mirror of
https://github.com/bevyengine/bevy
synced 2024-12-21 02:23:08 +00:00
a7729319cc
# Objective Allow shadow mapping to be enabled/disabled per-light. ## Solution - NOTE: This PR is on top of https://github.com/bevyengine/bevy/pull/3072 - Add `shadows_enabled` boolean property to `PointLight` and `DirectionalLight` components. - Do not update the frusta for the light if shadows are disabled. - Do not check for visible entities for the light if shadows are disabled. - Do not fetch shadows for lights with shadows disabled. - I reworked a few types for clarity: `ViewLight` -> `ShadowView`, the bulk of `ViewLights` members -> `ViewShadowBindings`, the entities Vec in `ViewLights` -> `ViewLightEntities`, the uniform offset in `ViewLights` for `GpuLights` -> `ViewLightsUniformOffset` Co-authored-by: Carter Anderson <mcanders1@gmail.com>
661 lines
24 KiB
Rust
661 lines
24 KiB
Rust
use crate::{
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LightMeta, NotShadowCaster, NotShadowReceiver, ShadowPipeline, ViewLightsUniformOffset,
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ViewShadowBindings,
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};
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use bevy_app::Plugin;
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use bevy_asset::{Assets, Handle, HandleUntyped};
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use bevy_ecs::{
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prelude::*,
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system::{lifetimeless::*, SystemParamItem},
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};
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use bevy_math::Mat4;
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use bevy_reflect::TypeUuid;
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use bevy_render2::{
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mesh::Mesh,
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render_asset::RenderAssets,
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render_component::{ComponentUniforms, DynamicUniformIndex, UniformComponentPlugin},
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render_phase::{EntityRenderCommand, RenderCommandResult, TrackedRenderPass},
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render_resource::*,
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renderer::{RenderDevice, RenderQueue},
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texture::{BevyDefault, GpuImage, Image, TextureFormatPixelInfo},
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view::{ComputedVisibility, ViewUniformOffset, ViewUniforms},
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RenderApp, RenderStage,
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};
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use bevy_transform::components::GlobalTransform;
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use crevice::std140::AsStd140;
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use wgpu::{
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Extent3d, ImageCopyTexture, ImageDataLayout, Origin3d, TextureDimension, TextureFormat,
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TextureViewDescriptor,
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};
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#[derive(Default)]
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pub struct MeshRenderPlugin;
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pub const MESH_VIEW_BIND_GROUP_HANDLE: HandleUntyped =
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HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 9076678235888822571);
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pub const MESH_STRUCT_HANDLE: HandleUntyped =
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HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 2506024101911992377);
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pub const MESH_SHADER_HANDLE: HandleUntyped =
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HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 3252377289100772450);
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impl Plugin for MeshRenderPlugin {
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fn build(&self, app: &mut bevy_app::App) {
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let mut shaders = app.world.get_resource_mut::<Assets<Shader>>().unwrap();
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shaders.set_untracked(
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MESH_SHADER_HANDLE,
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Shader::from_wgsl(include_str!("mesh.wgsl")),
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);
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shaders.set_untracked(
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MESH_STRUCT_HANDLE,
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Shader::from_wgsl(include_str!("mesh_struct.wgsl"))
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.with_import_path("bevy_pbr::mesh_struct"),
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);
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shaders.set_untracked(
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MESH_VIEW_BIND_GROUP_HANDLE,
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Shader::from_wgsl(include_str!("mesh_view_bind_group.wgsl"))
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.with_import_path("bevy_pbr::mesh_view_bind_group"),
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);
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app.add_plugin(UniformComponentPlugin::<MeshUniform>::default());
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app.sub_app(RenderApp)
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.init_resource::<MeshPipeline>()
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.add_system_to_stage(RenderStage::Extract, extract_meshes)
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.add_system_to_stage(RenderStage::Queue, queue_mesh_bind_group)
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.add_system_to_stage(RenderStage::Queue, queue_mesh_view_bind_groups);
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}
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}
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#[derive(AsStd140, Clone)]
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pub struct MeshUniform {
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pub transform: Mat4,
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pub inverse_transpose_model: Mat4,
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pub flags: u32,
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}
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// NOTE: These must match the bit flags in bevy_pbr2/src/render/mesh.wgsl!
