mirror of
https://github.com/bevyengine/bevy
synced 2025-01-22 18:05:17 +00:00
3faca1e549
# Objective - It's possible to have errors in a draw command, but these errors are ignored ## Solution - Return a result with the error ## Changelog Renamed `RenderCommandResult::Failure` to `RenderCommandResult::Skip` Added a `reason` string parameter to `RenderCommandResult::Failure` ## Migration Guide If you were using `RenderCommandResult::Failure` to just ignore an error and retry later, use `RenderCommandResult::Skip` instead. This wasn't intentional, but this PR should also help with https://github.com/bevyengine/bevy/issues/12660 since we can turn a few unwraps into error messages now. --------- Co-authored-by: Charlotte McElwain <charlotte.c.mcelwain@gmail.com>
542 lines
19 KiB
Rust
542 lines
19 KiB
Rust
use bevy_app::{App, Plugin};
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use bevy_asset::{Asset, AssetApp, AssetId, AssetServer, Handle};
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use bevy_core_pipeline::{
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core_2d::Transparent2d,
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tonemapping::{DebandDither, Tonemapping},
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};
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use bevy_derive::{Deref, DerefMut};
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use bevy_ecs::entity::EntityHashMap;
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use bevy_ecs::{
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prelude::*,
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system::{lifetimeless::SRes, SystemParamItem},
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};
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use bevy_math::FloatOrd;
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use bevy_render::{
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mesh::{MeshVertexBufferLayoutRef, RenderMesh},
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render_asset::{
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prepare_assets, PrepareAssetError, RenderAsset, RenderAssetPlugin, RenderAssets,
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},
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render_phase::{
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AddRenderCommand, DrawFunctions, PhaseItem, PhaseItemExtraIndex, RenderCommand,
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RenderCommandResult, SetItemPipeline, TrackedRenderPass, ViewSortedRenderPhases,
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},
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render_resource::{
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AsBindGroup, AsBindGroupError, BindGroup, BindGroupId, BindGroupLayout,
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OwnedBindingResource, PipelineCache, RenderPipelineDescriptor, Shader, ShaderRef,
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SpecializedMeshPipeline, SpecializedMeshPipelineError, SpecializedMeshPipelines,
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},
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renderer::RenderDevice,
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texture::{FallbackImage, GpuImage},
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view::{ExtractedView, InheritedVisibility, Msaa, ViewVisibility, Visibility, VisibleEntities},
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Extract, ExtractSchedule, Render, RenderApp, RenderSet,
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};
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use bevy_transform::components::{GlobalTransform, Transform};
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use bevy_utils::tracing::error;
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use std::hash::Hash;
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use std::marker::PhantomData;
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use crate::{
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DrawMesh2d, Mesh2dHandle, Mesh2dPipeline, Mesh2dPipelineKey, RenderMesh2dInstances,
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SetMesh2dBindGroup, SetMesh2dViewBindGroup, WithMesh2d,
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};
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/// Materials are used alongside [`Material2dPlugin`] and [`MaterialMesh2dBundle`]
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/// to spawn entities that are rendered with a specific [`Material2d`] type. They serve as an easy to use high level
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/// way to render [`Mesh2dHandle`] entities with custom shader logic.
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///
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/// Material2ds must implement [`AsBindGroup`] to define how data will be transferred to the GPU and bound in shaders.
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/// [`AsBindGroup`] can be derived, which makes generating bindings straightforward. See the [`AsBindGroup`] docs for details.
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///
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/// # Example
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///
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/// Here is a simple Material2d implementation. The [`AsBindGroup`] derive has many features. To see what else is available,
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/// check out the [`AsBindGroup`] documentation.
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/// ```
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/// # use bevy_sprite::{Material2d, MaterialMesh2dBundle};
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/// # use bevy_ecs::prelude::*;
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/// # use bevy_reflect::TypePath;
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/// # use bevy_render::{render_resource::{AsBindGroup, ShaderRef}, texture::Image};
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/// # use bevy_color::LinearRgba;
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/// # use bevy_asset::{Handle, AssetServer, Assets, Asset};
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///
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/// #[derive(AsBindGroup, Debug, Clone, Asset, TypePath)]
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/// pub struct CustomMaterial {
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/// // Uniform bindings must implement `ShaderType`, which will be used to convert the value to
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/// // its shader-compatible equivalent. Most core math types already implement `ShaderType`.
