mirror of
https://github.com/bevyengine/bevy
synced 2025-01-12 13:18:55 +00:00
# Objective - Remove `derive_more`'s error derivation and replace it with `thiserror` ## Solution - Added `derive_more`'s `error` feature to `deny.toml` to prevent it sneaking back in. - Reverted to `thiserror` error derivation ## Notes Merge conflicts were too numerous to revert the individual changes, so this reversion was done manually. Please scrutinise carefully during review.
467 lines
19 KiB
Rust
467 lines
19 KiB
Rust
use alloc::sync::Arc;
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use bevy_derive::EnumVariantMeta;
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use bevy_ecs::system::Resource;
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use bevy_math::Vec3;
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use bevy_utils::HashSet;
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use bytemuck::cast_slice;
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use core::hash::{Hash, Hasher};
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use thiserror::Error;
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use wgpu_types::{BufferAddress, VertexAttribute, VertexFormat, VertexStepMode};
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#[derive(Debug, Clone, Copy)]
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pub struct MeshVertexAttribute {
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/// The friendly name of the vertex attribute
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pub name: &'static str,
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/// The _unique_ id of the vertex attribute. This will also determine sort ordering
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/// when generating vertex buffers. Built-in / standard attributes will use "close to zero"
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/// indices. When in doubt, use a random / very large u64 to avoid conflicts.
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pub id: MeshVertexAttributeId,
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/// The format of the vertex attribute.
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pub format: VertexFormat,
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}
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impl MeshVertexAttribute {
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pub const fn new(name: &'static str, id: u64, format: VertexFormat) -> Self {
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Self {
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name,
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id: MeshVertexAttributeId(id),
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format,
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}
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}
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pub const fn at_shader_location(&self, shader_location: u32) -> VertexAttributeDescriptor {
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VertexAttributeDescriptor::new(shader_location, self.id, self.name)
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}
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}
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#[derive(Debug, Copy, Clone, PartialEq, Eq, Ord, PartialOrd, Hash)]
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pub struct MeshVertexAttributeId(u64);
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impl From<MeshVertexAttribute> for MeshVertexAttributeId {
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fn from(attribute: MeshVertexAttribute) -> Self {
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attribute.id
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}
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}
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#[derive(Debug, Clone, Hash, Eq, PartialEq)]
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pub struct MeshVertexBufferLayout {
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pub(crate) attribute_ids: Vec<MeshVertexAttributeId>,
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pub(crate) layout: VertexBufferLayout,
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}
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impl MeshVertexBufferLayout {
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pub fn new(attribute_ids: Vec<MeshVertexAttributeId>, layout: VertexBufferLayout) -> Self {
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Self {
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attribute_ids,
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layout,
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}
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}
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#[inline]
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pub fn contains(&self, attribute_id: impl Into<MeshVertexAttributeId>) -> bool {
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self.attribute_ids.contains(&attribute_id.into())
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}
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#[inline]
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pub fn attribute_ids(&self) -> &[MeshVertexAttributeId] {
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&self.attribute_ids
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}
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#[inline]
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pub fn layout(&self) -> &VertexBufferLayout {
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&self.layout
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}
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pub fn get_layout(
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&self,
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attribute_descriptors: &[VertexAttributeDescriptor],
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) -> Result<VertexBufferLayout, MissingVertexAttributeError> {
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let mut attributes = Vec::with_capacity(attribute_descriptors.len());
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for attribute_descriptor in attribute_descriptors {
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if let Some(index) = self
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.attribute_ids
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.iter()
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.position(|id| *id == attribute_descriptor.id)
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{
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let layout_attribute = &self.layout.attributes[index];
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attributes.push(VertexAttribute {
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format: layout_attribute.format,
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offset: layout_attribute.offset,
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shader_location: attribute_descriptor.shader_location,
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});
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} else {
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return Err(MissingVertexAttributeError {
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id: attribute_descriptor.id,
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name: attribute_descriptor.name,
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pipeline_type: None,
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});
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}
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}
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Ok(VertexBufferLayout {
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array_stride: self.layout.array_stride,
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step_mode: self.layout.step_mode,
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attributes,
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})
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}
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}
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#[derive(Error, Debug)]
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#[error("Mesh is missing requested attribute: {name} ({id:?}, pipeline type: {pipeline_type:?})")]
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pub struct MissingVertexAttributeError {
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pub pipeline_type: Option<&'static str>,
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id: MeshVertexAttributeId,
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name: &'static str,
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}
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pub struct VertexAttributeDescriptor {
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pub shader_location: u32,
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pub id: MeshVertexAttributeId,
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name: &'static str,
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}
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impl VertexAttributeDescriptor {
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pub const fn new(shader_location: u32, id: MeshVertexAttributeId, name: &'static str) -> Self {
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Self {
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shader_location,
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id,
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name,
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}
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}
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}
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#[derive(Debug, Clone)]
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pub(crate) struct MeshAttributeData {
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pub(crate) attribute: MeshVertexAttribute,
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pub(crate) values: VertexAttributeValues,
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}
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/// Compute a vector whose direction is the normal of the triangle formed by
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/// points a, b, c, and whose magnitude is double the area of the triangle. This
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/// is useful for computing smooth normals where the contributing normals are
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/// proportionate to the areas of the triangles as [discussed
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/// here](https://iquilezles.org/articles/normals/).
