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https://github.com/bevyengine/bevy
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206c7ce219
Huge thanks to @maniwani, @devil-ira, @hymm, @cart, @superdump and @jakobhellermann for the help with this PR. # Objective - Followup #6587. - Minimal integration for the Stageless Scheduling RFC: https://github.com/bevyengine/rfcs/pull/45 ## Solution - [x] Remove old scheduling module - [x] Migrate new methods to no longer use extension methods - [x] Fix compiler errors - [x] Fix benchmarks - [x] Fix examples - [x] Fix docs - [x] Fix tests ## Changelog ### Added - a large number of methods on `App` to work with schedules ergonomically - the `CoreSchedule` enum - `App::add_extract_system` via the `RenderingAppExtension` trait extension method - the private `prepare_view_uniforms` system now has a public system set for scheduling purposes, called `ViewSet::PrepareUniforms` ### Removed - stages, and all code that mentions stages - states have been dramatically simplified, and no longer use a stack - `RunCriteriaLabel` - `AsSystemLabel` trait - `on_hierarchy_reports_enabled` run criteria (now just uses an ad hoc resource checking run condition) - systems in `RenderSet/Stage::Extract` no longer warn when they do not read data from the main world - `RunCriteriaLabel` - `transform_propagate_system_set`: this was a nonstandard pattern that didn't actually provide enough control. The systems are already `pub`: the docs have been updated to ensure that the third-party usage is clear. ### Changed - `System::default_labels` is now `System::default_system_sets`. - `App::add_default_labels` is now `App::add_default_sets` - `CoreStage` and `StartupStage` enums are now `CoreSet` and `StartupSet` - `App::add_system_set` was renamed to `App::add_systems` - The `StartupSchedule` label is now defined as part of the `CoreSchedules` enum - `.label(SystemLabel)` is now referred to as `.in_set(SystemSet)` - `SystemLabel` trait was replaced by `SystemSet` - `SystemTypeIdLabel<T>` was replaced by `SystemSetType<T>` - The `ReportHierarchyIssue` resource now has a public constructor (`new`), and implements `PartialEq` - Fixed time steps now use a schedule (`CoreSchedule::FixedTimeStep`) rather than a run criteria. - Adding rendering extraction systems now panics rather than silently failing if no subapp with the `RenderApp` label is found. - the `calculate_bounds` system, with the `CalculateBounds` label, is now in `CoreSet::Update`, rather than in `CoreSet::PostUpdate` before commands are applied. - `SceneSpawnerSystem` now runs under `CoreSet::Update`, rather than `CoreStage::PreUpdate.at_end()`. - `bevy_pbr::add_clusters` is no longer an exclusive system - the top level `bevy_ecs::schedule` module was replaced with `bevy_ecs::scheduling` - `tick_global_task_pools_on_main_thread` is no longer run as an exclusive system. Instead, it has been replaced by `tick_global_task_pools`, which uses a `NonSend` resource to force running on the main thread. ## Migration Guide - Calls to `.label(MyLabel)` should be replaced with `.in_set(MySet)` - Stages have been removed. Replace these with system sets, and then add command flushes using the `apply_system_buffers` exclusive system where needed. - The `CoreStage`, `StartupStage, `RenderStage` and `AssetStage` enums have been replaced with `CoreSet`, `StartupSet, `RenderSet` and `AssetSet`. The same scheduling guarantees have been preserved. - Systems are no longer added to `CoreSet::Update` by default. Add systems manually if this behavior is needed, although you should consider adding your game logic systems to `CoreSchedule::FixedTimestep` instead for more reliable framerate-independent behavior. - Similarly, startup systems are no longer part of `StartupSet::Startup` by default. In most cases, this won't matter to you. - For example, `add_system_to_stage(CoreStage::PostUpdate, my_system)` should be replaced with - `add_system(my_system.in_set(CoreSet::PostUpdate)` - When testing systems or otherwise running them in a headless fashion, simply construct and run a schedule using `Schedule::new()` and `World::run_schedule` rather than constructing stages - Run criteria have been renamed to run conditions. These can now be combined with each other and with states. - Looping run criteria and state stacks have been removed. Use an exclusive system that runs a schedule if you need this level of control over system control flow. - For app-level control flow over which schedules get run when (such as for rollback networking), create your own schedule and insert it under the `CoreSchedule::Outer` label. - Fixed timesteps are now evaluated in a schedule, rather than controlled via run criteria. The `run_fixed_timestep` system runs