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/// #[uniform(0)]
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/// color: LinearRgba,
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/// // Images can be bound as textures in shaders. If the Image's sampler is also needed, just
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/// // add the sampler attribute with a different binding index.
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/// #[texture(1)]
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/// #[sampler(2)]
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/// color_texture: Handle<Image>,
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/// }
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///
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/// // All functions on `Material2d` have default impls. You only need to implement the
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/// // functions that are relevant for your material.
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/// impl Material2d for CustomMaterial {
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/// fn fragment_shader() -> ShaderRef {
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/// "shaders/custom_material.wgsl".into()
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/// }
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/// }
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///
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/// // Spawn an entity using `CustomMaterial`.
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/// fn setup(mut commands: Commands, mut materials: ResMut<Assets<CustomMaterial>>, asset_server: Res<AssetServer>) {
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/// commands.spawn(MaterialMesh2dBundle {
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/// material: materials.add(CustomMaterial {
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/// color: LinearRgba::RED,
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/// color_texture: asset_server.load("some_image.png"),
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/// }),
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/// ..Default::default()
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/// });
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/// }
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/// ```
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/// In WGSL shaders, the material's binding would look like this:
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///
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/// ```wgsl
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/// struct CustomMaterial {
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/// color: vec4<f32>,
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/// }
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///
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/// @group(2) @binding(0) var<uniform> material: CustomMaterial;
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/// @group(2) @binding(1) var color_texture: texture_2d<f32>;
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/// @group(2) @binding(2) var color_sampler: sampler;
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/// ```
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pub trait Material2d: AsBindGroup + Asset + Clone + Sized {
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/// Returns this material's vertex shader. If [`ShaderRef::Default`] is returned, the default mesh vertex shader
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/// will be used.
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fn vertex_shader() -> ShaderRef {
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ShaderRef::Default
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}
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/// Returns this material's fragment shader. If [`ShaderRef::Default`] is returned, the default mesh fragment shader
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/// will be used.
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fn fragment_shader() -> ShaderRef {
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ShaderRef::Default
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}
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/// Add a bias to the view depth of the mesh which can be used to force a specific render order.
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#[inline]
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fn depth_bias(&self) -> f32 {
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0.0
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}
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/// Customizes the default [`RenderPipelineDescriptor`].
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#[allow(unused_variables)]
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#[inline]
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fn specialize(
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descriptor: &mut RenderPipelineDescriptor,
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layout: &MeshVertexBufferLayoutRef,
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key: Material2dKey<Self>,
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) -> Result<(), SpecializedMeshPipelineError> {
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Ok(())
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}
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}
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/// Adds the necessary ECS resources and render logic to enable rendering entities using the given [`Material2d`]
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/// asset type (which includes [`Material2d`] types).