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///
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/// Question: Why double the area? Because the area of a triangle _A_ is
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/// determined by this equation:
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///
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/// _A = |(b - a) x (c - a)| / 2_
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///
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/// By computing _2 A_ we avoid a division operation, and when calculating the
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/// the sum of these vectors which are then normalized, a constant multiple has
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/// no effect.
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#[inline]
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pub fn face_area_normal(a: [f32; 3], b: [f32; 3], c: [f32; 3]) -> [f32; 3] {
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let (a, b, c) = (Vec3::from(a), Vec3::from(b), Vec3::from(c));
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(b - a).cross(c - a).into()
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}
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/// Compute the normal of a face made of three points: a, b, and c.
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#[inline]
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pub fn face_normal(a: [f32; 3], b: [f32; 3], c: [f32; 3]) -> [f32; 3] {
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let (a, b, c) = (Vec3::from(a), Vec3::from(b), Vec3::from(c));
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(b - a).cross(c - a).normalize().into()
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}
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pub trait VertexFormatSize {
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fn get_size(self) -> u64;
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}
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impl VertexFormatSize for VertexFormat {
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#[allow(clippy::match_same_arms)]
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fn get_size(self) -> u64 {
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match self {
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VertexFormat::Uint8x2 => 2,
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VertexFormat::Uint8x4 => 4,
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VertexFormat::Sint8x2 => 2,
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VertexFormat::Sint8x4 => 4,
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VertexFormat::Unorm8x2 => 2,
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VertexFormat::Unorm8x4 => 4,
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VertexFormat::Snorm8x2 => 2,
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VertexFormat::Snorm8x4 => 4,
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VertexFormat::Unorm10_10_10_2 => 4,
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VertexFormat::Uint16x2 => 2 * 2,
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VertexFormat::Uint16x4 => 2 * 4,
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VertexFormat::Sint16x2 => 2 * 2,
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VertexFormat::Sint16x4 => 2 * 4,
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VertexFormat::Unorm16x2 => 2 * 2,
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VertexFormat::Unorm16x4 => 2 * 4,
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VertexFormat::Snorm16x2 => 2 * 2,
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VertexFormat::Snorm16x4 => 2 * 4,
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VertexFormat::Float16x2 => 2 * 2,
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VertexFormat::Float16x4 => 2 * 4,
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VertexFormat::Float32 => 4,
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VertexFormat::Float32x2 => 4 * 2,
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VertexFormat::Float32x3 => 4 * 3,
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VertexFormat::Float32x4 => 4 * 4,
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VertexFormat::Uint32 => 4,
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VertexFormat::Uint32x2 => 4 * 2,
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VertexFormat::Uint32x3 => 4 * 3,
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VertexFormat::Uint32x4 => 4 * 4,
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VertexFormat::Sint32 => 4,
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VertexFormat::Sint32x2 => 4 * 2,
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VertexFormat::Sint32x3 => 4 * 3,
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VertexFormat::Sint32x4 => 4 * 4,
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VertexFormat::Float64 => 8,
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VertexFormat::Float64x2 => 8 * 2,
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VertexFormat::Float64x3 => 8 * 3,
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VertexFormat::Float64x4 => 8 * 4,
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}
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}
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}
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/// Contains an array where each entry describes a property of a single vertex.
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/// Matches the [`VertexFormats`](VertexFormat).
