bevy/crates/bevy_sprite/src/mesh2d/mesh.rs
Robert Swain b6286cf570
Fix 2d_shapes and general 2D mesh instancing (#10051)
# Objective

- Fix #10050 

## Solution

- Push constants needed to be defined in the pipeline layout and
`bevy_sprite` needed to have a `webgl` feature.
2023-10-08 20:17:01 +00:00

750 lines
28 KiB
Rust

use bevy_app::Plugin;
use bevy_asset::{load_internal_asset, AssetId, Handle};
use bevy_core_pipeline::core_2d::Transparent2d;
use bevy_derive::{Deref, DerefMut};
use bevy_ecs::{
prelude::*,
query::{QueryItem, ROQueryItem},
system::{lifetimeless::*, SystemParamItem, SystemState},
};
use bevy_math::{Affine3, Vec2, Vec4};
use bevy_reflect::Reflect;
use bevy_render::{
batching::{
batch_and_prepare_render_phase, write_batched_instance_buffer, GetBatchData,
NoAutomaticBatching,
},
globals::{GlobalsBuffer, GlobalsUniform},
mesh::{GpuBufferInfo, Mesh, MeshVertexBufferLayout},
render_asset::RenderAssets,
render_phase::{PhaseItem, RenderCommand, RenderCommandResult, TrackedRenderPass},
render_resource::*,
renderer::{RenderDevice, RenderQueue},
texture::{
BevyDefault, DefaultImageSampler, GpuImage, Image, ImageSampler, TextureFormatPixelInfo,
},
view::{
ExtractedView, ViewTarget, ViewUniform, ViewUniformOffset, ViewUniforms, ViewVisibility,
},
Extract, ExtractSchedule, Render, RenderApp, RenderSet,
};
use bevy_transform::components::GlobalTransform;
use bevy_utils::EntityHashMap;
use crate::Material2dBindGroupId;
/// Component for rendering with meshes in the 2d pipeline, usually with a [2d material](crate::Material2d) such as [`ColorMaterial`](crate::ColorMaterial).
///
/// It wraps a [`Handle<Mesh>`] to differentiate from the 3d pipelines which use the handles directly as components
#[derive(Default, Clone, Component, Debug, Reflect, PartialEq, Eq)]
#[reflect(Component)]
pub struct Mesh2dHandle(pub Handle<Mesh>);
impl From<Handle<Mesh>> for Mesh2dHandle {
fn from(handle: Handle<Mesh>) -> Self {
Self(handle)
}
}
#[derive(Default)]
pub struct Mesh2dRenderPlugin;
pub const MESH2D_VERTEX_OUTPUT: Handle<Shader> = Handle::weak_from_u128(7646632476603252194);
pub const MESH2D_VIEW_TYPES_HANDLE: Handle<Shader> = Handle::weak_from_u128(12677582416765805110);
pub const MESH2D_VIEW_BINDINGS_HANDLE: Handle<Shader> = Handle::weak_from_u128(6901431444735842434);
pub const MESH2D_TYPES_HANDLE: Handle<Shader> = Handle::weak_from_u128(8994673400261890424);
pub const MESH2D_BINDINGS_HANDLE: Handle<Shader> = Handle::weak_from_u128(8983617858458862856);
pub const MESH2D_FUNCTIONS_HANDLE: Handle<Shader> = Handle::weak_from_u128(4976379308250389413);
pub const MESH2D_SHADER_HANDLE: Handle<Shader> = Handle::weak_from_u128(2971387252468633715);
impl Plugin for Mesh2dRenderPlugin {
fn build(&self, app: &mut bevy_app::App) {
load_internal_asset!(
app,
MESH2D_VERTEX_OUTPUT,
"mesh2d_vertex_output.wgsl",
Shader::from_wgsl
);
load_internal_asset!(
app,
MESH2D_VIEW_TYPES_HANDLE,
"mesh2d_view_types.wgsl",
Shader::from_wgsl
);
load_internal_asset!(
app,
MESH2D_VIEW_BINDINGS_HANDLE,
"mesh2d_view_bindings.wgsl",
Shader::from_wgsl
);
load_internal_asset!(
app,
MESH2D_TYPES_HANDLE,
"mesh2d_types.wgsl",
Shader::from_wgsl
);
load_internal_asset!(
app,
MESH2D_FUNCTIONS_HANDLE,
"mesh2d_functions.wgsl",
Shader::from_wgsl
);
load_internal_asset!(app, MESH2D_SHADER_HANDLE, "mesh2d.wgsl", Shader::from_wgsl);
