mirror of
https://github.com/bevyengine/bevy
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01aedc8431
# Objective Now that we can consolidate Bundles and Components under a single insert (thanks to #2975 and #6039), almost 100% of world spawns now look like `world.spawn().insert((Some, Tuple, Here))`. Spawning an entity without any components is an extremely uncommon pattern, so it makes sense to give spawn the "first class" ergonomic api. This consolidated api should be made consistent across all spawn apis (such as World and Commands). ## Solution All `spawn` apis (`World::spawn`, `Commands:;spawn`, `ChildBuilder::spawn`, and `WorldChildBuilder::spawn`) now accept a bundle as input: ```rust // before: commands .spawn() .insert((A, B, C)); world .spawn() .insert((A, B, C); // after commands.spawn((A, B, C)); world.spawn((A, B, C)); ``` All existing instances of `spawn_bundle` have been deprecated in favor of the new `spawn` api. A new `spawn_empty` has been added, replacing the old `spawn` api. By allowing `world.spawn(some_bundle)` to replace `world.spawn().insert(some_bundle)`, this opened the door to removing the initial entity allocation in the "empty" archetype / table done in `spawn()` (and subsequent move to the actual archetype in `.insert(some_bundle)`). This improves spawn performance by over 10%: ![image](https://user-images.githubusercontent.com/2694663/191627587-4ab2f949-4ccd-4231-80eb-80dd4d9ad6b9.png) To take this measurement, I added a new `world_spawn` benchmark. Unfortunately, optimizing `Commands::spawn` is slightly less trivial, as Commands expose the Entity id of spawned entities prior to actually spawning. Doing the optimization would (naively) require assurances that the `spawn(some_bundle)` command is applied before all other commands involving the entity (which would not necessarily be true, if memory serves). Optimizing `Commands::spawn` this way does feel possible, but it will require careful thought (and maybe some additional checks), which deserves its own PR. For now, it has the same performance characteristics of the current `Commands::spawn_bundle` on main. **Note that 99% of this PR is simple renames and refactors. The only code that needs careful scrutiny is the new `World::spawn()` impl, which is relatively straightforward, but it has some new unsafe code (which re-uses battle tested BundlerSpawner code path).** --- ## Changelog - All `spawn` apis (`World::spawn`, `Commands:;spawn`, `ChildBuilder::spawn`, and `WorldChildBuilder::spawn`) now accept a bundle as input - All instances of `spawn_bundle` have been deprecated in favor of the new `spawn` api - World and Commands now have `spawn_empty()`, which is equivalent to the old `spawn()` behavior. ## Migration Guide ```rust // Old (0.8): commands .spawn() .insert_bundle((A, B, C)); // New (0.9) commands.spawn((A, B, C)); // Old (0.8): commands.spawn_bundle((A, B, C)); // New (0.9) commands.spawn((A, B, C)); // Old (0.8): let entity = commands.spawn().id(); // New (0.9) let entity = commands.spawn_empty().id(); // Old (0.8) let entity = world.spawn().id(); // New (0.9) let entity = world.spawn_empty(); ```
358 lines
13 KiB
Rust
358 lines
13 KiB
Rust
//! This example shows how to manually render 2d items using "mid level render apis" with a custom
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//! pipeline for 2d meshes.
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//! It doesn't use the [`Material2d`] abstraction, but changes the vertex buffer to include vertex color.
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//! Check out the "mesh2d" example for simpler / higher level 2d meshes.
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use std::f32::consts::PI;
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use bevy::{
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core_pipeline::core_2d::Transparent2d,
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prelude::*,
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reflect::TypeUuid,
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render::{
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mesh::{Indices, MeshVertexAttribute},
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render_asset::RenderAssets,
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render_phase::{AddRenderCommand, DrawFunctions, RenderPhase, SetItemPipeline},
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render_resource::{
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BlendState, ColorTargetState, ColorWrites, Face, FragmentState, FrontFace,
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MultisampleState, PipelineCache, PolygonMode, PrimitiveState, PrimitiveTopology,
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RenderPipelineDescriptor, SpecializedRenderPipeline, SpecializedRenderPipelines,
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TextureFormat, VertexBufferLayout, VertexFormat, VertexState, VertexStepMode,
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},
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texture::BevyDefault,
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view::VisibleEntities,
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Extract, RenderApp, RenderStage,
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},
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sprite::{
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DrawMesh2d, Mesh2dHandle, Mesh2dPipeline, Mesh2dPipelineKey, Mesh2dUniform,
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SetMesh2dBindGroup, SetMesh2dViewBindGroup,
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},
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utils::FloatOrd,
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};
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.add_plugin(ColoredMesh2dPlugin)
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.add_startup_system(star)
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.run();
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}
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fn star(
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mut commands: Commands,
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// We will add a new Mesh for the star being created
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mut meshes: ResMut<Assets<Mesh>>,
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) {
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// Let's define the mesh for the object we want to draw: a nice star.
