mirror of
https://github.com/bevyengine/bevy
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dd812b3e49
# Objective In the Render World, there are a number of collections that are derived from Main World entities and are used to drive rendering. The most notable are: - `VisibleEntities`, which is generated in the `check_visibility` system and contains visible entities for a view. - `ExtractedInstances`, which maps entity ids to asset ids. In the old model, these collections were trivially kept in sync -- any extracted phase item could look itself up because the render entity id was guaranteed to always match the corresponding main world id. After #15320, this became much more complicated, and was leading to a number of subtle bugs in the Render World. The main rendering systems, i.e. `queue_material_meshes` and `queue_material2d_meshes`, follow a similar pattern: ```rust for visible_entity in visible_entities.iter::<With<Mesh2d>>() { let Some(mesh_instance) = render_mesh_instances.get_mut(visible_entity) else { continue; }; // Look some more stuff up and specialize the pipeline... let bin_key = Opaque2dBinKey { pipeline: pipeline_id, draw_function: draw_opaque_2d, asset_id: mesh_instance.mesh_asset_id.into(), material_bind_group_id: material_2d.get_bind_group_id().0, }; opaque_phase.add( bin_key, *visible_entity, BinnedRenderPhaseType::mesh(mesh_instance.automatic_batching), ); } ``` In this case, `visible_entities` and `render_mesh_instances` are both collections that are created and keyed by Main World entity ids, and so this lookup happens to work by coincidence. However, there is a major unintentional bug here: namely, because `visible_entities` is a collection of Main World ids, the phase item being queued is created with a Main World id rather than its correct Render World id. This happens to not break mesh rendering because the render commands used for drawing meshes do not access the `ItemQuery` parameter, but demonstrates the confusion that is now possible: our UI phase items are correctly being queued with Render World ids while our meshes aren't. Additionally, this makes it very easy and error prone to use the wrong entity id to look up things like assets. For example, if instead we ignored visibility checks and queued our meshes via a query, we'd have to be extra careful to use `&MainEntity` instead of the natural `Entity`. ## Solution Make all collections that are derived from Main World data use `MainEntity` as their key, to ensure type safety and avoid accidentally looking up data with the wrong entity id: ```rust pub type MainEntityHashMap<V> = hashbrown::HashMap<MainEntity, V, EntityHash>; ``` Additionally, we make all `PhaseItem` be able to provide both their Main and Render World ids, to allow render phase implementors maximum flexibility as to what id should be used to look up data. You can think of this like tracking at the type level whether something in the Render World should use it's "primary key", i.e. entity id, or needs to use a foreign key, i.e. `MainEntity`. ## Testing ##### TODO: This will require extensive testing to make sure things didn't break! Additionally, some extraction logic has become more complicated and needs to be checked for regressions. ## Migration Guide With the advent of the retained render world, collections that contain references to `Entity` that are extracted into the render world have been changed to contain `MainEntity` in order to prevent errors where a render world entity id is used to look up an item by accident. Custom rendering code may need to be changed to query for `&MainEntity` in order to look up the correct item from such a collection. Additionally, users who implement their own extraction logic for collections of main world entity should strongly consider extracting into a different collection that uses `MainEntity` as a key. Additionally, render phases now require specifying both the `Entity` and `MainEntity` for a given `PhaseItem`. Custom render phases should ensure `MainEntity` is available when queuing a phase item.
418 lines
16 KiB
Rust
418 lines
16 KiB
Rust
//! This example shows how to manually render 2d items using "mid level render apis" with a custom
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//! pipeline for 2d meshes.
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//! It doesn't use the [`Material2d`] abstraction, but changes the vertex buffer to include vertex color.
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//! Check out the "mesh2d" example for simpler / higher level 2d meshes.
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//!
