbatchable objects, the non-mesh items are drawn one after another. Bevy itself doesn't enqueue any items into this list; it exists solely for the application and/or plugins to use. Additionally, this commit switches the asset ID in the standard bin keys to be an untyped asset ID rather than that of a mesh. This allows more flexibility, allowing bins to be keyed off any type of asset. This patch adds a new example, `custom_phase_item`, which simultaneously serves to demonstrate how to use this new feature and to act as a regression test so this doesn't break again. Fixes #14004. ## Changelog ### Added * `BinnedRenderPhase` now contains a `non_mesh_items` field for plugins to add custom items to.
970 lines
36 KiB
Rust
970 lines
36 KiB
Rust
mod prepass_bindings;
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use bevy_render::mesh::{GpuMesh, MeshVertexBufferLayoutRef};
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use bevy_render::render_resource::binding_types::uniform_buffer;
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use bevy_render::view::WithMesh;
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pub use prepass_bindings::*;
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use bevy_asset::{load_internal_asset, AssetServer};
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use bevy_core_pipeline::{core_3d::CORE_3D_DEPTH_FORMAT, prelude::Camera3d};
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use bevy_core_pipeline::{deferred::*, prepass::*};
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use bevy_ecs::{
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prelude::*,
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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_math::Affine3A;
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use bevy_render::{
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globals::{GlobalsBuffer, GlobalsUniform},
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prelude::{Camera, Mesh},
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render_asset::RenderAssets,
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render_phase::*,
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render_resource::*,
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renderer::{RenderDevice, RenderQueue},
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view::{ExtractedView, Msaa, ViewUniform, ViewUniformOffset, ViewUniforms, VisibleEntities},
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Extract,
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};
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use bevy_transform::prelude::GlobalTransform;
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use bevy_utils::tracing::error;
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#[cfg(feature = "meshlet")]
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use crate::meshlet::{
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prepare_material_meshlet_meshes_prepass, queue_material_meshlet_meshes, MeshletGpuScene,
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MeshletMesh,
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};
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use crate::*;
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use std::{hash::Hash, marker::PhantomData};
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pub const PREPASS_SHADER_HANDLE: Handle<Shader> = Handle::weak_from_u128(921124473254008983);
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pub const PREPASS_BINDINGS_SHADER_HANDLE: Handle<Shader> =
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Handle::weak_from_u128(5533152893177403494);
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pub const PREPASS_UTILS_SHADER_HANDLE: Handle<Shader> = Handle::weak_from_u128(4603948296044544);
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pub const PREPASS_IO_SHADER_HANDLE: Handle<Shader> = Handle::weak_from_u128(81212356509530944);
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/// Sets up everything required to use the prepass pipeline.
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///
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/// This does not add the actual prepasses, see [`PrepassPlugin`] for that.
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pub struct PrepassPipelinePlugin<M: Material>(PhantomData<M>);
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impl<M: Material> Default for PrepassPipelinePlugin<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: Material> Plugin for PrepassPipelinePlugin<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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load_internal_asset!(
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app,
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PREPASS_SHADER_HANDLE,
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"prepass.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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PREPASS_BINDINGS_SHADER_HANDLE,
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"prepass_bindings.wgsl",
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Shader::from_wgsl
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);
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load_internal_asset!(
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app,
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PREPASS_UTILS_SHADER_HANDLE,
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"prepass_utils.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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PREPASS_IO_SHADER_HANDLE,
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"prepass_io.wgsl",
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Shader::from_wgsl
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);
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let Some(render_app) = app.get_sub_app_mut(RenderApp) else {
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return;
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};
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render_app
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.add_systems(
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Render,
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prepare_prepass_view_bind_group::<M>.in_set(RenderSet::PrepareBindGroups),
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)
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.init_resource::<PrepassViewBindGroup>()
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.init_resource::<SpecializedMeshPipelines<PrepassPipeline<M>>>()
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.allow_ambiguous_resource::<SpecializedMeshPipelines<PrepassPipeline<M>>>();
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}
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fn finish(&self, app: &mut App) {
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let Some(render_app) = app.get_sub_app_mut(RenderApp) else {
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return;
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};
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render_app.init_resource::<PrepassPipeline<M>>();
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}
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}
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/// Sets up the prepasses for a [`Material`].
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///
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/// This depends on the [`PrepassPipelinePlugin`].