this schedule between `CoreSet::First` and `CoreSet::PreUpdate` by default. - Command flush points introduced by `AssetStage` have been removed. If you were relying on these, add them back manually. - Adding extract systems is now typically done directly on the main app. Make sure the `RenderingAppExtension` trait is in scope, then call `app.add_extract_system(my_system)`. - the `calculate_bounds` system, with the `CalculateBounds` label, is now in `CoreSet::Update`, rather than in `CoreSet::PostUpdate` before commands are applied. You may need to order your movement systems to occur before this system in order to avoid system order ambiguities in culling behavior. - the `RenderLabel` `AppLabel` was renamed to `RenderApp` for clarity - `App::add_state` now takes 0 arguments: the starting state is set based on the `Default` impl. - Instead of creating `SystemSet` containers for systems that run in stages, simply use `.on_enter::<State::Variant>()` or its `on_exit` or `on_update` siblings. - `SystemLabel` derives should be replaced with `SystemSet`. You will also need to add the `Debug`, `PartialEq`, `Eq`, and `Hash` traits to satisfy the new trait bounds. - `with_run_criteria` has been renamed to `run_if`. Run criteria have been renamed to run conditions for clarity, and should now simply return a bool. - States have been dramatically simplified: there is no longer a "state stack". To queue a transition to the next state, call `NextState::set` ## TODO - [x] remove dead methods on App and World - [x] add `App::add_system_to_schedule` and `App::add_systems_to_schedule` - [x] avoid adding the default system set at inappropriate times - [x] remove any accidental cycles in the default plugins schedule - [x] migrate benchmarks - [x] expose explicit labels for the built-in command flush points - [x] migrate engine code - [x] remove all mentions of stages from the docs - [x] verify docs for States - [x] fix uses of exclusive systems that use .end / .at_start / .before_commands - [x] migrate RenderStage and AssetStage - [x] migrate examples - [x] ensure that transform propagation is exported in a sufficiently public way (the systems are already pub) - [x] ensure that on_enter schedules are run at least once before the main app - [x] re-enable opt-in to execution order ambiguities - [x] revert change to `update_bounds` to ensure it runs in `PostUpdate` - [x] test all examples - [x] unbreak directional lights - [x] unbreak shadows (see 3d_scene, 3d_shape, lighting, transparaency_3d examples) - [x] game menu example shows loading screen and menu simultaneously - [x] display settings menu is a blank screen - [x] `without_winit` example panics - [x] ensure all tests pass - [x] SubApp doc test fails - [x] runs_spawn_local tasks fails - [x] [Fix panic_when_hierachy_cycle test hanging](https://github.com/alice-i-cecile/bevy/pull/120) ## Points of Difficulty and Controversy **Reviewers, please give feedback on these and look closely** 1. Default sets, from the RFC, have been removed. These added a tremendous amount of implicit complexity and result in hard to debug scheduling errors. They're going to be tackled in the form of "base sets" by @cart in a followup. 2. The outer schedule controls which schedule is run when `App::update` is called. 3. I implemented `Label for `Box<dyn Label>` for our label types. This enables us to store schedule labels in concrete form, and then later run them. I ran into the same set of problems when working with one-shot systems. We've previously investigated this pattern in depth, and it does not appear to lead to extra indirection with nested boxes. 4. `SubApp::update` simply runs the default schedule once. This sucks, but this whole API is incomplete and this was the minimal changeset. 5. `time_system` and `tick_global_task_pools_on_main_thread` no longer use exclusive systems to attempt to force scheduling order 6. Implemetnation strategy for fixed timesteps 7. `AssetStage` was migrated to `AssetSet` without reintroducing command flush points. These did not appear to be used, and it's nice to remove these bottlenecks. 8. Migration of `bevy_render/lib.rs` and pipelined rendering. The logic here is unusually tricky, as we have complex scheduling requirements. ## Future Work (ideally before 0.10) - Rename schedule_v3 module to schedule or scheduling - Add a derive macro to states, and likely a `EnumIter` trait of some form - Figure out what exactly to do with the "systems added should basically work by default" problem - Improve ergonomics for working with fixed timesteps and states - Polish FixedTime API to match Time - Rebase and merge #7415 - Resolve all internal ambiguities (blocked on better tools, especially #7442) - Add "base sets" to replace the removed default sets.