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pub struct Material2dPlugin<M: Material2d>(PhantomData<M>);
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impl<M: Material2d> Default for Material2dPlugin<M> {
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fn default() -> Self {
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Self(Default::default())
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}
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}
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impl<M: Material2d> Plugin for Material2dPlugin<M>
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where
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M::Data: PartialEq + Eq + Hash + Clone,
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{
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fn build(&self, app: &mut App) {
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app.init_asset::<M>()
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.add_plugins(RenderAssetPlugin::<PreparedMaterial2d<M>>::default());
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if let Some(render_app) = app.get_sub_app_mut(RenderApp) {
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render_app
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.add_render_command::<Transparent2d, DrawMaterial2d<M>>()
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.init_resource::<RenderMaterial2dInstances<M>>()
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.init_resource::<SpecializedMeshPipelines<Material2dPipeline<M>>>()
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.add_systems(ExtractSchedule, extract_material_meshes_2d::<M>)
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.add_systems(
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Render,
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queue_material2d_meshes::<M>
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.in_set(RenderSet::QueueMeshes)
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.after(prepare_assets::<PreparedMaterial2d<M>>),
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);
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}
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}
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fn finish(&self, app: &mut App) {
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if let Some(render_app) = app.get_sub_app_mut(RenderApp) {
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render_app.init_resource::<Material2dPipeline<M>>();
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}
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}
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}
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#[derive(Resource, Deref, DerefMut)]
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pub struct RenderMaterial2dInstances<M: Material2d>(EntityHashMap<AssetId<M>>);
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impl<M: Material2d> Default for RenderMaterial2dInstances<M> {
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fn default() -> Self {
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Self(Default::default())
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}
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}
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fn extract_material_meshes_2d<M: Material2d>(
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mut material_instances: ResMut<RenderMaterial2dInstances<M>>,
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query: Extract<Query<(Entity, &ViewVisibility, &Handle<M>)>>,
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) {
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material_instances.clear();
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for (entity, view_visibility, handle) in &query {
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if view_visibility.get() {
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material_instances.insert(entity, handle.id());
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}
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}
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}
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/// Render pipeline data for a given [`Material2d`]
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#[derive(Resource)]
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pub struct Material2dPipeline<M: Material2d> {
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pub mesh2d_pipeline: Mesh2dPipeline,
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pub material2d_layout: BindGroupLayout,
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pub vertex_shader: Option<Handle<Shader>>,
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pub fragment_shader: Option<Handle<Shader>>,
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marker: PhantomData<M>,
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}
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pub struct Material2dKey<M: Material2d> {
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pub mesh_key: Mesh2dPipelineKey,
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pub bind_group_data: M::Data,
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}
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impl<M: Material2d> Eq for Material2dKey<M> where M::Data: PartialEq {}
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impl<M: Material2d> PartialEq for Material2dKey<M>
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where
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M::Data: PartialEq,
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{
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fn eq(&self, other: &Self) -> bool {
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self.mesh_key == other.mesh_key && self.bind_group_data == other.bind_group_data
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}
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}
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impl<M: Material2d> Clone for Material2dKey<M>
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where
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M::Data: Clone,
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{
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fn clone(&self) -> Self {
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Self {
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mesh_key: self.mesh_key,
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bind_group_data: self.bind_group_data.clone(),
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}
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}
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}
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impl<M: Material2d> Hash for Material2dKey<M>
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where
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M::Data: Hash,
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{
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fn hash<H: std::hash::Hasher>(&self, state: &mut H) {
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self.mesh_key.hash(state);
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self.bind_group_data.hash(state);
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}
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}
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impl<M: Material2d> Clone for Material2dPipeline<M> {
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fn clone(&self) -> Self {
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Self {
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mesh2d_pipeline: self.mesh2d_pipeline.clone(),
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material2d_layout: self.material2d_layout.clone(),
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vertex_shader: self.vertex_shader.clone(),
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fragment_shader: self.fragment_shader.clone(),
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marker: PhantomData,
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}