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// We will specify here what kind of topology is used to define the mesh,
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// that is, how triangles are built from the vertices. We will use a
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// triangle list, meaning that each vertex of the triangle has to be
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// specified.
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let mut star = Mesh::new(PrimitiveTopology::TriangleList);
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// Vertices need to have a position attribute. We will use the following
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// vertices (I hope you can spot the star in the schema).
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//
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// 1
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//
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// 10 2
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// 9 0 3
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// 8 4
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// 6
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// 7 5
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//
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// These vertices are specified in 3D space.
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let mut v_pos = vec![[0.0, 0.0, 0.0]];
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for i in 0..10 {
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// The angle between each vertex is 1/10 of a full rotation.
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let a = i as f32 * PI / 5.0;
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// The radius of inner vertices (even indices) is 100. For outer vertices (odd indices) it's 200.
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let r = (1 - i % 2) as f32 * 100.0 + 100.0;
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// Add the vertex position.
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v_pos.push([r * a.sin(), r * a.cos(), 0.0]);
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}
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// Set the position attribute
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star.insert_attribute(Mesh::ATTRIBUTE_POSITION, v_pos);
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// And a RGB color attribute as well
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let mut v_color: Vec<u32> = vec![Color::BLACK.as_linear_rgba_u32()];
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v_color.extend_from_slice(&[Color::YELLOW.as_linear_rgba_u32(); 10]);
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star.insert_attribute(
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MeshVertexAttribute::new("Vertex_Color", 1, VertexFormat::Uint32),
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v_color,
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);
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// Now, we specify the indices of the vertex that are going to compose the
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// triangles in our star. Vertices in triangles have to be specified in CCW
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// winding (that will be the front face, colored). Since we are using
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// triangle list, we will specify each triangle as 3 vertices
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// First triangle: 0, 2, 1
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// Second triangle: 0, 3, 2
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// Third triangle: 0, 4, 3
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// etc
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// Last triangle: 0, 1, 10
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let mut indices = vec![0, 1, 10];
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for i in 2..=10 {
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indices.extend_from_slice(&[0, i, i - 1]);
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}
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star.set_indices(Some(Indices::U32(indices)));
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// We can now spawn the entities for the star and the camera
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commands.spawn((
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// We use a marker component to identify the custom colored meshes
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ColoredMesh2d::default(),
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// The `Handle<Mesh>` needs to be wrapped in a `Mesh2dHandle` to use 2d rendering instead of 3d
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Mesh2dHandle(meshes.add(star)),
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// These other components are needed for 2d meshes to be rendered
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Transform::default(),
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GlobalTransform::default(),
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Visibility::default(),
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ComputedVisibility::default(),
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));
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commands
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// And use an orthographic projection
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.spawn(Camera2dBundle::default());
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}
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/// A marker component for colored 2d meshes
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#[derive(Component, Default)]
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pub struct ColoredMesh2d;
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/// Custom pipeline for 2d meshes with vertex colors
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#[derive(Resource)]
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pub struct ColoredMesh2dPipeline {
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/// this pipeline wraps the standard [`Mesh2dPipeline`]
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mesh2d_pipeline: Mesh2dPipeline,
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}
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impl FromWorld for ColoredMesh2dPipeline {
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fn from_world(world: &mut World) -> Self {
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Self {
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mesh2d_pipeline: Mesh2dPipeline::from_world(world),
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}
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}
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}
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// We implement `SpecializedPipeline` to customize the default rendering from `Mesh2dPipeline`
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impl SpecializedRenderPipeline for ColoredMesh2dPipeline {
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type Key = Mesh2dPipelineKey;
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fn specialize(&self, key: Self::Key) -> RenderPipelineDescriptor {
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// Customize how to store the meshes' vertex attributes in the vertex buffer
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// Our meshes only have position and color
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let formats = vec![
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// Position
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VertexFormat::Float32x3,
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// Color
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VertexFormat::Uint32,
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];
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let vertex_layout =
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VertexBufferLayout::from_vertex_formats(VertexStepMode::Vertex, formats);