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#[derive(Clone, Debug, EnumVariantMeta)]
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pub enum VertexAttributeValues {
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Float32(Vec<f32>),
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Sint32(Vec<i32>),
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Uint32(Vec<u32>),
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Float32x2(Vec<[f32; 2]>),
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Sint32x2(Vec<[i32; 2]>),
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Uint32x2(Vec<[u32; 2]>),
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Float32x3(Vec<[f32; 3]>),
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Sint32x3(Vec<[i32; 3]>),
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Uint32x3(Vec<[u32; 3]>),
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Float32x4(Vec<[f32; 4]>),
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Sint32x4(Vec<[i32; 4]>),
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Uint32x4(Vec<[u32; 4]>),
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Sint16x2(Vec<[i16; 2]>),
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Snorm16x2(Vec<[i16; 2]>),
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Uint16x2(Vec<[u16; 2]>),
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Unorm16x2(Vec<[u16; 2]>),
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Sint16x4(Vec<[i16; 4]>),
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Snorm16x4(Vec<[i16; 4]>),
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Uint16x4(Vec<[u16; 4]>),
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Unorm16x4(Vec<[u16; 4]>),
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Sint8x2(Vec<[i8; 2]>),
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Snorm8x2(Vec<[i8; 2]>),
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Uint8x2(Vec<[u8; 2]>),
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Unorm8x2(Vec<[u8; 2]>),
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Sint8x4(Vec<[i8; 4]>),
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Snorm8x4(Vec<[i8; 4]>),
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Uint8x4(Vec<[u8; 4]>),
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Unorm8x4(Vec<[u8; 4]>),
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}
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impl VertexAttributeValues {
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/// Returns the number of vertices in this [`VertexAttributeValues`]. For a single
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/// mesh, all of the [`VertexAttributeValues`] must have the same length.
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#[allow(clippy::match_same_arms)]
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pub fn len(&self) -> usize {
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match self {
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VertexAttributeValues::Float32(values) => values.len(),
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VertexAttributeValues::Sint32(values) => values.len(),
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VertexAttributeValues::Uint32(values) => values.len(),
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VertexAttributeValues::Float32x2(values) => values.len(),
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VertexAttributeValues::Sint32x2(values) => values.len(),
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VertexAttributeValues::Uint32x2(values) => values.len(),
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VertexAttributeValues::Float32x3(values) => values.len(),
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VertexAttributeValues::Sint32x3(values) => values.len(),
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VertexAttributeValues::Uint32x3(values) => values.len(),
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VertexAttributeValues::Float32x4(values) => values.len(),
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VertexAttributeValues::Sint32x4(values) => values.len(),
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VertexAttributeValues::Uint32x4(values) => values.len(),
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VertexAttributeValues::Sint16x2(values) => values.len(),
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VertexAttributeValues::Snorm16x2(values) => values.len(),
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VertexAttributeValues::Uint16x2(values) => values.len(),
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VertexAttributeValues::Unorm16x2(values) => values.len(),
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VertexAttributeValues::Sint16x4(values) => values.len(),
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VertexAttributeValues::Snorm16x4(values) => values.len(),
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VertexAttributeValues::Uint16x4(values) => values.len(),
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VertexAttributeValues::Unorm16x4(values) => values.len(),
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VertexAttributeValues::Sint8x2(values) => values.len(),
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VertexAttributeValues::Snorm8x2(values) => values.len(),
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VertexAttributeValues::Uint8x2(values) => values.len(),
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VertexAttributeValues::Unorm8x2(values) => values.len(),
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VertexAttributeValues::Sint8x4(values) => values.len(),
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VertexAttributeValues::Snorm8x4(values) => values.len(),
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VertexAttributeValues::Uint8x4(values) => values.len(),
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VertexAttributeValues::Unorm8x4(values) => values.len(),
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}
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}
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/// Returns `true` if there are no vertices in this [`VertexAttributeValues`].
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pub fn is_empty(&self) -> bool {
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self.len() == 0
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}
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/// Returns the values as float triples if possible.
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pub fn as_float3(&self) -> Option<&[[f32; 3]]> {
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match self {
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VertexAttributeValues::Float32x3(values) => Some(values),
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_ => None,
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}
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}
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// TODO: add vertex format as parameter here and perform type conversions
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/// Flattens the [`VertexAttributeValues`] into a sequence of bytes. This is
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/// useful for serialization and sending to the GPU.