if let Ok(render_app) = app.get_sub_app_mut(RenderApp) {
render_app
.init_resource::<RenderMesh2dInstances>()
.init_resource::<SpecializedMeshPipelines<Mesh2dPipeline>>()
.add_systems(ExtractSchedule, extract_mesh2d)
.add_systems(
Render,
(
batch_and_prepare_render_phase::<Transparent2d, Mesh2dPipeline>
.in_set(RenderSet::PrepareResources),
write_batched_instance_buffer::<Mesh2dPipeline>
.in_set(RenderSet::PrepareResourcesFlush),
prepare_mesh2d_bind_group.in_set(RenderSet::PrepareBindGroups),
prepare_mesh2d_view_bind_groups.in_set(RenderSet::PrepareBindGroups),
),
);
}
}
fn finish(&self, app: &mut bevy_app::App) {
let mut mesh_bindings_shader_defs = Vec::with_capacity(1);
if let Ok(render_app) = app.get_sub_app_mut(RenderApp) {
if let Some(per_object_buffer_batch_size) = GpuArrayBuffer::<Mesh2dUniform>::batch_size(
render_app.world.resource::<RenderDevice>(),
) {
mesh_bindings_shader_defs.push(ShaderDefVal::UInt(
"PER_OBJECT_BUFFER_BATCH_SIZE".into(),
per_object_buffer_batch_size,
));
}
render_app
.insert_resource(GpuArrayBuffer::<Mesh2dUniform>::new(
render_app.world.resource::<RenderDevice>(),
))
.init_resource::<Mesh2dPipeline>();
}
// Load the mesh_bindings shader module here as it depends on runtime information about
// whether storage buffers are supported, or the maximum uniform buffer binding size.
load_internal_asset!(
app,
MESH2D_BINDINGS_HANDLE,
"mesh2d_bindings.wgsl",
Shader::from_wgsl_with_defs,
mesh_bindings_shader_defs
);
}
}
#[derive(Component)]
pub struct Mesh2dTransforms {
pub transform: Affine3,
pub flags: u32,
}
#[derive(ShaderType, Clone)]
pub struct Mesh2dUniform {
// Affine 4x3 matrix transposed to 3x4
pub transform: [Vec4; 3],
// 3x3 matrix packed in mat2x4 and f32 as:
// [0].xyz, [1].x,
// [1].yz, [2].xy
// [2].z
pub inverse_transpose_model_a: [Vec4; 2],
pub inverse_transpose_model_b: f32,
pub flags: u32,
}
impl From<&Mesh2dTransforms> for Mesh2dUniform {
fn from(mesh_transforms: &Mesh2dTransforms) -> Self {
let (inverse_transpose_model_a, inverse_transpose_model_b) =
mesh_transforms.transform.inverse_transpose_3x3();
Self {
transform: mesh_transforms.transform.to_transpose(),
inverse_transpose_model_a,
inverse_transpose_model_b,
flags: mesh_transforms.flags,
}
}
}
// NOTE: These must match the bit flags in bevy_sprite/src/mesh2d/mesh2d.wgsl!
bitflags::bitflags! {
#[repr(transparent)]
pub struct MeshFlags: u32 {
const NONE = 0;
const UNINITIALIZED = 0xFFFF;
}
}
pub struct RenderMesh2dInstance {
pub transforms: Mesh2dTransforms,
pub mesh_asset_id: AssetId<Mesh>,
pub material_bind_group_id: Material2dBindGroupId,
pub automatic_batching: bool,
}
#[derive(Default, Resource, Deref, DerefMut)]
pub struct RenderMesh2dInstances(EntityHashMap<Entity, RenderMesh2dInstance>);
#[derive(Component)]
pub struct Mesh2d;
pub fn extract_mesh2d(
mut commands: Commands,
mut previous_len: Local<usize>,
mut render_mesh_instances: ResMut<RenderMesh2dInstances>,
query: Extract<
Query<(
Entity,
&ViewVisibility,
&GlobalTransform,
&Mesh2dHandle,
Has<NoAutomaticBatching>,
)>,
>,
) {
render_mesh_instances.clear();
let mut entities = Vec::with_capacity(*previous_len);
for (entity, view_visibility, transform, handle, no_automatic_batching) in &query {
if !view_visibility.get() {
continue;
}
// FIXME: Remove this - it is just a workaround to enable rendering to work as
// render commands require an entity to exist at the moment.