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RenderPipelineDescriptor {
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vertex: VertexState {
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// Use our custom shader
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shader: COLORED_MESH2D_SHADER_HANDLE.typed::<Shader>(),
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entry_point: "vertex".into(),
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shader_defs: Vec::new(),
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// Use our custom vertex buffer
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buffers: vec![vertex_layout],
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},
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fragment: Some(FragmentState {
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// Use our custom shader
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shader: COLORED_MESH2D_SHADER_HANDLE.typed::<Shader>(),
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shader_defs: Vec::new(),
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entry_point: "fragment".into(),
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targets: vec![Some(ColorTargetState {
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format: TextureFormat::bevy_default(),
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blend: Some(BlendState::ALPHA_BLENDING),
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write_mask: ColorWrites::ALL,
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})],
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}),
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// Use the two standard uniforms for 2d meshes
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layout: Some(vec![
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// Bind group 0 is the view uniform
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self.mesh2d_pipeline.view_layout.clone(),
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// Bind group 1 is the mesh uniform
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self.mesh2d_pipeline.mesh_layout.clone(),
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]),
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primitive: PrimitiveState {
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front_face: FrontFace::Ccw,
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cull_mode: Some(Face::Back),
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unclipped_depth: false,
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polygon_mode: PolygonMode::Fill,
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conservative: false,
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topology: key.primitive_topology(),
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strip_index_format: None,
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},
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depth_stencil: None,
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multisample: MultisampleState {
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count: key.msaa_samples(),
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mask: !0,
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alpha_to_coverage_enabled: false,
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},
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label: Some("colored_mesh2d_pipeline".into()),
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}
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}
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}
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// This specifies how to render a colored 2d mesh
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type DrawColoredMesh2d = (
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// Set the pipeline
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SetItemPipeline,
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// Set the view uniform as bind group 0
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SetMesh2dViewBindGroup<0>,
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// Set the mesh uniform as bind group 1
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SetMesh2dBindGroup<1>,
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// Draw the mesh
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DrawMesh2d,
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);
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// The custom shader can be inline like here, included from another file at build time
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// using `include_str!()`, or loaded like any other asset with `asset_server.load()`.
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const COLORED_MESH2D_SHADER: &str = r"
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// Import the standard 2d mesh uniforms and set their bind groups
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#import bevy_sprite::mesh2d_types
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#import bevy_sprite::mesh2d_view_bindings
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@group(1) @binding(0)
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var<uniform> mesh: Mesh2d;
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// NOTE: Bindings must come before functions that use them!
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#import bevy_sprite::mesh2d_functions
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// The structure of the vertex buffer is as specified in `specialize()`
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struct Vertex {
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@location(0) position: vec3<f32>,
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@location(1) color: u32,
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};
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struct VertexOutput {
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// The vertex shader must set the on-screen position of the vertex
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@builtin(position) clip_position: vec4<f32>,
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// We pass the vertex color to the fragment shader in location 0
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@location(0) color: vec4<f32>,
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};
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/// Entry point for the vertex shader
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@vertex
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fn vertex(vertex: Vertex) -> VertexOutput {
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var out: VertexOutput;
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// Project the world position of the mesh into screen position
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out.clip_position = mesh2d_position_local_to_clip(mesh.model, vec4<f32>(vertex.position, 1.0));
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// Unpack the `u32` from the vertex buffer into the `vec4<f32>` used by the fragment shader
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out.color = vec4<f32>((vec4<u32>(vertex.color) >> vec4<u32>(0u, 8u, 16u, 24u)) & vec4<u32>(255u)) / 255.0;
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return out;
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}
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// The input of the fragment shader must correspond to the output of the vertex shader for all `location`s
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struct FragmentInput {
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// The color is interpolated between vertices by default
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@location(0) color: vec4<f32>,
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};
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/// Entry point for the fragment shader
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@fragment
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fn fragment(in: FragmentInput) -> @location(0) vec4<f32> {