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bitflags::bitflags! {
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#[repr(transparent)]
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struct MeshFlags: u32 {
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const SHADOW_RECEIVER = (1 << 0);
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const NONE = 0;
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const UNINITIALIZED = 0xFFFF;
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}
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}
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pub fn extract_meshes(
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mut commands: Commands,
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mut previous_caster_len: Local<usize>,
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mut previous_not_caster_len: Local<usize>,
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caster_query: Query<
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(
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Entity,
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&ComputedVisibility,
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&GlobalTransform,
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&Handle<Mesh>,
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Option<&NotShadowReceiver>,
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),
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Without<NotShadowCaster>,
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>,
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not_caster_query: Query<
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(
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Entity,
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&ComputedVisibility,
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&GlobalTransform,
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&Handle<Mesh>,
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Option<&NotShadowReceiver>,
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),
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With<NotShadowCaster>,
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>,
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) {
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let mut caster_values = Vec::with_capacity(*previous_caster_len);
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for (entity, computed_visibility, transform, handle, not_receiver) in caster_query.iter() {
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if !computed_visibility.is_visible {
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continue;
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}
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let transform = transform.compute_matrix();
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caster_values.push((
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entity,
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(
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handle.clone_weak(),
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MeshUniform {
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flags: if not_receiver.is_some() {
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MeshFlags::empty().bits
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} else {
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MeshFlags::SHADOW_RECEIVER.bits
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},
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transform,
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inverse_transpose_model: transform.inverse().transpose(),
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},
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),
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));
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}
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*previous_caster_len = caster_values.len();
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commands.insert_or_spawn_batch(caster_values);
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let mut not_caster_values = Vec::with_capacity(*previous_not_caster_len);
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for (entity, computed_visibility, transform, handle, not_receiver) in not_caster_query.iter() {
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if !computed_visibility.is_visible {
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continue;
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}
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let transform = transform.compute_matrix();
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not_caster_values.push((
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entity,
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(
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handle.clone_weak(),
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MeshUniform {
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flags: if not_receiver.is_some() {
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MeshFlags::empty().bits
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} else {
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MeshFlags::SHADOW_RECEIVER.bits
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},
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transform,
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inverse_transpose_model: transform.inverse().transpose(),
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},
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NotShadowCaster,
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),
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));
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}
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*previous_not_caster_len = not_caster_values.len();
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commands.insert_or_spawn_batch(not_caster_values);
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}
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#[derive(Clone)]
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pub struct MeshPipeline {
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pub view_layout: BindGroupLayout,
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pub mesh_layout: BindGroupLayout,
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// This dummy white texture is to be used in place of optional StandardMaterial textures
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pub dummy_white_gpu_image: GpuImage,
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}
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impl FromWorld for MeshPipeline {
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fn from_world(world: &mut World) -> Self {
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let render_device = world.get_resource::<RenderDevice>().unwrap();
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let view_layout = render_device.create_bind_group_layout(&BindGroupLayoutDescriptor {
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entries: &[
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// View
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BindGroupLayoutEntry {
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binding: 0,
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visibility: ShaderStages::VERTEX | ShaderStages::FRAGMENT,
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ty: BindingType::Buffer {
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ty: BufferBindingType::Uniform,
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has_dynamic_offset: true,
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// TODO: change this to ViewUniform::std140_size_static once crevice fixes this!
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// Context: https://github.com/LPGhatguy/crevice/issues/29
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min_binding_size: BufferSize::new(144),
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},
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count: None,
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},
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// Lights
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BindGroupLayoutEntry {
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binding: 1,
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visibility: ShaderStages::FRAGMENT,
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ty: BindingType::Buffer {
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ty: BufferBindingType::Uniform,
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has_dynamic_offset: true,
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// TODO: change this to GpuLights::std140_size_static once crevice fixes this!