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}
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}
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impl<M: Material2d> SpecializedMeshPipeline for Material2dPipeline<M>
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where
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M::Data: PartialEq + Eq + Hash + Clone,
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{
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type Key = Material2dKey<M>;
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fn specialize(
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&self,
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key: Self::Key,
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layout: &MeshVertexBufferLayoutRef,
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) -> Result<RenderPipelineDescriptor, SpecializedMeshPipelineError> {
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let mut descriptor = self.mesh2d_pipeline.specialize(key.mesh_key, layout)?;
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if let Some(vertex_shader) = &self.vertex_shader {
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descriptor.vertex.shader = vertex_shader.clone();
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}
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if let Some(fragment_shader) = &self.fragment_shader {
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descriptor.fragment.as_mut().unwrap().shader = fragment_shader.clone();
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}
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descriptor.layout = vec![
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self.mesh2d_pipeline.view_layout.clone(),
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self.mesh2d_pipeline.mesh_layout.clone(),
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self.material2d_layout.clone(),
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];
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M::specialize(&mut descriptor, layout, key)?;
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Ok(descriptor)
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}
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}
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impl<M: Material2d> FromWorld for Material2dPipeline<M> {
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fn from_world(world: &mut World) -> Self {
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let asset_server = world.resource::<AssetServer>();
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let render_device = world.resource::<RenderDevice>();
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let material2d_layout = M::bind_group_layout(render_device);
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Material2dPipeline {
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mesh2d_pipeline: world.resource::<Mesh2dPipeline>().clone(),
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material2d_layout,
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vertex_shader: match M::vertex_shader() {
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ShaderRef::Default => None,
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ShaderRef::Handle(handle) => Some(handle),
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ShaderRef::Path(path) => Some(asset_server.load(path)),
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},
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fragment_shader: match M::fragment_shader() {
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ShaderRef::Default => None,
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ShaderRef::Handle(handle) => Some(handle),
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ShaderRef::Path(path) => Some(asset_server.load(path)),
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},
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marker: PhantomData,
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}
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}
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}
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type DrawMaterial2d<M> = (
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SetItemPipeline,
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SetMesh2dViewBindGroup<0>,
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SetMesh2dBindGroup<1>,
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SetMaterial2dBindGroup<M, 2>,
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DrawMesh2d,
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);
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pub struct SetMaterial2dBindGroup<M: Material2d, const I: usize>(PhantomData<M>);
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impl<P: PhaseItem, M: Material2d, const I: usize> RenderCommand<P>
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for SetMaterial2dBindGroup<M, I>
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{
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type Param = (
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SRes<RenderAssets<PreparedMaterial2d<M>>>,
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SRes<RenderMaterial2dInstances<M>>,
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);
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type ViewQuery = ();
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type ItemQuery = ();
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#[inline]
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fn render<'w>(
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item: &P,
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_view: (),
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_item_query: Option<()>,
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(materials, material_instances): SystemParamItem<'w, '_, Self::Param>,
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pass: &mut TrackedRenderPass<'w>,
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) -> RenderCommandResult {
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let materials = materials.into_inner();
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let material_instances = material_instances.into_inner();
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let Some(material_instance) = material_instances.get(&item.entity()) else {
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return RenderCommandResult::Skip;
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};
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let Some(material2d) = materials.get(*material_instance) else {
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return RenderCommandResult::Skip;
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};
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pass.set_bind_group(I, &material2d.bind_group, &[]);
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RenderCommandResult::Success
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}
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}
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pub const fn tonemapping_pipeline_key(tonemapping: Tonemapping) -> Mesh2dPipelineKey {
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match tonemapping {
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Tonemapping::None => Mesh2dPipelineKey::TONEMAP_METHOD_NONE,
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Tonemapping::Reinhard => Mesh2dPipelineKey::TONEMAP_METHOD_REINHARD,
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Tonemapping::ReinhardLuminance => Mesh2dPipelineKey::TONEMAP_METHOD_REINHARD_LUMINANCE,
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Tonemapping::AcesFitted => Mesh2dPipelineKey::TONEMAP_METHOD_ACES_FITTED,
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Tonemapping::AgX => Mesh2dPipelineKey::TONEMAP_METHOD_AGX,
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Tonemapping::SomewhatBoringDisplayTransform => {
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Mesh2dPipelineKey::TONEMAP_METHOD_SOMEWHAT_BORING_DISPLAY_TRANSFORM
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}