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//! [`Material2d`]: bevy::sprite::Material2d
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use bevy::{
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color::palettes::basic::YELLOW,
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core_pipeline::core_2d::{Transparent2d, CORE_2D_DEPTH_FORMAT},
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math::{ops, FloatOrd},
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prelude::*,
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render::{
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mesh::{Indices, RenderMesh},
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render_asset::{RenderAssetUsages, RenderAssets},
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render_phase::{
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AddRenderCommand, DrawFunctions, PhaseItemExtraIndex, SetItemPipeline,
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ViewSortedRenderPhases,
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},
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render_resource::{
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BlendState, ColorTargetState, ColorWrites, CompareFunction, DepthBiasState,
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DepthStencilState, Face, FragmentState, FrontFace, MultisampleState, PipelineCache,
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PolygonMode, PrimitiveState, PrimitiveTopology, RenderPipelineDescriptor,
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SpecializedRenderPipeline, SpecializedRenderPipelines, StencilFaceState, StencilState,
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TextureFormat, VertexBufferLayout, VertexFormat, VertexState, VertexStepMode,
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},
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sync_world::MainEntityHashMap,
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texture::BevyDefault,
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view::{ExtractedView, RenderVisibleEntities, ViewTarget},
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Extract, Render, RenderApp, RenderSet,
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},
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sprite::{
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extract_mesh2d, DrawMesh2d, HasMaterial2d, Material2dBindGroupId, Mesh2dPipeline,
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Mesh2dPipelineKey, Mesh2dTransforms, MeshFlags, RenderMesh2dInstance, SetMesh2dBindGroup,
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SetMesh2dViewBindGroup,
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},
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};
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use std::f32::consts::PI;
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fn main() {
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App::new()
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.add_plugins((DefaultPlugins, ColoredMesh2dPlugin))
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.add_systems(Startup, star)
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.run();
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}
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fn star(
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mut commands: Commands,
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// We will add a new Mesh for the star being created
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mut meshes: ResMut<Assets<Mesh>>,
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) {
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// Let's define the mesh for the object we want to draw: a nice star.
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// We will specify here what kind of topology is used to define the mesh,
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// that is, how triangles are built from the vertices. We will use a
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// triangle list, meaning that each vertex of the triangle has to be
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// specified. We set `RenderAssetUsages::RENDER_WORLD`, meaning this mesh
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// will not be accessible in future frames from the `meshes` resource, in
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// order to save on memory once it has been uploaded to the GPU.
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let mut star = Mesh::new(
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PrimitiveTopology::TriangleList,
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RenderAssetUsages::RENDER_WORLD,
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);
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// Vertices need to have a position attribute. We will use the following
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// vertices (I hope you can spot the star in the schema).
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//
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// 1
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//
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// 10 2
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// 9 0 3
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// 8 4
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// 6
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// 7 5
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//
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// These vertices are specified in 3D space.
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let mut v_pos = vec![[0.0, 0.0, 0.0]];
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for i in 0..10 {
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// The angle between each vertex is 1/10 of a full rotation.
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let a = i as f32 * PI / 5.0;
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// The radius of inner vertices (even indices) is 100. For outer vertices (odd indices) it's 200.
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let r = (1 - i % 2) as f32 * 100.0 + 100.0;
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// Add the vertex position.
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v_pos.push([r * ops::sin(a), r * ops::cos(a), 0.0]);
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}
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// Set the position attribute
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star.insert_attribute(Mesh::ATTRIBUTE_POSITION, v_pos);
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// And a RGB color attribute as well
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let mut v_color: Vec<[f32; 4]> = vec![LinearRgba::BLACK.to_f32_array()];
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v_color.extend_from_slice(&[LinearRgba::from(YELLOW).to_f32_array(); 10]);
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star.insert_attribute(Mesh::ATTRIBUTE_COLOR, v_color);
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// Now, we specify the indices of the vertex that are going to compose the
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// triangles in our star. Vertices in triangles have to be specified in CCW
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// winding (that will be the front face, colored). Since we are using
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// triangle list, we will specify each triangle as 3 vertices
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// First triangle: 0, 2, 1
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// Second triangle: 0, 3, 2
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// Third triangle: 0, 4, 3
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// etc
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// Last triangle: 0, 1, 10
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let mut indices = vec![0, 1, 10];
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for i in 2..=10 {
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indices.extend_from_slice(&[0, i, i - 1]);
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}
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star.insert_indices(Indices::U32(indices));
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// We can now spawn the entities for the star and the camera
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commands.spawn((
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// We use a marker component to identify the custom colored meshes
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ColoredMesh2d,
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// The `Handle<Mesh>` needs to be wrapped in a `Mesh2d` for 2D rendering
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Mesh2d(meshes.add(star)),
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// This bundle's components are needed for something to be rendered
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SpatialBundle::INHERITED_IDENTITY,
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));
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// Spawn the camera
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commands.spawn(Camera2d);
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}
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// Require `HasMaterial2d` to indicate that no placeholder material should be rendeed.