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pub struct PrepassPlugin<M: Material>(PhantomData<M>);
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impl<M: Material> Default for PrepassPlugin<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: Material> Plugin for PrepassPlugin<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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let no_prepass_plugin_loaded = app
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.world()
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.get_resource::<AnyPrepassPluginLoaded>()
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.is_none();
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if no_prepass_plugin_loaded {
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app.insert_resource(AnyPrepassPluginLoaded)
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// At the start of each frame, last frame's GlobalTransforms become this frame's PreviousGlobalTransforms
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// and last frame's view projection matrices become this frame's PreviousViewProjections
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.add_systems(
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PreUpdate,
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(
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update_mesh_previous_global_transforms,
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update_previous_view_data,
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),
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)
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.add_plugins((
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BinnedRenderPhasePlugin::<Opaque3dPrepass, MeshPipeline>::default(),
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BinnedRenderPhasePlugin::<AlphaMask3dPrepass, MeshPipeline>::default(),
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));
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}
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let Some(render_app) = app.get_sub_app_mut(RenderApp) else {
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return;
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};
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if no_prepass_plugin_loaded {
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render_app
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.add_systems(ExtractSchedule, extract_camera_previous_view_data)
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.add_systems(
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Render,
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prepare_previous_view_uniforms.in_set(RenderSet::PrepareResources),
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);
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}
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render_app
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.add_render_command::<Opaque3dPrepass, DrawPrepass<M>>()
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.add_render_command::<AlphaMask3dPrepass, DrawPrepass<M>>()
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.add_render_command::<Opaque3dDeferred, DrawPrepass<M>>()
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.add_render_command::<AlphaMask3dDeferred, DrawPrepass<M>>()
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.add_systems(
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Render,
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queue_prepass_material_meshes::<M>
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.in_set(RenderSet::QueueMeshes)
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.after(prepare_assets::<PreparedMaterial<M>>)
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// queue_material_meshes only writes to `material_bind_group_id`, which `queue_prepass_material_meshes` doesn't read
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.ambiguous_with(queue_material_meshes::<StandardMaterial>),
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);
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#[cfg(feature = "meshlet")]
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render_app.add_systems(
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Render,
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prepare_material_meshlet_meshes_prepass::<M>
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.in_set(RenderSet::QueueMeshes)
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.after(prepare_assets::<PreparedMaterial<M>>)
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.before(queue_material_meshlet_meshes::<M>)
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.run_if(resource_exists::<MeshletGpuScene>),
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);
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}
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}
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#[derive(Resource)]
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struct AnyPrepassPluginLoaded;
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#[cfg(not(feature = "meshlet"))]
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type PreviousViewFilter = (With<Camera3d>, With<MotionVectorPrepass>);
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#[cfg(feature = "meshlet")]
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type PreviousViewFilter = Or<(With<Camera3d>, With<ShadowView>)>;
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pub fn update_previous_view_data(
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mut commands: Commands,
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query: Query<(Entity, &Camera, &GlobalTransform), PreviousViewFilter>,
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) {
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for (entity, camera, camera_transform) in &query {
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let view_from_world = camera_transform.compute_matrix().inverse();
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commands.entity(entity).try_insert(PreviousViewData {
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view_from_world,
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clip_from_world: camera.clip_from_view() * view_from_world,
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});
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}
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}
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#[derive(Component)]
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pub struct PreviousGlobalTransform(pub Affine3A);
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#[cfg(not(feature = "meshlet"))]
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type PreviousMeshFilter = With<Handle<Mesh>>;
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#[cfg(feature = "meshlet")]
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type PreviousMeshFilter = Or<(With<Handle<Mesh>>, With<Handle<MeshletMesh>>)>;
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pub fn update_mesh_previous_global_transforms(
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mut commands: Commands,
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views: Query<&Camera, PreviousViewFilter>,
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meshes: Query<(Entity, &GlobalTransform), PreviousMeshFilter>,
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) {
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let should_run = views.iter().any(|camera| camera.is_active);
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if should_run {
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for (entity, transform) in &meshes {
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commands
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.entity(entity)
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.try_insert(PreviousGlobalTransform(transform.affine()));
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}
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}
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}
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#[derive(Resource)]
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pub struct PrepassPipeline<M: Material> {
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pub view_layout_motion_vectors: BindGroupLayout,
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pub view_layout_no_motion_vectors: BindGroupLayout,
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pub mesh_layouts: MeshLayouts,
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pub material_layout: BindGroupLayout,
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pub prepass_material_vertex_shader: Option<Handle<Shader>>,
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pub prepass_material_fragment_shader: Option<Handle<Shader>>,