169 lines
6.3 KiB
Rust
169 lines
6.3 KiB
Rust
use crate::MeshPipeline;
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use crate::{DrawMesh, MeshPipelineKey, MeshUniform, SetMeshBindGroup, SetMeshViewBindGroup};
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use bevy_app::Plugin;
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use bevy_asset::{load_internal_asset, Handle, HandleUntyped};
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use bevy_core_pipeline::core_3d::Opaque3d;
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use bevy_ecs::{prelude::*, reflect::ReflectComponent};
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use bevy_reflect::std_traits::ReflectDefault;
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use bevy_reflect::{Reflect, TypeUuid};
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use bevy_render::extract_component::{ExtractComponent, ExtractComponentPlugin};
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use bevy_render::{
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extract_resource::{ExtractResource, ExtractResourcePlugin},
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mesh::{Mesh, MeshVertexBufferLayout},
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render_asset::RenderAssets,
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render_phase::{AddRenderCommand, DrawFunctions, RenderPhase, SetItemPipeline},
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render_resource::{
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PipelineCache, PolygonMode, RenderPipelineDescriptor, Shader, SpecializedMeshPipeline,
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SpecializedMeshPipelineError, SpecializedMeshPipelines,
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},
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view::{ExtractedView, Msaa, VisibleEntities},
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RenderApp, RenderSet,
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};
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use bevy_utils::tracing::error;
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pub const WIREFRAME_SHADER_HANDLE: HandleUntyped =
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HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 192598014480025766);
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#[derive(Debug, Default)]
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pub struct WireframePlugin;
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impl Plugin for WireframePlugin {
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fn build(&self, app: &mut bevy_app::App) {
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load_internal_asset!(
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app,
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WIREFRAME_SHADER_HANDLE,
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"render/wireframe.wgsl",
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Shader::from_wgsl
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);
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app.register_type::<Wireframe>()
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.register_type::<WireframeConfig>()
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.init_resource::<WireframeConfig>()
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.add_plugin(ExtractResourcePlugin::<WireframeConfig>::default())
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.add_plugin(ExtractComponentPlugin::<Wireframe>::default());
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if let Ok(render_app) = app.get_sub_app_mut(RenderApp) {
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render_app
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.add_render_command::<Opaque3d, DrawWireframes>()
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.init_resource::<WireframePipeline>()
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.init_resource::<SpecializedMeshPipelines<WireframePipeline>>()
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.add_system(queue_wireframes.in_set(RenderSet::Queue));
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}
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}
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}
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/// Controls whether an entity should rendered in wireframe-mode if the [`WireframePlugin`] is enabled
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#[derive(Component, Debug, Clone, Default, ExtractComponent, Reflect)]
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#[reflect(Component, Default)]
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pub struct Wireframe;
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#[derive(Resource, Debug, Clone, Default, ExtractResource, Reflect)]
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#[reflect(Resource)]
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pub struct WireframeConfig {
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/// Whether to show wireframes for all meshes. If `false`, only meshes with a [Wireframe] component will be rendered.
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pub global: bool,
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}
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#[derive(Resource, Clone)]
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pub struct WireframePipeline {
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mesh_pipeline: MeshPipeline,
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shader: Handle<Shader>,
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}
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impl FromWorld for WireframePipeline {
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fn from_world(render_world: &mut World) -> Self {
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WireframePipeline {
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mesh_pipeline: render_world.resource::<MeshPipeline>().clone(),
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shader: WIREFRAME_SHADER_HANDLE.typed(),
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}
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}
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}
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impl SpecializedMeshPipeline for WireframePipeline {
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type Key = MeshPipelineKey;
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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.mesh_pipeline.specialize(key, layout)?;
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descriptor.vertex.shader = self.shader.clone_weak();
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descriptor.fragment.as_mut().unwrap().shader = self.shader.clone_weak();
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descriptor.primitive.polygon_mode = PolygonMode::Line;
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descriptor.depth_stencil.as_mut().unwrap().bias.slope_scale = 1.0;
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Ok(descriptor)
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}
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}
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#[allow(clippy::too_many_arguments)]
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fn queue_wireframes(
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opaque_3d_draw_functions: Res<DrawFunctions<Opaque3d>>,
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render_meshes: Res<RenderAssets<Mesh>>,
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wireframe_config: Res<WireframeConfig>,
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wireframe_pipeline: Res<WireframePipeline>,
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mut pipelines: ResMut<SpecializedMeshPipelines<WireframePipeline>>,
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pipeline_cache: Res<PipelineCache>,
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msaa: Res<Msaa>,
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mut material_meshes: ParamSet<(
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Query<(Entity, &Handle<Mesh>, &MeshUniform)>,
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Query<(Entity, &Handle<Mesh>, &MeshUniform), With<Wireframe>>,
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)>,
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mut views: Query<(&ExtractedView, &VisibleEntities, &mut RenderPhase<Opaque3d>)>,
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) {
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let draw_custom = opaque_3d_draw_functions.read().id::<DrawWireframes>();
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let msaa_key = MeshPipelineKey::from_msaa_samples(msaa.samples());
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for (view, visible_entities, mut opaque_phase) in &mut views {
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let rangefinder = view.rangefinder3d();
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let view_key = msaa_key | MeshPipelineKey::from_hdr(view.hdr);
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let add_render_phase =
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|(entity, mesh_handle, mesh_uniform): (Entity, &Handle<Mesh>, &MeshUniform)| {
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if let Some(mesh) = render_meshes.get(mesh_handle) {
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let key = view_key
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| MeshPipelineKey::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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&wireframe_pipeline,
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key,
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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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return;
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}
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};
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opaque_phase.add(Opaque3d {
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entity,
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pipeline: pipeline_id,
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draw_function: draw_custom,
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distance: rangefinder.distance(&mesh_uniform.transform),
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});
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}
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};
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if wireframe_config.global {
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let query = material_meshes.p0();
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visible_entities
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.entities
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.iter()
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.filter_map(|visible_entity| query.get(*visible_entity).ok())
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.for_each(add_render_phase);
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} else {
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let query = material_meshes.p1();
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visible_entities
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.entities
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.iter()
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.filter_map(|visible_entity| query.get(*visible_entity).ok())
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.for_each(add_render_phase);
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}
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}
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}
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type DrawWireframes = (
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SetItemPipeline,
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SetMeshViewBindGroup<0>,
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SetMeshBindGroup<1>,
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DrawMesh,
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);
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