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#[allow(clippy::match_same_arms)]
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pub fn get_bytes(&self) -> &[u8] {
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match self {
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VertexAttributeValues::Float32(values) => cast_slice(values),
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VertexAttributeValues::Sint32(values) => cast_slice(values),
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VertexAttributeValues::Uint32(values) => cast_slice(values),
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VertexAttributeValues::Float32x2(values) => cast_slice(values),
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VertexAttributeValues::Sint32x2(values) => cast_slice(values),
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VertexAttributeValues::Uint32x2(values) => cast_slice(values),
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VertexAttributeValues::Float32x3(values) => cast_slice(values),
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VertexAttributeValues::Sint32x3(values) => cast_slice(values),
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VertexAttributeValues::Uint32x3(values) => cast_slice(values),
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VertexAttributeValues::Float32x4(values) => cast_slice(values),
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VertexAttributeValues::Sint32x4(values) => cast_slice(values),
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VertexAttributeValues::Uint32x4(values) => cast_slice(values),
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VertexAttributeValues::Sint16x2(values) => cast_slice(values),
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VertexAttributeValues::Snorm16x2(values) => cast_slice(values),
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VertexAttributeValues::Uint16x2(values) => cast_slice(values),
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VertexAttributeValues::Unorm16x2(values) => cast_slice(values),
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VertexAttributeValues::Sint16x4(values) => cast_slice(values),
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VertexAttributeValues::Snorm16x4(values) => cast_slice(values),
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VertexAttributeValues::Uint16x4(values) => cast_slice(values),
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VertexAttributeValues::Unorm16x4(values) => cast_slice(values),
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VertexAttributeValues::Sint8x2(values) => cast_slice(values),
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VertexAttributeValues::Snorm8x2(values) => cast_slice(values),
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VertexAttributeValues::Uint8x2(values) => cast_slice(values),
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VertexAttributeValues::Unorm8x2(values) => cast_slice(values),
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VertexAttributeValues::Sint8x4(values) => cast_slice(values),
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VertexAttributeValues::Snorm8x4(values) => cast_slice(values),
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VertexAttributeValues::Uint8x4(values) => cast_slice(values),
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VertexAttributeValues::Unorm8x4(values) => cast_slice(values),
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}
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}
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}
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impl From<&VertexAttributeValues> for VertexFormat {
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fn from(values: &VertexAttributeValues) -> Self {
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match values {
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VertexAttributeValues::Float32(_) => VertexFormat::Float32,
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VertexAttributeValues::Sint32(_) => VertexFormat::Sint32,
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VertexAttributeValues::Uint32(_) => VertexFormat::Uint32,
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VertexAttributeValues::Float32x2(_) => VertexFormat::Float32x2,
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VertexAttributeValues::Sint32x2(_) => VertexFormat::Sint32x2,
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VertexAttributeValues::Uint32x2(_) => VertexFormat::Uint32x2,
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VertexAttributeValues::Float32x3(_) => VertexFormat::Float32x3,
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VertexAttributeValues::Sint32x3(_) => VertexFormat::Sint32x3,
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VertexAttributeValues::Uint32x3(_) => VertexFormat::Uint32x3,
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VertexAttributeValues::Float32x4(_) => VertexFormat::Float32x4,
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VertexAttributeValues::Sint32x4(_) => VertexFormat::Sint32x4,
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VertexAttributeValues::Uint32x4(_) => VertexFormat::Uint32x4,
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VertexAttributeValues::Sint16x2(_) => VertexFormat::Sint16x2,
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VertexAttributeValues::Snorm16x2(_) => VertexFormat::Snorm16x2,
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VertexAttributeValues::Uint16x2(_) => VertexFormat::Uint16x2,
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VertexAttributeValues::Unorm16x2(_) => VertexFormat::Unorm16x2,
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VertexAttributeValues::Sint16x4(_) => VertexFormat::Sint16x4,
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VertexAttributeValues::Snorm16x4(_) => VertexFormat::Snorm16x4,
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VertexAttributeValues::Uint16x4(_) => VertexFormat::Uint16x4,
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VertexAttributeValues::Unorm16x4(_) => VertexFormat::Unorm16x4,
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VertexAttributeValues::Sint8x2(_) => VertexFormat::Sint8x2,
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VertexAttributeValues::Snorm8x2(_) => VertexFormat::Snorm8x2,
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VertexAttributeValues::Uint8x2(_) => VertexFormat::Uint8x2,
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VertexAttributeValues::Unorm8x2(_) => VertexFormat::Unorm8x2,
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VertexAttributeValues::Sint8x4(_) => VertexFormat::Sint8x4,
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VertexAttributeValues::Snorm8x4(_) => VertexFormat::Snorm8x4,
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VertexAttributeValues::Uint8x4(_) => VertexFormat::Uint8x4,
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VertexAttributeValues::Unorm8x4(_) => VertexFormat::Unorm8x4,
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}
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}
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}
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/// Describes how the vertex buffer is interpreted.