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/// A marker component for colored 2d meshes
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#[derive(Component, Default)]
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#[require(HasMaterial2d)]
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pub struct ColoredMesh2d;
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/// Custom pipeline for 2d meshes with vertex colors
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#[derive(Resource)]
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pub struct ColoredMesh2dPipeline {
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/// this pipeline wraps the standard [`Mesh2dPipeline`]
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mesh2d_pipeline: Mesh2dPipeline,
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}
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impl FromWorld for ColoredMesh2dPipeline {
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fn from_world(world: &mut World) -> Self {
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Self {
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mesh2d_pipeline: Mesh2dPipeline::from_world(world),
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}
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}
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}
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// We implement `SpecializedPipeline` to customize the default rendering from `Mesh2dPipeline`
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impl SpecializedRenderPipeline for ColoredMesh2dPipeline {
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type Key = Mesh2dPipelineKey;
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fn specialize(&self, key: Self::Key) -> RenderPipelineDescriptor {
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// Customize how to store the meshes' vertex attributes in the vertex buffer
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// Our meshes only have position and color
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let formats = vec![
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// Position
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VertexFormat::Float32x3,
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// Color
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VertexFormat::Uint32,
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];
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let vertex_layout =
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VertexBufferLayout::from_vertex_formats(VertexStepMode::Vertex, formats);
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let format = match key.contains(Mesh2dPipelineKey::HDR) {
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true => ViewTarget::TEXTURE_FORMAT_HDR,
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false => TextureFormat::bevy_default(),
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};
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RenderPipelineDescriptor {
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vertex: VertexState {
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// Use our custom shader
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shader: COLORED_MESH2D_SHADER_HANDLE,
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entry_point: "vertex".into(),
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shader_defs: vec![],
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// Use our custom vertex buffer
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buffers: vec![vertex_layout],
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},
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fragment: Some(FragmentState {
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// Use our custom shader
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shader: COLORED_MESH2D_SHADER_HANDLE,
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shader_defs: vec![],
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entry_point: "fragment".into(),
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targets: vec![Some(ColorTargetState {
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format,
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blend: Some(BlendState::ALPHA_BLENDING),
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write_mask: ColorWrites::ALL,
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})],
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}),
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// Use the two standard uniforms for 2d meshes
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layout: vec![
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// Bind group 0 is the view uniform
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self.mesh2d_pipeline.view_layout.clone(),
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// Bind group 1 is the mesh uniform
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self.mesh2d_pipeline.mesh_layout.clone(),
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],
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push_constant_ranges: vec![],
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primitive: PrimitiveState {
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front_face: FrontFace::Ccw,
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cull_mode: Some(Face::Back),
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unclipped_depth: false,
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polygon_mode: PolygonMode::Fill,
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conservative: false,
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topology: key.primitive_topology(),
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strip_index_format: None,
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},
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depth_stencil: Some(DepthStencilState {
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format: CORE_2D_DEPTH_FORMAT,
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depth_write_enabled: false,
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depth_compare: CompareFunction::GreaterEqual,
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stencil: StencilState {
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front: StencilFaceState::IGNORE,
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back: StencilFaceState::IGNORE,
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read_mask: 0,
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write_mask: 0,
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},
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bias: DepthBiasState {
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constant: 0,
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slope_scale: 0.0,
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clamp: 0.0,
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},
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}),
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multisample: MultisampleState {
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count: key.msaa_samples(),
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mask: !0,
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alpha_to_coverage_enabled: false,
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},
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label: Some("colored_mesh2d_pipeline".into()),
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}
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}
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}
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// This specifies how to render a colored 2d mesh
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type DrawColoredMesh2d = (
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// Set the pipeline
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SetItemPipeline,
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// Set the view uniform as bind group 0
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SetMesh2dViewBindGroup<0>,
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// Set the mesh uniform as bind group 1
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SetMesh2dBindGroup<1>,
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// Draw the mesh
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DrawMesh2d,
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);
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// The custom shader can be inline like here, included from another file at build time
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// using `include_str!()`, or loaded like any other asset with `asset_server.load()`.