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return in.color;
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}
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";
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/// Plugin that renders [`ColoredMesh2d`]s
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pub struct ColoredMesh2dPlugin;
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/// Handle to the custom shader with a unique random ID
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pub const COLORED_MESH2D_SHADER_HANDLE: HandleUntyped =
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HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 13828845428412094821);
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impl Plugin for ColoredMesh2dPlugin {
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fn build(&self, app: &mut App) {
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// Load our custom shader
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let mut shaders = app.world.resource_mut::<Assets<Shader>>();
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shaders.set_untracked(
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COLORED_MESH2D_SHADER_HANDLE,
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Shader::from_wgsl(COLORED_MESH2D_SHADER),
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);
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// Register our custom draw function and pipeline, and add our render systems
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let render_app = app.get_sub_app_mut(RenderApp).unwrap();
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render_app
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.add_render_command::<Transparent2d, DrawColoredMesh2d>()
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.init_resource::<ColoredMesh2dPipeline>()
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.init_resource::<SpecializedRenderPipelines<ColoredMesh2dPipeline>>()
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.add_system_to_stage(RenderStage::Extract, extract_colored_mesh2d)
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.add_system_to_stage(RenderStage::Queue, queue_colored_mesh2d);
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}
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}
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/// Extract the [`ColoredMesh2d`] marker component into the render app
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pub fn extract_colored_mesh2d(
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mut commands: Commands,
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mut previous_len: Local<usize>,
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// When extracting, you must use `Extract` to mark the `SystemParam`s
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// which should be taken from the main world.
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query: Extract<Query<(Entity, &ComputedVisibility), With<ColoredMesh2d>>>,
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) {
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let mut values = Vec::with_capacity(*previous_len);
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for (entity, computed_visibility) in &query {
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if !computed_visibility.is_visible() {
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continue;
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}
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values.push((entity, (ColoredMesh2d,)));
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}
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*previous_len = values.len();
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commands.insert_or_spawn_batch(values);
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}
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/// Queue the 2d meshes marked with [`ColoredMesh2d`] using our custom pipeline and draw function
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#[allow(clippy::too_many_arguments)]
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pub fn queue_colored_mesh2d(
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transparent_draw_functions: Res<DrawFunctions<Transparent2d>>,
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colored_mesh2d_pipeline: Res<ColoredMesh2dPipeline>,
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mut pipelines: ResMut<SpecializedRenderPipelines<ColoredMesh2dPipeline>>,
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mut pipeline_cache: ResMut<PipelineCache>,
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msaa: Res<Msaa>,
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render_meshes: Res<RenderAssets<Mesh>>,
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colored_mesh2d: Query<(&Mesh2dHandle, &Mesh2dUniform), With<ColoredMesh2d>>,
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mut views: Query<(&VisibleEntities, &mut RenderPhase<Transparent2d>)>,
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) {
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if colored_mesh2d.is_empty() {
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return;
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}
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// Iterate each view (a camera is a view)
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for (visible_entities, mut transparent_phase) in &mut views {
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let draw_colored_mesh2d = transparent_draw_functions
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.read()
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.get_id::<DrawColoredMesh2d>()
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.unwrap();
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let mesh_key = Mesh2dPipelineKey::from_msaa_samples(msaa.samples);
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// Queue all entities visible to that view
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for visible_entity in &visible_entities.entities {
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if let Ok((mesh2d_handle, mesh2d_uniform)) = colored_mesh2d.get(*visible_entity) {
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// Get our specialized pipeline
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let mut mesh2d_key = mesh_key;
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if let Some(mesh) = render_meshes.get(&mesh2d_handle.0) {
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mesh2d_key |=
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Mesh2dPipelineKey::from_primitive_topology(mesh.primitive_topology);
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}
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let pipeline_id =
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pipelines.specialize(&mut pipeline_cache, &colored_mesh2d_pipeline, mesh2d_key);
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let mesh_z = mesh2d_uniform.transform.w_axis.z;
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transparent_phase.add(Transparent2d {
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entity: *visible_entity,
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draw_function: draw_colored_mesh2d,
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pipeline: pipeline_id,
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// The 2d render items are sorted according to their z value before rendering,
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// in order to get correct transparency
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sort_key: FloatOrd(mesh_z),
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// This material is not batched
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batch_range: None,
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});
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}
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}
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}
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}
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