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// Context: https://github.com/LPGhatguy/crevice/issues/29
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min_binding_size: BufferSize::new(1424),
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},
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count: None,
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},
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// Point Shadow Texture Cube Array
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BindGroupLayoutEntry {
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binding: 2,
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visibility: ShaderStages::FRAGMENT,
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ty: BindingType::Texture {
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multisampled: false,
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sample_type: TextureSampleType::Depth,
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view_dimension: TextureViewDimension::CubeArray,
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},
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count: None,
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},
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// Point Shadow Texture Array Sampler
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BindGroupLayoutEntry {
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binding: 3,
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visibility: ShaderStages::FRAGMENT,
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ty: BindingType::Sampler {
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comparison: true,
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filtering: true,
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},
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count: None,
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},
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// Directional Shadow Texture Array
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BindGroupLayoutEntry {
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binding: 4,
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visibility: ShaderStages::FRAGMENT,
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ty: BindingType::Texture {
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multisampled: false,
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sample_type: TextureSampleType::Depth,
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view_dimension: TextureViewDimension::D2Array,
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},
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count: None,
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},
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// Directional Shadow Texture Array Sampler
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BindGroupLayoutEntry {
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binding: 5,
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visibility: ShaderStages::FRAGMENT,
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ty: BindingType::Sampler {
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comparison: true,
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filtering: true,
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},
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count: None,
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},
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],
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label: Some("mesh_view_layout"),
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});
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let mesh_layout = render_device.create_bind_group_layout(&BindGroupLayoutDescriptor {
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entries: &[BindGroupLayoutEntry {
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binding: 0,
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visibility: ShaderStages::VERTEX | ShaderStages::FRAGMENT,
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ty: BindingType::Buffer {
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ty: BufferBindingType::Uniform,
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has_dynamic_offset: true,
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// TODO: change this to MeshUniform::std140_size_static once crevice fixes this!
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// Context: https://github.com/LPGhatguy/crevice/issues/29
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min_binding_size: BufferSize::new(144),
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},
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count: None,
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}],
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label: Some("mesh_layout"),
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});
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// A 1x1x1 'all 1.0' texture to use as a dummy texture to use in place of optional StandardMaterial textures
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let dummy_white_gpu_image = {
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let image = Image::new_fill(
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Extent3d::default(),
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TextureDimension::D2,
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&[255u8; 4],
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TextureFormat::bevy_default(),
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);
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let texture = render_device.create_texture(&image.texture_descriptor);
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let sampler = render_device.create_sampler(&image.sampler_descriptor);
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let format_size = image.texture_descriptor.format.pixel_size();
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let render_queue = world.get_resource_mut::<RenderQueue>().unwrap();
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render_queue.write_texture(
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ImageCopyTexture {
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texture: &texture,
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mip_level: 0,
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origin: Origin3d::ZERO,
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aspect: wgpu::TextureAspect::All,
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},
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&image.data,
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ImageDataLayout {
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offset: 0,
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bytes_per_row: Some(
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std::num::NonZeroU32::new(
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image.texture_descriptor.size.width * format_size as u32,
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)
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.unwrap(),
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),
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rows_per_image: None,
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},
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image.texture_descriptor.size,
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);
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let texture_view = texture.create_view(&TextureViewDescriptor::default());
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GpuImage {
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texture,
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texture_view,
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sampler,
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}
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};
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MeshPipeline {
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view_layout,
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mesh_layout,
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dummy_white_gpu_image,
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}
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}
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}
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impl MeshPipeline {
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pub fn get_image_texture<'a>(
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&'a self,
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gpu_images: &'a RenderAssets<Image>,
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handle_option: &Option<Handle<Image>>,
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) -> Option<(&'a TextureView, &'a Sampler)> {
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if let Some(handle) = handle_option {
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let gpu_image = gpu_images.get(handle)?;
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Some((&gpu_image.texture_view, &gpu_image.sampler))
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} else {
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Some((
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&self.dummy_white_gpu_image.texture_view,
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&self.dummy_white_gpu_image.sampler,
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))
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}
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}
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}
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bitflags::bitflags! {
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#[repr(transparent)]
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// NOTE: Apparently quadro drivers support up to 64x MSAA.