entities.push((entity, Mesh2d));
render_mesh_instances.insert(
entity,
RenderMesh2dInstance {
transforms: Mesh2dTransforms {
transform: (&transform.affine()).into(),
flags: MeshFlags::empty().bits(),
},
mesh_asset_id: handle.0.id(),
material_bind_group_id: Material2dBindGroupId::default(),
automatic_batching: !no_automatic_batching,
},
);
}
*previous_len = entities.len();
commands.insert_or_spawn_batch(entities);
}
#[derive(Resource, Clone)]
pub struct Mesh2dPipeline {
pub view_layout: BindGroupLayout,
pub mesh_layout: BindGroupLayout,
// This dummy white texture is to be used in place of optional textures
pub dummy_white_gpu_image: GpuImage,
pub per_object_buffer_batch_size: Option<u32>,
}
impl FromWorld for Mesh2dPipeline {
fn from_world(world: &mut World) -> Self {
let mut system_state: SystemState<(
Res<RenderDevice>,
Res<RenderQueue>,
Res<DefaultImageSampler>,
)> = SystemState::new(world);
let (render_device, render_queue, default_sampler) = system_state.get_mut(world);
let render_device = render_device.into_inner();
let view_layout = render_device.create_bind_group_layout(&BindGroupLayoutDescriptor {
entries: &[
// View
BindGroupLayoutEntry {
binding: 0,
visibility: ShaderStages::VERTEX | ShaderStages::FRAGMENT,
ty: BindingType::Buffer {
ty: BufferBindingType::Uniform,
has_dynamic_offset: true,
min_binding_size: Some(ViewUniform::min_size()),
},
count: None,
},
BindGroupLayoutEntry {
binding: 1,
visibility: ShaderStages::VERTEX_FRAGMENT,
ty: BindingType::Buffer {
ty: BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: Some(GlobalsUniform::min_size()),
},
count: None,
},
],
label: Some("mesh2d_view_layout"),
});
let mesh_layout = render_device.create_bind_group_layout(&BindGroupLayoutDescriptor {
entries: &[GpuArrayBuffer::<Mesh2dUniform>::binding_layout(
0,
ShaderStages::VERTEX_FRAGMENT,
render_device,
)],
label: Some("mesh2d_layout"),
});
// A 1x1x1 'all 1.0' texture to use as a dummy texture to use in place of optional StandardMaterial textures
let dummy_white_gpu_image = {
let image = Image::default();
let texture = render_device.create_texture(&image.texture_descriptor);
let sampler = match image.sampler_descriptor {
ImageSampler::Default => (**default_sampler).clone(),
ImageSampler::Descriptor(descriptor) => render_device.create_sampler(&descriptor),
};
let format_size = image.texture_descriptor.format.pixel_size();
render_queue.write_texture(
ImageCopyTexture {
texture: &texture,
mip_level: 0,
origin: Origin3d::ZERO,
aspect: TextureAspect::All,
},
&image.data,
ImageDataLayout {
offset: 0,
bytes_per_row: Some(image.texture_descriptor.size.width * format_size as u32),
rows_per_image: None,
},
image.texture_descriptor.size,
);
let texture_view = texture.create_view(&TextureViewDescriptor::default());
GpuImage {
texture,
texture_view,
texture_format: image.texture_descriptor.format,
sampler,
size: Vec2::new(
image.texture_descriptor.size.width as f32,
image.texture_descriptor.size.height as f32,
),
mip_level_count: image.texture_descriptor.mip_level_count,
}
};
Mesh2dPipeline {
view_layout,
mesh_layout,
dummy_white_gpu_image,
per_object_buffer_batch_size: GpuArrayBuffer::<Mesh2dUniform>::batch_size(
render_device,
),
}
}
}