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pub deferred_material_vertex_shader: Option<Handle<Shader>>,
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pub deferred_material_fragment_shader: Option<Handle<Shader>>,
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pub material_pipeline: MaterialPipeline<M>,
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_marker: PhantomData<M>,
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}
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impl<M: Material> FromWorld for PrepassPipeline<M> {
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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 asset_server = world.resource::<AssetServer>();
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let view_layout_motion_vectors = render_device.create_bind_group_layout(
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"prepass_view_layout_motion_vectors",
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&BindGroupLayoutEntries::sequential(
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ShaderStages::VERTEX_FRAGMENT,
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(
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// View
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uniform_buffer::<ViewUniform>(true),
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// Globals
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uniform_buffer::<GlobalsUniform>(false),
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// PreviousViewUniforms
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uniform_buffer::<PreviousViewData>(true),
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),
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),
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);
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let view_layout_no_motion_vectors = render_device.create_bind_group_layout(
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"prepass_view_layout_no_motion_vectors",
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&BindGroupLayoutEntries::sequential(
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ShaderStages::VERTEX_FRAGMENT,
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(
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// View
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uniform_buffer::<ViewUniform>(true),
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// Globals
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uniform_buffer::<GlobalsUniform>(false),
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),
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),
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);
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let mesh_pipeline = world.resource::<MeshPipeline>();
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PrepassPipeline {
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view_layout_motion_vectors,
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view_layout_no_motion_vectors,
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mesh_layouts: mesh_pipeline.mesh_layouts.clone(),
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prepass_material_vertex_shader: match M::prepass_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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prepass_material_fragment_shader: match M::prepass_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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deferred_material_vertex_shader: match M::deferred_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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deferred_material_fragment_shader: match M::deferred_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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material_layout: M::bind_group_layout(render_device),
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material_pipeline: world.resource::<MaterialPipeline<M>>().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: Material> SpecializedMeshPipeline for PrepassPipeline<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 = MaterialPipelineKey<M>;
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fn specialize(
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&self,
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key: Self::Key,
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layout: &MeshVertexBufferLayoutRef,
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) -> Result<RenderPipelineDescriptor, SpecializedMeshPipelineError> {
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let mut bind_group_layouts = vec![if key
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.mesh_key
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.contains(MeshPipelineKey::MOTION_VECTOR_PREPASS)
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{
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self.view_layout_motion_vectors.clone()
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} else {
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self.view_layout_no_motion_vectors.clone()
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}];
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let mut shader_defs = Vec::new();
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let mut vertex_attributes = Vec::new();
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// Let the shader code know that it's running in a prepass pipeline.
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// (PBR code will use this to detect that it's running in deferred mode,
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// since that's the only time it gets called from a prepass pipeline.)
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shader_defs.push("PREPASS_PIPELINE".into());
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// NOTE: Eventually, it would be nice to only add this when the shaders are overloaded by the Material.
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// The main limitation right now is that bind group order is hardcoded in shaders.
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bind_group_layouts.push(self.material_layout.clone());
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#[cfg(all(feature = "webgl", target_arch = "wasm32", not(feature = "webgpu")))]
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shader_defs.push("WEBGL2".into());
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shader_defs.push("VERTEX_OUTPUT_INSTANCE_INDEX".into());
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if key.mesh_key.contains(MeshPipelineKey::DEPTH_PREPASS) {
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shader_defs.push("DEPTH_PREPASS".into());
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}
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if key.mesh_key.contains(MeshPipelineKey::MAY_DISCARD) {
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shader_defs.push("MAY_DISCARD".into());
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}
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let blend_key = key
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.mesh_key
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.intersection(MeshPipelineKey::BLEND_RESERVED_BITS);
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if blend_key == MeshPipelineKey::BLEND_PREMULTIPLIED_ALPHA {
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shader_defs.push("BLEND_PREMULTIPLIED_ALPHA".into());
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}
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if blend_key == MeshPipelineKey::BLEND_ALPHA {
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shader_defs.push("BLEND_ALPHA".into());
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}
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if layout.0.contains(Mesh::ATTRIBUTE_POSITION) {
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shader_defs.push("VERTEX_POSITIONS".into());
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vertex_attributes.push(Mesh::ATTRIBUTE_POSITION.at_shader_location(0));
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}
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if key.mesh_key.contains(MeshPipelineKey::DEPTH_CLAMP_ORTHO) {
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shader_defs.push("DEPTH_CLAMP_ORTHO".into());
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// PERF: This line forces the "prepass fragment shader" to always run in
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// common scenarios like "directional light calculation". Doing so resolves
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// a pretty nasty depth clamping bug, but it also feels a bit excessive.
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// We should try to find a way to resolve this without forcing the fragment
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// shader to run.