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const COLORED_MESH2D_SHADER: &str = r"
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// Import the standard 2d mesh uniforms and set their bind groups
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#import bevy_sprite::mesh2d_functions
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// The structure of the vertex buffer is as specified in `specialize()`
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struct Vertex {
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@builtin(instance_index) instance_index: u32,
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@location(0) position: vec3<f32>,
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@location(1) color: u32,
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};
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struct VertexOutput {
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// The vertex shader must set the on-screen position of the vertex
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@builtin(position) clip_position: vec4<f32>,
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// We pass the vertex color to the fragment shader in location 0
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@location(0) color: vec4<f32>,
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};
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/// Entry point for the vertex shader
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@vertex
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fn vertex(vertex: Vertex) -> VertexOutput {
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var out: VertexOutput;
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// Project the world position of the mesh into screen position
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let model = mesh2d_functions::get_world_from_local(vertex.instance_index);
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out.clip_position = mesh2d_functions::mesh2d_position_local_to_clip(model, vec4<f32>(vertex.position, 1.0));
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// Unpack the `u32` from the vertex buffer into the `vec4<f32>` used by the fragment shader
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out.color = vec4<f32>((vec4<u32>(vertex.color) >> vec4<u32>(0u, 8u, 16u, 24u)) & vec4<u32>(255u)) / 255.0;
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return out;
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}
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// The input of the fragment shader must correspond to the output of the vertex shader for all `location`s
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struct FragmentInput {
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// The color is interpolated between vertices by default
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@location(0) color: vec4<f32>,
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};
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/// Entry point for the fragment shader
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@fragment
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fn fragment(in: FragmentInput) -> @location(0) vec4<f32> {
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return in.color;
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}
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";
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/// Plugin that renders [`ColoredMesh2d`]s
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pub struct ColoredMesh2dPlugin;
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/// Handle to the custom shader with a unique random ID
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pub const COLORED_MESH2D_SHADER_HANDLE: Handle<Shader> =
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Handle::weak_from_u128(13828845428412094821);
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/// Our custom pipeline needs its own instance storage
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#[derive(Resource, Deref, DerefMut, Default)]
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pub struct RenderColoredMesh2dInstances(MainEntityHashMap<RenderMesh2dInstance>);
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impl Plugin for ColoredMesh2dPlugin {
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fn build(&self, app: &mut App) {
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// Load our custom shader
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let mut shaders = app.world_mut().resource_mut::<Assets<Shader>>();
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shaders.insert(
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&COLORED_MESH2D_SHADER_HANDLE,
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Shader::from_wgsl(COLORED_MESH2D_SHADER, file!()),
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);
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// Register our custom draw function, and add our render systems
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app.get_sub_app_mut(RenderApp)
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.unwrap()
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.add_render_command::<Transparent2d, DrawColoredMesh2d>()
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.init_resource::<SpecializedRenderPipelines<ColoredMesh2dPipeline>>()
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.init_resource::<RenderColoredMesh2dInstances>()
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.add_systems(
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ExtractSchedule,
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extract_colored_mesh2d.after(extract_mesh2d),
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)
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.add_systems(Render, queue_colored_mesh2d.in_set(RenderSet::QueueMeshes));
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}
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fn finish(&self, app: &mut App) {
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// Register our custom pipeline
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app.get_sub_app_mut(RenderApp)
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.unwrap()
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.init_resource::<ColoredMesh2dPipeline>();
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}
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}
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/// Extract the [`ColoredMesh2d`] marker component into the render app
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pub fn extract_colored_mesh2d(
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mut commands: Commands,
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mut previous_len: Local<usize>,
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// When extracting, you must use `Extract` to mark the `SystemParam`s
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// which should be taken from the main world.