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/// MSAA uses the highest 6 bits for the MSAA sample count - 1 to support up to 64x MSAA.
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pub struct MeshPipelineKey: u32 {
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const NONE = 0;
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const VERTEX_TANGENTS = (1 << 0);
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const TRANSPARENT_MAIN_PASS = (1 << 1);
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const MSAA_RESERVED_BITS = MeshPipelineKey::MSAA_MASK_BITS << MeshPipelineKey::MSAA_SHIFT_BITS;
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}
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}
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impl MeshPipelineKey {
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const MSAA_MASK_BITS: u32 = 0b111111;
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const MSAA_SHIFT_BITS: u32 = 32 - 6;
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pub fn from_msaa_samples(msaa_samples: u32) -> Self {
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let msaa_bits = ((msaa_samples - 1) & Self::MSAA_MASK_BITS) << Self::MSAA_SHIFT_BITS;
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MeshPipelineKey::from_bits(msaa_bits).unwrap()
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}
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pub fn msaa_samples(&self) -> u32 {
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((self.bits >> Self::MSAA_SHIFT_BITS) & Self::MSAA_MASK_BITS) + 1
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}
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}
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impl SpecializedPipeline for MeshPipeline {
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type Key = MeshPipelineKey;
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fn specialize(&self, key: Self::Key) -> RenderPipelineDescriptor {
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let (vertex_array_stride, vertex_attributes) =
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if key.contains(MeshPipelineKey::VERTEX_TANGENTS) {
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(
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48,
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vec![
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// Position (GOTCHA! Vertex_Position isn't first in the buffer due to how Mesh sorts attributes (alphabetically))
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VertexAttribute {
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format: VertexFormat::Float32x3,
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offset: 12,
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shader_location: 0,
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},
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// Normal
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VertexAttribute {
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format: VertexFormat::Float32x3,
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offset: 0,
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shader_location: 1,
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},
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// Uv (GOTCHA! uv is no longer third in the buffer due to how Mesh sorts attributes (alphabetically))
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VertexAttribute {
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format: VertexFormat::Float32x2,
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offset: 40,
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shader_location: 2,
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},
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// Tangent
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VertexAttribute {
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format: VertexFormat::Float32x4,
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offset: 24,
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shader_location: 3,
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},
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],
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)
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} else {
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(
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32,
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vec![
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// Position (GOTCHA! Vertex_Position isn't first in the buffer due to how Mesh sorts attributes (alphabetically))
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VertexAttribute {
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format: VertexFormat::Float32x3,
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offset: 12,
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shader_location: 0,
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},
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// Normal
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VertexAttribute {
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format: VertexFormat::Float32x3,