impl Mesh2dPipeline {
pub fn get_image_texture<'a>(
&'a self,
gpu_images: &'a RenderAssets<Image>,
handle_option: &Option<Handle<Image>>,
) -> Option<(&'a TextureView, &'a Sampler)> {
if let Some(handle) = handle_option {
let gpu_image = gpu_images.get(handle)?;
Some((&gpu_image.texture_view, &gpu_image.sampler))
} else {
Some((
&self.dummy_white_gpu_image.texture_view,
&self.dummy_white_gpu_image.sampler,
))
}
}
}
impl GetBatchData for Mesh2dPipeline {
type Param = SRes<RenderMesh2dInstances>;
type Query = Entity;
type QueryFilter = With<Mesh2d>;
type CompareData = (Material2dBindGroupId, AssetId<Mesh>);
type BufferData = Mesh2dUniform;
fn get_batch_data(
mesh_instances: &SystemParamItem<Self::Param>,
entity: &QueryItem<Self::Query>,
) -> (Self::BufferData, Option<Self::CompareData>) {
let mesh_instance = mesh_instances
.get(entity)
.expect("Failed to find render mesh2d instance");
(
(&mesh_instance.transforms).into(),
mesh_instance.automatic_batching.then_some((
mesh_instance.material_bind_group_id,
mesh_instance.mesh_asset_id,
)),
)
}
}
bitflags::bitflags! {
#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash)]
#[repr(transparent)]
// NOTE: Apparently quadro drivers support up to 64x MSAA.
// MSAA uses the highest 3 bits for the MSAA log2(sample count) to support up to 128x MSAA.
// FIXME: make normals optional?
pub struct Mesh2dPipelineKey: u32 {
const NONE = 0;
const HDR = (1 << 0);
const TONEMAP_IN_SHADER = (1 << 1);
const DEBAND_DITHER = (1 << 2);
const MSAA_RESERVED_BITS = Self::MSAA_MASK_BITS << Self::MSAA_SHIFT_BITS;
const PRIMITIVE_TOPOLOGY_RESERVED_BITS = Self::PRIMITIVE_TOPOLOGY_MASK_BITS << Self::PRIMITIVE_TOPOLOGY_SHIFT_BITS;
const TONEMAP_METHOD_RESERVED_BITS = Self::TONEMAP_METHOD_MASK_BITS << Self::TONEMAP_METHOD_SHIFT_BITS;
const TONEMAP_METHOD_NONE = 0 << Self::TONEMAP_METHOD_SHIFT_BITS;
const TONEMAP_METHOD_REINHARD = 1 << Self::TONEMAP_METHOD_SHIFT_BITS;
const TONEMAP_METHOD_REINHARD_LUMINANCE = 2 << Self::TONEMAP_METHOD_SHIFT_BITS;
const TONEMAP_METHOD_ACES_FITTED = 3 << Self::TONEMAP_METHOD_SHIFT_BITS;
const TONEMAP_METHOD_AGX = 4 << Self::TONEMAP_METHOD_SHIFT_BITS;
const TONEMAP_METHOD_SOMEWHAT_BORING_DISPLAY_TRANSFORM = 5 << Self::TONEMAP_METHOD_SHIFT_BITS;
const TONEMAP_METHOD_TONY_MC_MAPFACE = 6 << Self::TONEMAP_METHOD_SHIFT_BITS;
const TONEMAP_METHOD_BLENDER_FILMIC = 7 << Self::TONEMAP_METHOD_SHIFT_BITS;
}
}
impl Mesh2dPipelineKey {
const MSAA_MASK_BITS: u32 = 0b111;
const MSAA_SHIFT_BITS: u32 = 32 - Self::MSAA_MASK_BITS.count_ones();
const PRIMITIVE_TOPOLOGY_MASK_BITS: u32 = 0b111;
const PRIMITIVE_TOPOLOGY_SHIFT_BITS: u32 = Self::MSAA_SHIFT_BITS - 3;
const TONEMAP_METHOD_MASK_BITS: u32 = 0b111;
const TONEMAP_METHOD_SHIFT_BITS: u32 =
Self::PRIMITIVE_TOPOLOGY_SHIFT_BITS - Self::TONEMAP_METHOD_MASK_BITS.count_ones();
pub fn from_msaa_samples(msaa_samples: u32) -> Self {
let msaa_bits =
(msaa_samples.trailing_zeros() & Self::MSAA_MASK_BITS) << Self::MSAA_SHIFT_BITS;
Self::from_bits_retain(msaa_bits)
}
pub fn from_hdr(hdr: bool) -> Self {
if hdr {
Mesh2dPipelineKey::HDR
} else {
Mesh2dPipelineKey::NONE
}
}
pub fn msaa_samples(&self) -> u32 {
1 << ((self.bits() >> Self::MSAA_SHIFT_BITS) & Self::MSAA_MASK_BITS)
}