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// https://github.com/bevyengine/bevy/pull/8877
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shader_defs.push("PREPASS_FRAGMENT".into());
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}
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if layout.0.contains(Mesh::ATTRIBUTE_UV_0) {
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shader_defs.push("VERTEX_UVS".into());
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shader_defs.push("VERTEX_UVS_A".into());
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vertex_attributes.push(Mesh::ATTRIBUTE_UV_0.at_shader_location(1));
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}
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if layout.0.contains(Mesh::ATTRIBUTE_UV_1) {
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shader_defs.push("VERTEX_UVS".into());
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shader_defs.push("VERTEX_UVS_B".into());
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vertex_attributes.push(Mesh::ATTRIBUTE_UV_1.at_shader_location(2));
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}
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if key.mesh_key.contains(MeshPipelineKey::NORMAL_PREPASS) {
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shader_defs.push("NORMAL_PREPASS".into());
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}
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if key
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.mesh_key
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.intersects(MeshPipelineKey::NORMAL_PREPASS | MeshPipelineKey::DEFERRED_PREPASS)
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{
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vertex_attributes.push(Mesh::ATTRIBUTE_NORMAL.at_shader_location(3));
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shader_defs.push("NORMAL_PREPASS_OR_DEFERRED_PREPASS".into());
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if layout.0.contains(Mesh::ATTRIBUTE_TANGENT) {
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shader_defs.push("VERTEX_TANGENTS".into());
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vertex_attributes.push(Mesh::ATTRIBUTE_TANGENT.at_shader_location(4));
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}
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}
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if key
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.mesh_key
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.intersects(MeshPipelineKey::MOTION_VECTOR_PREPASS | MeshPipelineKey::DEFERRED_PREPASS)
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{
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shader_defs.push("MOTION_VECTOR_PREPASS_OR_DEFERRED_PREPASS".into());
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}
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if key.mesh_key.contains(MeshPipelineKey::DEFERRED_PREPASS) {
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shader_defs.push("DEFERRED_PREPASS".into());
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}
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if layout.0.contains(Mesh::ATTRIBUTE_COLOR) {
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shader_defs.push("VERTEX_COLORS".into());
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vertex_attributes.push(Mesh::ATTRIBUTE_COLOR.at_shader_location(7));
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}
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if key
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.mesh_key
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.contains(MeshPipelineKey::MOTION_VECTOR_PREPASS)
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{
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shader_defs.push("MOTION_VECTOR_PREPASS".into());
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}
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if key.mesh_key.contains(MeshPipelineKey::HAS_PREVIOUS_SKIN) {
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shader_defs.push("HAS_PREVIOUS_SKIN".into());
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}
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if key.mesh_key.contains(MeshPipelineKey::HAS_PREVIOUS_MORPH) {
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shader_defs.push("HAS_PREVIOUS_MORPH".into());
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}
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if key.mesh_key.intersects(
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MeshPipelineKey::NORMAL_PREPASS
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| MeshPipelineKey::MOTION_VECTOR_PREPASS
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| MeshPipelineKey::DEFERRED_PREPASS,
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) {