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query: Extract<
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Query<(Entity, &ViewVisibility, &GlobalTransform, &Mesh2d), With<ColoredMesh2d>>,
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>,
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mut render_mesh_instances: ResMut<RenderColoredMesh2dInstances>,
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) {
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let mut values = Vec::with_capacity(*previous_len);
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for (entity, view_visibility, transform, handle) in &query {
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if !view_visibility.get() {
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continue;
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}
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let transforms = Mesh2dTransforms {
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world_from_local: (&transform.affine()).into(),
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flags: MeshFlags::empty().bits(),
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};
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values.push((entity, ColoredMesh2d));
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render_mesh_instances.insert(
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entity.into(),
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RenderMesh2dInstance {
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mesh_asset_id: handle.0.id(),
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transforms,
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material_bind_group_id: Material2dBindGroupId::default(),
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automatic_batching: false,
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},
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);
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}
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*previous_len = values.len();
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commands.insert_or_spawn_batch(values);
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}
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/// Queue the 2d meshes marked with [`ColoredMesh2d`] using our custom pipeline and draw function
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#[allow(clippy::too_many_arguments)]
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pub fn queue_colored_mesh2d(
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transparent_draw_functions: Res<DrawFunctions<Transparent2d>>,
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colored_mesh2d_pipeline: Res<ColoredMesh2dPipeline>,
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mut pipelines: ResMut<SpecializedRenderPipelines<ColoredMesh2dPipeline>>,
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pipeline_cache: Res<PipelineCache>,
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render_meshes: Res<RenderAssets<RenderMesh>>,
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render_mesh_instances: Res<RenderColoredMesh2dInstances>,
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mut transparent_render_phases: ResMut<ViewSortedRenderPhases<Transparent2d>>,
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views: Query<(Entity, &RenderVisibleEntities, &ExtractedView, &Msaa)>,
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) {
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if render_mesh_instances.is_empty() {
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return;
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}
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// Iterate each view (a camera is a view)
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for (view_entity, visible_entities, view, msaa) in &views {
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let Some(transparent_phase) = transparent_render_phases.get_mut(&view_entity) else {
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continue;
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};
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let draw_colored_mesh2d = transparent_draw_functions.read().id::<DrawColoredMesh2d>();
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let mesh_key = Mesh2dPipelineKey::from_msaa_samples(msaa.samples())
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| Mesh2dPipelineKey::from_hdr(view.hdr);
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// Queue all entities visible to that view
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for (render_entity, visible_entity) in visible_entities.iter::<With<Mesh2d>>() {
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if let Some(mesh_instance) = render_mesh_instances.get(visible_entity) {
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let mesh2d_handle = mesh_instance.mesh_asset_id;
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let mesh2d_transforms = &mesh_instance.transforms;
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// Get our specialized pipeline
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let mut mesh2d_key = mesh_key;
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if let Some(mesh) = render_meshes.get(mesh2d_handle) {
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mesh2d_key |=
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Mesh2dPipelineKey::from_primitive_topology(mesh.primitive_topology());
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}
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let pipeline_id =
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pipelines.specialize(&pipeline_cache, &colored_mesh2d_pipeline, mesh2d_key);
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let mesh_z = mesh2d_transforms.world_from_local.translation.z;
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transparent_phase.add(Transparent2d {
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entity: (*render_entity, *visible_entity),
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draw_function: draw_colored_mesh2d,
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pipeline: pipeline_id,
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// The 2d render items are sorted according to their z value before rendering,
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// in order to get correct transparency
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sort_key: FloatOrd(mesh_z),
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// This material is not batched
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batch_range: 0..1,
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extra_index: PhaseItemExtraIndex::NONE,
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});
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}
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}
|
|
}
|
|
}
|