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offset: 0,
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shader_location: 1,
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},
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// Uv
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VertexAttribute {
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format: VertexFormat::Float32x2,
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offset: 24,
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shader_location: 2,
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},
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],
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)
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};
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let mut shader_defs = Vec::new();
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if key.contains(MeshPipelineKey::VERTEX_TANGENTS) {
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shader_defs.push(String::from("VERTEX_TANGENTS"));
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}
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let (label, blend, depth_write_enabled);
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if key.contains(MeshPipelineKey::TRANSPARENT_MAIN_PASS) {
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label = "transparent_mesh_pipeline".into();
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blend = Some(BlendState::ALPHA_BLENDING);
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// For the transparent pass, fragments that are closer will be alpha blended
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// but their depth is not written to the depth buffer
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depth_write_enabled = false;
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} else {
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label = "opaque_mesh_pipeline".into();
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blend = Some(BlendState::REPLACE);
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// For the opaque and alpha mask passes, fragments that are closer will replace
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// the current fragment value in the output and the depth is written to the
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// depth buffer
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depth_write_enabled = true;
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}
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RenderPipelineDescriptor {
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vertex: VertexState {
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shader: MESH_SHADER_HANDLE.typed::<Shader>(),
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entry_point: "vertex".into(),
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shader_defs: shader_defs.clone(),
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buffers: vec![VertexBufferLayout {
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array_stride: vertex_array_stride,
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step_mode: VertexStepMode::Vertex,
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attributes: vertex_attributes,
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}],
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},
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fragment: Some(FragmentState {
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shader: MESH_SHADER_HANDLE.typed::<Shader>(),
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shader_defs,
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entry_point: "fragment".into(),
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targets: vec![ColorTargetState {
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format: TextureFormat::bevy_default(),
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blend,
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write_mask: ColorWrites::ALL,
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}],
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}),
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layout: Some(vec![self.view_layout.clone(), self.mesh_layout.clone()]),
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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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polygon_mode: PolygonMode::Fill,
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clamp_depth: false,
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conservative: false,
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topology: PrimitiveTopology::TriangleList,
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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: TextureFormat::Depth32Float,
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depth_write_enabled,
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depth_compare: CompareFunction::Greater,
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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(label),
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}
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}