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shader_defs.push("PREPASS_FRAGMENT".into());
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}
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let bind_group = setup_morph_and_skinning_defs(
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&self.mesh_layouts,
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layout,
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5,
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&key.mesh_key,
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&mut shader_defs,
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|
&mut vertex_attributes,
|
|
);
|
|
bind_group_layouts.insert(1, bind_group);
|
|
|
|
let vertex_buffer_layout = layout.0.get_layout(&vertex_attributes)?;
|
|
|
|
// Setup prepass fragment targets - normals in slot 0 (or None if not needed), motion vectors in slot 1
|
|
let mut targets = prepass_target_descriptors(
|
|
key.mesh_key.contains(MeshPipelineKey::NORMAL_PREPASS),
|
|
key.mesh_key
|
|
.contains(MeshPipelineKey::MOTION_VECTOR_PREPASS),
|
|
key.mesh_key.contains(MeshPipelineKey::DEFERRED_PREPASS),
|
|
);
|
|
|
|
if targets.iter().all(Option::is_none) {
|
|
// if no targets are required then clear the list, so that no fragment shader is required
|
|
// (though one may still be used for discarding depth buffer writes)
|
|
targets.clear();
|
|
}
|
|
|
|
// The fragment shader is only used when the normal prepass or motion vectors prepass
|
|
// is enabled or the material uses alpha cutoff values and doesn't rely on the standard
|
|
// prepass shader or we are clamping the orthographic depth.
|
|
let fragment_required = !targets.is_empty()
|
|
|| key.mesh_key.contains(MeshPipelineKey::DEPTH_CLAMP_ORTHO)
|
|
|| (key.mesh_key.contains(MeshPipelineKey::MAY_DISCARD)
|
|
&& self.prepass_material_fragment_shader.is_some());
|
|
|
|
let fragment = fragment_required.then(|| {
|
|
// Use the fragment shader from the material
|
|
let frag_shader_handle = if key.mesh_key.contains(MeshPipelineKey::DEFERRED_PREPASS) {
|
|
match self.deferred_material_fragment_shader.clone() {
|
|
Some(frag_shader_handle) => frag_shader_handle,
|
|
_ => PREPASS_SHADER_HANDLE,
|
|
}
|
|
} else {
|
|
match self.prepass_material_fragment_shader.clone() {
|
|
Some(frag_shader_handle) => frag_shader_handle,
|
|
_ => PREPASS_SHADER_HANDLE,
|
|
}
|
|
};
|
|
|
|
FragmentState {
|
|
shader: frag_shader_handle,
|
|
entry_point: "fragment".into(),
|
|
shader_defs: shader_defs.clone(),
|
|
targets,
|
|
}
|
|
});
|
|
|
|
// Use the vertex shader from the material if present
|
|
let vert_shader_handle = if key.mesh_key.contains(MeshPipelineKey::DEFERRED_PREPASS) {
|
|
if let Some(handle) = &self.deferred_material_vertex_shader {
|
|
handle.clone()
|
|
} else {
|
|
PREPASS_SHADER_HANDLE
|
|
}
|
|
} else if let Some(handle) = &self.prepass_material_vertex_shader {
|
|
handle.clone()
|
|
} else {
|
|
PREPASS_SHADER_HANDLE
|
|
};
|
|
|
|
let mut descriptor = RenderPipelineDescriptor {
|
|
vertex: VertexState {
|
|
shader: vert_shader_handle,
|
|
entry_point: "vertex".into(),
|
|
shader_defs,
|
|
buffers: vec![vertex_buffer_layout],
|
|
},
|
|
fragment,
|
|
layout: bind_group_layouts,
|
|
primitive: PrimitiveState {
|
|
topology: key.mesh_key.primitive_topology(),
|
|
strip_index_format: None,
|
|
front_face: FrontFace::Ccw,
|
|
cull_mode: None,
|
|
unclipped_depth: false,
|
|
polygon_mode: PolygonMode::Fill,
|
|
conservative: false,
|
|
},
|
|
depth_stencil: Some(DepthStencilState {
|
|
format: CORE_3D_DEPTH_FORMAT,
|
|
depth_write_enabled: true,
|
|
depth_compare: CompareFunction::GreaterEqual,
|
|
stencil: StencilState {
|
|
front: StencilFaceState::IGNORE,
|
|
back: StencilFaceState::IGNORE,
|
|
read_mask: 0,
|
|
write_mask: 0,
|
|
},
|
|
bias: DepthBiasState {
|
|
constant: 0,
|
|
slope_scale: 0.0,
|
|
clamp: 0.0,
|
|
},
|
|
}),
|
|
multisample: MultisampleState {
|
|
count: key.mesh_key.msaa_samples(),
|
|
mask: !0,
|
|
alpha_to_coverage_enabled: false,
|
|
},
|
|
push_constant_ranges: vec![],
|
|
label: Some("prepass_pipeline".into()),
|
|
};
|
|
|
|
// This is a bit risky because it's possible to change something that would
|
|
// break the prepass but be fine in the main pass.
|
|
// Since this api is pretty low-level it doesn't matter that much, but it is a potential issue.
|
|
M::specialize(&self.material_pipeline, &mut descriptor, layout, key)?;
|
|
|
|
Ok(descriptor)
|
|
}
|
|
}
|
|
|
|
// Extract the render phases for the prepass
|
|
pub fn extract_camera_previous_view_data(
|
|
mut commands: Commands,
|
|
cameras_3d: Extract<Query<(Entity, &Camera, Option<&PreviousViewData>), With<Camera3d>>>,
|
|
) {
|
|
for (entity, camera, maybe_previous_view_data) in cameras_3d.iter() {
|
|
if camera.is_active {
|
|
let mut entity = commands.get_or_spawn(entity);
|
|
|
|
if let Some(previous_view_data) = maybe_previous_view_data {
|
|
entity.insert(previous_view_data.clone());
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