pub fn from_primitive_topology(primitive_topology: PrimitiveTopology) -> Self {
let primitive_topology_bits = ((primitive_topology as u32)
& Self::PRIMITIVE_TOPOLOGY_MASK_BITS)
<< Self::PRIMITIVE_TOPOLOGY_SHIFT_BITS;
Self::from_bits_retain(primitive_topology_bits)
}
pub fn primitive_topology(&self) -> PrimitiveTopology {
let primitive_topology_bits = (self.bits() >> Self::PRIMITIVE_TOPOLOGY_SHIFT_BITS)
& Self::PRIMITIVE_TOPOLOGY_MASK_BITS;
match primitive_topology_bits {
x if x == PrimitiveTopology::PointList as u32 => PrimitiveTopology::PointList,
x if x == PrimitiveTopology::LineList as u32 => PrimitiveTopology::LineList,
x if x == PrimitiveTopology::LineStrip as u32 => PrimitiveTopology::LineStrip,
x if x == PrimitiveTopology::TriangleList as u32 => PrimitiveTopology::TriangleList,
x if x == PrimitiveTopology::TriangleStrip as u32 => PrimitiveTopology::TriangleStrip,
_ => PrimitiveTopology::default(),
}
}
}
impl SpecializedMeshPipeline for Mesh2dPipeline {
type Key = Mesh2dPipelineKey;
fn specialize(
&self,
key: Self::Key,
layout: &MeshVertexBufferLayout,
) -> Result<RenderPipelineDescriptor, SpecializedMeshPipelineError> {
let mut shader_defs = Vec::new();
let mut vertex_attributes = Vec::new();
if layout.contains(Mesh::ATTRIBUTE_POSITION) {
shader_defs.push("VERTEX_POSITIONS".into());
vertex_attributes.push(Mesh::ATTRIBUTE_POSITION.at_shader_location(0));
}
if layout.contains(Mesh::ATTRIBUTE_NORMAL) {
shader_defs.push("VERTEX_NORMALS".into());
vertex_attributes.push(Mesh::ATTRIBUTE_NORMAL.at_shader_location(1));
}
if layout.contains(Mesh::ATTRIBUTE_UV_0) {
shader_defs.push("VERTEX_UVS".into());
vertex_attributes.push(Mesh::ATTRIBUTE_UV_0.at_shader_location(2));
}
if layout.contains(Mesh::ATTRIBUTE_TANGENT) {
shader_defs.push("VERTEX_TANGENTS".into());
vertex_attributes.push(Mesh::ATTRIBUTE_TANGENT.at_shader_location(3));
}
if layout.contains(Mesh::ATTRIBUTE_COLOR) {
shader_defs.push("VERTEX_COLORS".into());
vertex_attributes.push(Mesh::ATTRIBUTE_COLOR.at_shader_location(4));
}
if key.contains(Mesh2dPipelineKey::TONEMAP_IN_SHADER) {
shader_defs.push("TONEMAP_IN_SHADER".into());
let method = key.intersection(Mesh2dPipelineKey::TONEMAP_METHOD_RESERVED_BITS);
match method {
Mesh2dPipelineKey::TONEMAP_METHOD_NONE => {
shader_defs.push("TONEMAP_METHOD_NONE".into());
}
Mesh2dPipelineKey::TONEMAP_METHOD_REINHARD => {
shader_defs.push("TONEMAP_METHOD_REINHARD".into());
}
Mesh2dPipelineKey::TONEMAP_METHOD_REINHARD_LUMINANCE => {
shader_defs.push("TONEMAP_METHOD_REINHARD_LUMINANCE".into());
}
Mesh2dPipelineKey::TONEMAP_METHOD_ACES_FITTED => {
shader_defs.push("TONEMAP_METHOD_ACES_FITTED".into());
}
Mesh2dPipelineKey::TONEMAP_METHOD_AGX => {
shader_defs.push("TONEMAP_METHOD_AGX".into());
}
Mesh2dPipelineKey::TONEMAP_METHOD_SOMEWHAT_BORING_DISPLAY_TRANSFORM => {
shader_defs.push("TONEMAP_METHOD_SOMEWHAT_BORING_DISPLAY_TRANSFORM".into());
}
Mesh2dPipelineKey::TONEMAP_METHOD_BLENDER_FILMIC => {
shader_defs.push("TONEMAP_METHOD_BLENDER_FILMIC".into());
}
Mesh2dPipelineKey::TONEMAP_METHOD_TONY_MC_MAPFACE => {
shader_defs.push("TONEMAP_METHOD_TONY_MC_MAPFACE".into());
}
_ => {}
}
// Debanding is tied to tonemapping in the shader, cannot run without it.