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}
|
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|
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pub struct MeshBindGroup {
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pub value: BindGroup,
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}
|
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|
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pub fn queue_mesh_bind_group(
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mut commands: Commands,
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mesh_pipeline: Res<MeshPipeline>,
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render_device: Res<RenderDevice>,
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mesh_uniforms: Res<ComponentUniforms<MeshUniform>>,
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) {
|
|
if let Some(binding) = mesh_uniforms.uniforms().binding() {
|
|
commands.insert_resource(MeshBindGroup {
|
|
value: render_device.create_bind_group(&BindGroupDescriptor {
|
|
entries: &[BindGroupEntry {
|
|
binding: 0,
|
|
resource: binding,
|
|
}],
|
|
label: Some("mesh_bind_group"),
|
|
layout: &mesh_pipeline.mesh_layout,
|
|
}),
|
|
});
|
|
}
|
|
}
|
|
|
|
pub struct MeshViewBindGroup {
|
|
pub value: BindGroup,
|
|
}
|
|
|
|
pub fn queue_mesh_view_bind_groups(
|
|
mut commands: Commands,
|
|
render_device: Res<RenderDevice>,
|
|
mesh_pipeline: Res<MeshPipeline>,
|
|
shadow_pipeline: Res<ShadowPipeline>,
|
|
light_meta: Res<LightMeta>,
|
|
view_uniforms: Res<ViewUniforms>,
|
|
mut views: Query<(Entity, &ViewShadowBindings)>,
|
|
) {
|
|
if let (Some(view_binding), Some(light_binding)) = (
|
|
view_uniforms.uniforms.binding(),
|
|
light_meta.view_gpu_lights.binding(),
|
|
) {
|
|
for (entity, view_shadow_bindings) in views.iter_mut() {
|
|
let view_bind_group = render_device.create_bind_group(&BindGroupDescriptor {
|
|
entries: &[
|
|
BindGroupEntry {
|
|
binding: 0,
|
|
resource: view_binding.clone(),
|
|
},
|
|
BindGroupEntry {
|
|
binding: 1,
|
|
resource: light_binding.clone(),
|
|
},
|
|
BindGroupEntry {
|
|
binding: 2,
|
|
resource: BindingResource::TextureView(
|
|
&view_shadow_bindings.point_light_depth_texture_view,
|
|
),
|
|
},
|
|
BindGroupEntry {
|
|
binding: 3,
|
|
resource: BindingResource::Sampler(&shadow_pipeline.point_light_sampler),
|
|
},
|
|
BindGroupEntry {
|
|
binding: 4,
|
|
resource: BindingResource::TextureView(
|
|
&view_shadow_bindings.directional_light_depth_texture_view,
|
|
),
|
|
},
|
|
BindGroupEntry {
|
|
binding: 5,
|
|
resource: BindingResource::Sampler(
|
|
&shadow_pipeline.directional_light_sampler,
|
|
),
|
|
},
|
|
],
|
|
label: Some("mesh_view_bind_group"),
|
|
layout: &mesh_pipeline.view_layout,
|
|
});
|
|
|
|
commands.entity(entity).insert(MeshViewBindGroup {
|
|
value: view_bind_group,
|
|
});
|
|
}
|
|
}
|
|
}
|
|
|
|
pub struct SetMeshViewBindGroup<const I: usize>;
|
|
impl<const I: usize> EntityRenderCommand for SetMeshViewBindGroup<I> {
|
|
type Param = SQuery<(
|
|
Read<ViewUniformOffset>,
|
|
Read<ViewLightsUniformOffset>,
|
|
Read<MeshViewBindGroup>,
|
|
)>;
|
|
#[inline]
|
|
fn render<'w>(
|
|
view: Entity,
|
|
_item: Entity,
|
|
view_query: SystemParamItem<'w, '_, Self::Param>,
|
|
pass: &mut TrackedRenderPass<'w>,
|
|
) -> RenderCommandResult {
|
|
let (view_uniform, view_lights, mesh_view_bind_group) = view_query.get(view).unwrap();
|
|
pass.set_bind_group(
|
|
I,
|
|
&mesh_view_bind_group.value,
|
|
&[view_uniform.offset, view_lights.offset],
|
|
);
|
|
|
|
RenderCommandResult::Success
|
|
}
|
|
}
|
|
|
|
pub struct SetMeshBindGroup<const I: usize>;
|
|
impl<const I: usize> EntityRenderCommand for SetMeshBindGroup<I> {
|
|
type Param = (
|
|
SRes<MeshBindGroup>,
|
|
SQuery<Read<DynamicUniformIndex<MeshUniform>>>,
|
|
);
|
|
#[inline]
|
|
fn render<'w>(
|
|
_view: Entity,
|
|
item: Entity,
|
|
(mesh_bind_group, mesh_query): SystemParamItem<'w, '_, Self::Param>,
|
|
pass: &mut TrackedRenderPass<'w>,
|
|
) -> RenderCommandResult {
|
|
let mesh_index = mesh_query.get(item).unwrap();
|
|
pass.set_bind_group(
|
|
I,
|
|
&mesh_bind_group.into_inner().value,
|
|
&[mesh_index.index()],
|
|
);
|
|
RenderCommandResult::Success
|
|
}
|
|
}
|
|
|
|
pub struct DrawMesh;
|
|
impl EntityRenderCommand for DrawMesh {
|
|
type Param = (SRes<RenderAssets<Mesh>>, SQuery<Read<Handle<Mesh>>>);
|
|
#[inline]
|
|
fn render<'w>(
|
|
_view: Entity,
|
|
item: Entity,
|
|
(meshes, mesh_query): SystemParamItem<'w, '_, Self::Param>,
|
|
pass: &mut TrackedRenderPass<'w>,
|
|
) -> RenderCommandResult {
|
|
let mesh_handle = mesh_query.get(item).unwrap();
|
|
let gpu_mesh = meshes.into_inner().get(mesh_handle).unwrap();
|
|
pass.set_vertex_buffer(0, gpu_mesh.vertex_buffer.slice(..));
|
|
if let Some(index_info) = &gpu_mesh.index_info {
|
|
pass.set_index_buffer(index_info.buffer.slice(..), 0, index_info.index_format);
|
|
pass.draw_indexed(0..index_info.count, 0, 0..1);
|
|
} else {
|
|
panic!("non-indexed drawing not supported yet")
|
|
}
|
|
|
|
RenderCommandResult::Success
|
|
}
|
|
}
|
|
|
|
#[cfg(test)]
|
|
mod tests {
|
|
use super::MeshPipelineKey;
|
|
#[test]
|
|
fn mesh_key_msaa_samples() {
|
|
for i in 1..=64 {
|
|
assert_eq!(MeshPipelineKey::from_msaa_samples(i).msaa_samples(), i);
|
|
}
|
|
}
|
|
}
|