pub fn prepare_previous_view_uniforms(
|
|
mut commands: Commands,
|
|
render_device: Res<RenderDevice>,
|
|
render_queue: Res<RenderQueue>,
|
|
mut previous_view_uniforms: ResMut<PreviousViewUniforms>,
|
|
views: Query<(Entity, &ExtractedView, Option<&PreviousViewData>), PreviousViewFilter>,
|
|
) {
|
|
let views_iter = views.iter();
|
|
let view_count = views_iter.len();
|
|
let Some(mut writer) =
|
|
previous_view_uniforms
|
|
.uniforms
|
|
.get_writer(view_count, &render_device, &render_queue)
|
|
else {
|
|
return;
|
|
};
|
|
|
|
for (entity, camera, maybe_previous_view_uniforms) in views_iter {
|
|
let prev_view_data = match maybe_previous_view_uniforms {
|
|
Some(previous_view) => previous_view.clone(),
|
|
None => {
|
|
let view_from_world = camera.world_from_view.compute_matrix().inverse();
|
|
PreviousViewData {
|
|
view_from_world,
|
|
clip_from_world: camera.clip_from_view * view_from_world,
|
|
}
|
|
}
|
|
};
|
|
|
|
commands.entity(entity).insert(PreviousViewUniformOffset {
|
|
offset: writer.write(&prev_view_data),
|
|
});
|
|
}
|
|
}
|
|
|
|
#[derive(Default, Resource)]
|
|
pub struct PrepassViewBindGroup {
|
|
pub motion_vectors: Option<BindGroup>,
|
|
pub no_motion_vectors: Option<BindGroup>,
|
|
}
|
|
|
|
pub fn prepare_prepass_view_bind_group<M: Material>(
|
|
render_device: Res<RenderDevice>,
|
|
prepass_pipeline: Res<PrepassPipeline<M>>,
|
|
view_uniforms: Res<ViewUniforms>,
|
|
globals_buffer: Res<GlobalsBuffer>,
|
|
previous_view_uniforms: Res<PreviousViewUniforms>,
|
|
mut prepass_view_bind_group: ResMut<PrepassViewBindGroup>,
|
|
) {
|
|
if let (Some(view_binding), Some(globals_binding)) = (
|
|
view_uniforms.uniforms.binding(),
|
|
globals_buffer.buffer.binding(),
|
|
) {
|
|
prepass_view_bind_group.no_motion_vectors = Some(render_device.create_bind_group(
|
|
"prepass_view_no_motion_vectors_bind_group",
|
|
&prepass_pipeline.view_layout_no_motion_vectors,
|
|
&BindGroupEntries::sequential((view_binding.clone(), globals_binding.clone())),
|
|
));
|
|
|
|
if let Some(previous_view_uniforms_binding) = previous_view_uniforms.uniforms.binding() {
|
|
prepass_view_bind_group.motion_vectors = Some(render_device.create_bind_group(
|
|
"prepass_view_motion_vectors_bind_group",
|
|
&prepass_pipeline.view_layout_motion_vectors,
|
|
&BindGroupEntries::sequential((
|
|
view_binding,
|
|
globals_binding,
|
|
previous_view_uniforms_binding,
|
|
)),
|
|
));
|
|
}
|
|
}
|
|
}
|
|
|
|
#[allow(clippy::too_many_arguments)]
|
|
pub fn queue_prepass_material_meshes<M: Material>(
|
|
(
|
|
opaque_draw_functions,
|
|
alpha_mask_draw_functions,
|
|
opaque_deferred_draw_functions,
|
|
alpha_mask_deferred_draw_functions,
|
|
): (
|
|
Res<DrawFunctions<Opaque3dPrepass>>,
|
|
Res<DrawFunctions<AlphaMask3dPrepass>>,
|
|
Res<DrawFunctions<Opaque3dDeferred>>,
|
|
Res<DrawFunctions<AlphaMask3dDeferred>>,
|
|
),
|
|
prepass_pipeline: Res<PrepassPipeline<M>>,
|
|
mut pipelines: ResMut<SpecializedMeshPipelines<PrepassPipeline<M>>>,
|
|
pipeline_cache: Res<PipelineCache>,
|
|
msaa: Res<Msaa>,
|
|
render_meshes: Res<RenderAssets<GpuMesh>>,
|
|
render_mesh_instances: Res<RenderMeshInstances>,
|
|
render_materials: Res<RenderAssets<PreparedMaterial<M>>>,
|
|
render_material_instances: Res<RenderMaterialInstances<M>>,
|
|
render_lightmaps: Res<RenderLightmaps>,
|
|
mut opaque_prepass_render_phases: ResMut<ViewBinnedRenderPhases<Opaque3dPrepass>>,
|
|
mut alpha_mask_prepass_render_phases: ResMut<ViewBinnedRenderPhases<AlphaMask3dPrepass>>,
|
|
mut opaque_deferred_render_phases: ResMut<ViewBinnedRenderPhases<Opaque3dDeferred>>,
|
|
mut alpha_mask_deferred_render_phases: ResMut<ViewBinnedRenderPhases<AlphaMask3dDeferred>>,
|
|
mut views: Query<
|
|
(
|
|
Entity,
|
|
&VisibleEntities,
|
|
Option<&DepthPrepass>,
|
|
Option<&NormalPrepass>,
|
|
Option<&MotionVectorPrepass>,
|
|
Option<&DeferredPrepass>,
|
|
),
|
|
With<ExtractedView>,
|
|
>,
|
|
) where
|
|
M::Data: PartialEq + Eq + Hash + Clone,
|
|
{
|
|
let opaque_draw_prepass = opaque_draw_functions
|
|
.read()
|
|
.get_id::<DrawPrepass<M>>()
|
|
.unwrap();
|
|
let alpha_mask_draw_prepass = alpha_mask_draw_functions
|
|
.read()
|
|
.get_id::<DrawPrepass<M>>()
|
|
.unwrap();
|
|
let opaque_draw_deferred = opaque_deferred_draw_functions
|
|
.read()
|
|
.get_id::<DrawPrepass<M>>()
|
|
.unwrap();
|
|
let alpha_mask_draw_deferred = alpha_mask_deferred_draw_functions
|
|
.read()
|
|
.get_id::<DrawPrepass<M>>()
|
|
.unwrap();
|
|
for (
|
|
view,
|
|
visible_entities,
|
|
depth_prepass,
|
|
normal_prepass,
|
|
motion_vector_prepass,
|
|
deferred_prepass,
|
|
) in &mut views
|
|
{
|
|
let (
|
|
mut opaque_phase,
|
|
mut alpha_mask_phase,
|
|
mut opaque_deferred_phase,
|
|
mut alpha_mask_deferred_phase,
|
|
) = (
|
|
opaque_prepass_render_phases.get_mut(&view),
|
|
alpha_mask_prepass_render_phases.get_mut(&view),
|
|
opaque_deferred_render_phases.get_mut(&view),
|
|
alpha_mask_deferred_render_phases.get_mut(&view),
|
|
);
|
|
|
|
// Skip if there's no place to put the mesh.