if key.contains(Mesh2dPipelineKey::DEBAND_DITHER) {
shader_defs.push("DEBAND_DITHER".into());
}
}
let vertex_buffer_layout = layout.get_layout(&vertex_attributes)?;
let format = match key.contains(Mesh2dPipelineKey::HDR) {
true => ViewTarget::TEXTURE_FORMAT_HDR,
false => TextureFormat::bevy_default(),
};
let mut push_constant_ranges = Vec::with_capacity(1);
if cfg!(all(feature = "webgl", target_arch = "wasm32")) {
push_constant_ranges.push(PushConstantRange {
stages: ShaderStages::VERTEX,
range: 0..4,
});
}
Ok(RenderPipelineDescriptor {
vertex: VertexState {
shader: MESH2D_SHADER_HANDLE,
entry_point: "vertex".into(),
shader_defs: shader_defs.clone(),
buffers: vec![vertex_buffer_layout],
},
fragment: Some(FragmentState {
shader: MESH2D_SHADER_HANDLE,
shader_defs,
entry_point: "fragment".into(),
targets: vec![Some(ColorTargetState {
format,
blend: Some(BlendState::ALPHA_BLENDING),
write_mask: ColorWrites::ALL,
})],
}),
layout: vec![self.view_layout.clone(), self.mesh_layout.clone()],
push_constant_ranges,
primitive: PrimitiveState {
front_face: FrontFace::Ccw,
cull_mode: None,
unclipped_depth: false,
polygon_mode: PolygonMode::Fill,
conservative: false,
topology: key.primitive_topology(),
strip_index_format: None,
},
depth_stencil: None,
multisample: MultisampleState {
count: key.msaa_samples(),
mask: !0,
alpha_to_coverage_enabled: false,
},
label: Some("transparent_mesh2d_pipeline".into()),
})
}
}
#[derive(Resource)]
pub struct Mesh2dBindGroup {
pub value: BindGroup,
}
pub fn prepare_mesh2d_bind_group(
mut commands: Commands,
mesh2d_pipeline: Res<Mesh2dPipeline>,
render_device: Res<RenderDevice>,
mesh2d_uniforms: Res<GpuArrayBuffer<Mesh2dUniform>>,
) {
if let Some(binding) = mesh2d_uniforms.binding() {
commands.insert_resource(Mesh2dBindGroup {
value: render_device.create_bind_group(&BindGroupDescriptor {
entries: &[BindGroupEntry {
binding: 0,
resource: binding,
}],
label: Some("mesh2d_bind_group"),
layout: &mesh2d_pipeline.mesh_layout,
}),
});
}
}
#[derive(Component)]
pub struct Mesh2dViewBindGroup {
pub value: BindGroup,
}
pub fn prepare_mesh2d_view_bind_groups(
mut commands: Commands,
render_device: Res<RenderDevice>,
mesh2d_pipeline: Res<Mesh2dPipeline>,
view_uniforms: Res<ViewUniforms>,
views: Query<Entity, With<ExtractedView>>,
globals_buffer: Res<GlobalsBuffer>,
) {
if let (Some(view_binding), Some(globals)) = (
view_uniforms.uniforms.binding(),
globals_buffer.buffer.binding(),
) {
for entity in &views {
let view_bind_group = render_device.create_bind_group(&BindGroupDescriptor {
entries: &[
BindGroupEntry {
binding: 0,
resource: view_binding.clone(),
},
BindGroupEntry {
binding: 1,
resource: globals.clone(),
},
],
label: Some("mesh2d_view_bind_group"),
layout: &mesh2d_pipeline.view_layout,