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#[derive(Default, Clone, Debug, Hash, Eq, PartialEq)]
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pub struct VertexBufferLayout {
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/// The stride, in bytes, between elements of this buffer.
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pub array_stride: BufferAddress,
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/// How often this vertex buffer is "stepped" forward.
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pub step_mode: VertexStepMode,
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/// The list of attributes which comprise a single vertex.
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pub attributes: Vec<VertexAttribute>,
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}
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impl VertexBufferLayout {
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/// Creates a new densely packed [`VertexBufferLayout`] from an iterator of vertex formats.
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/// Iteration order determines the `shader_location` and `offset` of the [`VertexAttributes`](VertexAttribute).
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/// The first iterated item will have a `shader_location` and `offset` of zero.
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/// The `array_stride` is the sum of the size of the iterated [`VertexFormats`](VertexFormat) (in bytes).
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pub fn from_vertex_formats<T: IntoIterator<Item = VertexFormat>>(
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step_mode: VertexStepMode,
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vertex_formats: T,
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) -> Self {
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let mut offset = 0;
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let mut attributes = Vec::new();
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for (shader_location, format) in vertex_formats.into_iter().enumerate() {
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attributes.push(VertexAttribute {
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format,
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offset,
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shader_location: shader_location as u32,
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});
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offset += format.size();
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}
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VertexBufferLayout {
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array_stride: offset,
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step_mode,
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attributes,
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}
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}
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/// Returns a [`VertexBufferLayout`] with the shader location of every attribute offset by
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/// `location`.
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pub fn offset_locations_by(mut self, location: u32) -> Self {
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self.attributes.iter_mut().for_each(|attr| {
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attr.shader_location += location;
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});
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self
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}
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}
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/// Describes the layout of the mesh vertices in GPU memory.
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///
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/// At most one copy of a mesh vertex buffer layout ever exists in GPU memory at
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/// once. Therefore, comparing these for equality requires only a single pointer
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/// comparison, and this type's [`PartialEq`] and [`Hash`] implementations take
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/// advantage of this. To that end, this type doesn't implement
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/// [`bevy_derive::Deref`] or [`bevy_derive::DerefMut`] in order to reduce the
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/// possibility of accidental deep comparisons, which would be needlessly
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/// expensive.
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#[derive(Clone, Debug)]
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pub struct MeshVertexBufferLayoutRef(pub Arc<MeshVertexBufferLayout>);
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/// Stores the single copy of each mesh vertex buffer layout.
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#[derive(Clone, Default, Resource)]
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pub struct MeshVertexBufferLayouts(HashSet<Arc<MeshVertexBufferLayout>>);
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impl MeshVertexBufferLayouts {
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/// Inserts a new mesh vertex buffer layout in the store and returns a
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/// reference to it, reusing the existing reference if this mesh vertex
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/// buffer layout was already in the store.
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pub fn insert(&mut self, layout: MeshVertexBufferLayout) -> MeshVertexBufferLayoutRef {
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// Because the special `PartialEq` and `Hash` implementations that
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// compare by pointer are on `MeshVertexBufferLayoutRef`, not on
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// `Arc<MeshVertexBufferLayout>`, this compares the mesh vertex buffer
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// structurally, not by pointer.
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MeshVertexBufferLayoutRef(
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self.0
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.get_or_insert_with(&layout, |layout| Arc::new(layout.clone()))
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.clone(),
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)
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}
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}
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impl PartialEq for MeshVertexBufferLayoutRef {
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fn eq(&self, other: &Self) -> bool {
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Arc::ptr_eq(&self.0, &other.0)
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}
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}
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impl Eq for MeshVertexBufferLayoutRef {}
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impl Hash for MeshVertexBufferLayoutRef {
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fn hash<H: Hasher>(&self, state: &mut H) {
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// Hash the address of the underlying data, so two layouts that share the same
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// `MeshVertexBufferLayout` will have the same hash.
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(Arc::as_ptr(&self.0) as usize).hash(state);
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}
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}
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