|
|
if opaque_phase.is_none()
|
|
&& alpha_mask_phase.is_none()
|
|
&& opaque_deferred_phase.is_none()
|
|
&& alpha_mask_deferred_phase.is_none()
|
|
{
|
|
continue;
|
|
}
|
|
|
|
let mut view_key = MeshPipelineKey::from_msaa_samples(msaa.samples());
|
|
if depth_prepass.is_some() {
|
|
view_key |= MeshPipelineKey::DEPTH_PREPASS;
|
|
}
|
|
if normal_prepass.is_some() {
|
|
view_key |= MeshPipelineKey::NORMAL_PREPASS;
|
|
}
|
|
if motion_vector_prepass.is_some() {
|
|
view_key |= MeshPipelineKey::MOTION_VECTOR_PREPASS;
|
|
}
|
|
|
|
for visible_entity in visible_entities.iter::<WithMesh>() {
|
|
let Some(material_asset_id) = render_material_instances.get(visible_entity) else {
|
|
continue;
|
|
};
|
|
let Some(mesh_instance) = render_mesh_instances.render_mesh_queue_data(*visible_entity)
|
|
else {
|
|
continue;
|
|
};
|
|
let Some(material) = render_materials.get(*material_asset_id) else {
|
|
continue;
|
|
};
|
|
let Some(mesh) = render_meshes.get(mesh_instance.mesh_asset_id) else {
|
|
continue;
|
|
};
|
|
|
|
let mut mesh_key = view_key | MeshPipelineKey::from_bits_retain(mesh.key_bits.bits());
|
|
|
|
let alpha_mode = material.properties.alpha_mode;
|
|
match alpha_mode {
|
|
AlphaMode::Opaque | AlphaMode::AlphaToCoverage | AlphaMode::Mask(_) => {
|
|
mesh_key |= alpha_mode_pipeline_key(alpha_mode, &msaa);
|
|
}
|
|
AlphaMode::Blend
|
|
| AlphaMode::Premultiplied
|
|
| AlphaMode::Add
|
|
| AlphaMode::Multiply => continue,
|
|
}
|
|
|
|
if material.properties.reads_view_transmission_texture {
|
|
// No-op: Materials reading from `ViewTransmissionTexture` are not rendered in the `Opaque3d`
|
|
// phase, and are therefore also excluded from the prepass much like alpha-blended materials.
|
|
continue;
|
|
}
|
|
|
|
let forward = match material.properties.render_method {
|
|
OpaqueRendererMethod::Forward => true,
|
|
OpaqueRendererMethod::Deferred => false,
|
|
OpaqueRendererMethod::Auto => unreachable!(),
|
|
};
|
|
|
|
let deferred = deferred_prepass.is_some() && !forward;
|
|
|
|
if deferred {
|
|
mesh_key |= MeshPipelineKey::DEFERRED_PREPASS;
|
|
}
|
|
|
|
// Even though we don't use the lightmap in the prepass, the
|
|
// `SetMeshBindGroup` render command will bind the data for it. So
|
|
// we need to include the appropriate flag in the mesh pipeline key
|
|
// to ensure that the necessary bind group layout entries are
|
|
// present.
|
|
if render_lightmaps
|
|
.render_lightmaps
|
|
.contains_key(visible_entity)
|
|
{
|
|
mesh_key |= MeshPipelineKey::LIGHTMAPPED;
|
|
}
|
|
|
|
// If the previous frame has skins or morph targets, note that.