});
commands.entity(entity).insert(Mesh2dViewBindGroup {
value: view_bind_group,
});
}
}
}
pub struct SetMesh2dViewBindGroup<const I: usize>;
impl<P: PhaseItem, const I: usize> RenderCommand<P> for SetMesh2dViewBindGroup<I> {
type Param = ();
type ViewWorldQuery = (Read<ViewUniformOffset>, Read<Mesh2dViewBindGroup>);
type ItemWorldQuery = ();
#[inline]
fn render<'w>(
_item: &P,
(view_uniform, mesh2d_view_bind_group): ROQueryItem<'w, Self::ViewWorldQuery>,
_view: (),
_param: SystemParamItem<'w, '_, Self::Param>,
pass: &mut TrackedRenderPass<'w>,
) -> RenderCommandResult {
pass.set_bind_group(I, &mesh2d_view_bind_group.value, &[view_uniform.offset]);
RenderCommandResult::Success
}
}
pub struct SetMesh2dBindGroup<const I: usize>;
impl<P: PhaseItem, const I: usize> RenderCommand<P> for SetMesh2dBindGroup<I> {
type Param = SRes<Mesh2dBindGroup>;
type ViewWorldQuery = ();
type ItemWorldQuery = ();
#[inline]
fn render<'w>(
item: &P,
_view: (),
_item_query: (),
mesh2d_bind_group: SystemParamItem<'w, '_, Self::Param>,
pass: &mut TrackedRenderPass<'w>,
) -> RenderCommandResult {
let mut dynamic_offsets: [u32; 1] = Default::default();
let mut offset_count = 0;
if let Some(dynamic_offset) = item.dynamic_offset() {
dynamic_offsets[offset_count] = dynamic_offset.get();
offset_count += 1;
}
pass.set_bind_group(
I,
&mesh2d_bind_group.into_inner().value,
&dynamic_offsets[..offset_count],
);
RenderCommandResult::Success
}
}
pub struct DrawMesh2d;
impl<P: PhaseItem> RenderCommand<P> for DrawMesh2d {
type Param = (SRes<RenderAssets<Mesh>>, SRes<RenderMesh2dInstances>);
type ViewWorldQuery = ();
type ItemWorldQuery = ();
#[inline]
fn render<'w>(
item: &P,
_view: (),
_item_query: (),
(meshes, render_mesh2d_instances): SystemParamItem<'w, '_, Self::Param>,
pass: &mut TrackedRenderPass<'w>,
) -> RenderCommandResult {
let meshes = meshes.into_inner();
let render_mesh2d_instances = render_mesh2d_instances.into_inner();
let Some(RenderMesh2dInstance { mesh_asset_id, .. }) =
render_mesh2d_instances.get(&item.entity())
else {
return RenderCommandResult::Failure;
};
let Some(gpu_mesh) = meshes.get(*mesh_asset_id) else {
return RenderCommandResult::Failure;
};
pass.set_vertex_buffer(0, gpu_mesh.vertex_buffer.slice(..));
let batch_range = item.batch_range();
#[cfg(all(feature = "webgl", target_arch = "wasm32"))]
pass.set_push_constants(
ShaderStages::VERTEX,
0,
&(batch_range.start as i32).to_le_bytes(),
);
match &gpu_mesh.buffer_info {
GpuBufferInfo::Indexed {
buffer,
index_format,
count,
} => {
pass.set_index_buffer(buffer.slice(..), 0, *index_format);
pass.draw_indexed(0..*count, 0, batch_range.clone());
}
GpuBufferInfo::NonIndexed => {
pass.draw(0..gpu_mesh.vertex_count, batch_range.clone());
}
}
RenderCommandResult::Success
}
}