|
|
if motion_vector_prepass.is_some() {
|
|
if mesh_instance
|
|
.flags
|
|
.contains(RenderMeshInstanceFlags::HAS_PREVIOUS_SKIN)
|
|
{
|
|
mesh_key |= MeshPipelineKey::HAS_PREVIOUS_SKIN;
|
|
}
|
|
if mesh_instance
|
|
.flags
|
|
.contains(RenderMeshInstanceFlags::HAS_PREVIOUS_MORPH)
|
|
{
|
|
mesh_key |= MeshPipelineKey::HAS_PREVIOUS_MORPH;
|
|
}
|
|
}
|
|
|
|
let pipeline_id = pipelines.specialize(
|
|
&pipeline_cache,
|
|
&prepass_pipeline,
|
|
MaterialPipelineKey {
|
|
mesh_key,
|
|
bind_group_data: material.key.clone(),
|
|
},
|
|
&mesh.layout,
|
|
);
|
|
let pipeline_id = match pipeline_id {
|
|
Ok(id) => id,
|
|
Err(err) => {
|
|
error!("{}", err);
|
|
continue;
|
|
}
|
|
};
|
|
|
|
match mesh_key
|
|
.intersection(MeshPipelineKey::BLEND_RESERVED_BITS | MeshPipelineKey::MAY_DISCARD)
|
|
{
|
|
MeshPipelineKey::BLEND_OPAQUE | MeshPipelineKey::BLEND_ALPHA_TO_COVERAGE => {
|
|
if deferred {
|
|
opaque_deferred_phase.as_mut().unwrap().add(
|
|
OpaqueNoLightmap3dBinKey {
|
|
draw_function: opaque_draw_deferred,
|
|
pipeline: pipeline_id,
|
|
asset_id: mesh_instance.mesh_asset_id.into(),
|
|
material_bind_group_id: material.get_bind_group_id().0,
|
|
},
|
|
*visible_entity,
|
|
BinnedRenderPhaseType::mesh(mesh_instance.should_batch()),
|
|
);
|
|
} else if let Some(opaque_phase) = opaque_phase.as_mut() {
|
|
opaque_phase.add(
|
|
OpaqueNoLightmap3dBinKey {
|
|
draw_function: opaque_draw_prepass,
|
|
pipeline: pipeline_id,
|
|
asset_id: mesh_instance.mesh_asset_id.into(),
|
|
material_bind_group_id: material.get_bind_group_id().0,
|
|
},
|
|
*visible_entity,
|
|
BinnedRenderPhaseType::mesh(mesh_instance.should_batch()),
|
|
);
|
|
}
|
|
}
|
|
// Alpha mask
|
|
MeshPipelineKey::MAY_DISCARD => {
|
|
if deferred {
|
|
let bin_key = OpaqueNoLightmap3dBinKey {
|
|
pipeline: pipeline_id,
|
|
draw_function: alpha_mask_draw_deferred,
|
|
asset_id: mesh_instance.mesh_asset_id.into(),
|
|
material_bind_group_id: material.get_bind_group_id().0,
|
|
};
|
|
alpha_mask_deferred_phase.as_mut().unwrap().add(
|
|
bin_key,
|
|
*visible_entity,
|
|
BinnedRenderPhaseType::mesh(mesh_instance.should_batch()),
|
|
);
|
|
} else if let Some(alpha_mask_phase) = alpha_mask_phase.as_mut() {
|
|
let bin_key = OpaqueNoLightmap3dBinKey {
|
|
pipeline: pipeline_id,
|
|
draw_function: alpha_mask_draw_prepass,
|
|
asset_id: mesh_instance.mesh_asset_id.into(),
|
|
material_bind_group_id: material.get_bind_group_id().0,
|
|
};
|
|
alpha_mask_phase.add(
|
|
bin_key,
|
|
*visible_entity,
|
|
BinnedRenderPhaseType::mesh(mesh_instance.should_batch()),
|
|
);
|
|
}
|
|
}
|
|
_ => {}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
pub struct SetPrepassViewBindGroup<const I: usize>;
|
|
impl<P: PhaseItem, const I: usize> RenderCommand<P> for SetPrepassViewBindGroup<I> {
|
|
type Param = SRes<PrepassViewBindGroup>;
|
|
type ViewQuery = (
|
|
Read<ViewUniformOffset>,
|
|
Has<MotionVectorPrepass>,
|
|
Option<Read<PreviousViewUniformOffset>>,
|
|
);
|
|
type ItemQuery = ();
|
|
|
|
#[inline]
|
|
fn render<'w>(
|
|
_item: &P,
|
|
(view_uniform_offset, has_motion_vector_prepass, previous_view_uniform_offset): (
|
|
&'_ ViewUniformOffset,
|
|
bool,
|
|
Option<&'_ PreviousViewUniformOffset>,
|
|
),
|
|
_entity: Option<()>,
|
|
prepass_view_bind_group: SystemParamItem<'w, '_, Self::Param>,
|
|
pass: &mut TrackedRenderPass<'w>,
|
|
) -> RenderCommandResult {
|
|
let prepass_view_bind_group = prepass_view_bind_group.into_inner();
|
|
|
|
match previous_view_uniform_offset {
|
|
Some(previous_view_uniform_offset) if has_motion_vector_prepass => {
|
|
pass.set_bind_group(
|
|
I,
|
|
prepass_view_bind_group.motion_vectors.as_ref().unwrap(),
|
|
&[
|
|
view_uniform_offset.offset,
|
|
previous_view_uniform_offset.offset,
|
|
],
|
|
);
|
|
}
|
|
_ => {
|
|
pass.set_bind_group(
|
|
I,
|
|
prepass_view_bind_group.no_motion_vectors.as_ref().unwrap(),
|
|
&[view_uniform_offset.offset],
|
|
);
|
|
}
|
|
}
|
|
|
|
RenderCommandResult::Success
|
|
}
|
|
}
|
|
|
|
pub type DrawPrepass<M> = (
|
|
SetItemPipeline,
|
|
SetPrepassViewBindGroup<0>,
|
|
SetMeshBindGroup<1>,
|
|
SetMaterialBindGroup<M, 2>,
|
|
DrawMesh,
|
|
);
|