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Tonemapping::TonyMcMapface => Mesh2dPipelineKey::TONEMAP_METHOD_TONY_MC_MAPFACE,
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Tonemapping::BlenderFilmic => Mesh2dPipelineKey::TONEMAP_METHOD_BLENDER_FILMIC,
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}
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}
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#[allow(clippy::too_many_arguments)]
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pub fn queue_material2d_meshes<M: Material2d>(
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transparent_draw_functions: Res<DrawFunctions<Transparent2d>>,
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material2d_pipeline: Res<Material2dPipeline<M>>,
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mut pipelines: ResMut<SpecializedMeshPipelines<Material2dPipeline<M>>>,
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pipeline_cache: Res<PipelineCache>,
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render_meshes: Res<RenderAssets<RenderMesh>>,
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render_materials: Res<RenderAssets<PreparedMaterial2d<M>>>,
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mut render_mesh_instances: ResMut<RenderMesh2dInstances>,
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render_material_instances: Res<RenderMaterial2dInstances<M>>,
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mut transparent_render_phases: ResMut<ViewSortedRenderPhases<Transparent2d>>,
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mut views: Query<(
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Entity,
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&ExtractedView,
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&VisibleEntities,
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&Msaa,
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Option<&Tonemapping>,
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Option<&DebandDither>,
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)>,
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) where
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M::Data: PartialEq + Eq + Hash + Clone,
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{
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if render_material_instances.is_empty() {
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return;
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}
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for (view_entity, view, visible_entities, msaa, tonemapping, dither) in &mut views {
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let Some(transparent_phase) = transparent_render_phases.get_mut(&view_entity) else {
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continue;
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};
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let draw_transparent_2d = transparent_draw_functions.read().id::<DrawMaterial2d<M>>();
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let mut view_key = Mesh2dPipelineKey::from_msaa_samples(msaa.samples())
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| Mesh2dPipelineKey::from_hdr(view.hdr);
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if !view.hdr {
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if let Some(tonemapping) = tonemapping {
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view_key |= Mesh2dPipelineKey::TONEMAP_IN_SHADER;
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view_key |= tonemapping_pipeline_key(*tonemapping);
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}
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if let Some(DebandDither::Enabled) = dither {
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view_key |= Mesh2dPipelineKey::DEBAND_DITHER;
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}
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}
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for visible_entity in visible_entities.iter::<WithMesh2d>() {
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let Some(material_asset_id) = render_material_instances.get(visible_entity) else {
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continue;
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};
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let Some(mesh_instance) = render_mesh_instances.get_mut(visible_entity) else {
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continue;
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};
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let Some(material_2d) = render_materials.get(*material_asset_id) else {
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continue;
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};
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let Some(mesh) = render_meshes.get(mesh_instance.mesh_asset_id) else {
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continue;
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};
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let mesh_key =
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view_key | Mesh2dPipelineKey::from_primitive_topology(mesh.primitive_topology());
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let pipeline_id = pipelines.specialize(
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&pipeline_cache,
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&material2d_pipeline,
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Material2dKey {
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mesh_key,
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bind_group_data: material_2d.key.clone(),
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},
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&mesh.layout,
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);
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let pipeline_id = match pipeline_id {
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Ok(id) => id,
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Err(err) => {
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error!("{}", err);
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continue;
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}
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};
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mesh_instance.material_bind_group_id = material_2d.get_bind_group_id();
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let mesh_z = mesh_instance.transforms.world_from_local.translation.z;
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transparent_phase.add(Transparent2d {
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entity: *visible_entity,
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draw_function: draw_transparent_2d,
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pipeline: pipeline_id,
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// NOTE: Back-to-front ordering for transparent with ascending sort means far should have the
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// lowest sort key and getting closer should increase. As we have
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// -z in front of the camera, the largest distance is -far with values increasing toward the
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// camera. As such we can just use mesh_z as the distance
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sort_key: FloatOrd(mesh_z + material_2d.depth_bias),
|
|
// Batching is done in batch_and_prepare_render_phase
|
|
batch_range: 0..1,
|
|
extra_index: PhaseItemExtraIndex::NONE,
|
|
});
|
|
}
|
|
}
|
|
}
|
|
|
|
#[derive(Component, Clone, Copy, Default, PartialEq, Eq, Deref, DerefMut)]
|
|
pub struct Material2dBindGroupId(pub Option<BindGroupId>);
|
|
|
|
/// Data prepared for a [`Material2d`] instance.
|
|
pub struct PreparedMaterial2d<T: Material2d> {
|
|
pub bindings: Vec<(u32, OwnedBindingResource)>,
|
|
pub bind_group: BindGroup,
|
|
pub key: T::Data,
|
|
pub depth_bias: f32,
|
|
}
|
|
|
|
impl<T: Material2d> PreparedMaterial2d<T> {
|
|
pub fn get_bind_group_id(&self) -> Material2dBindGroupId {
|
|
Material2dBindGroupId(Some(self.bind_group.id()))
|
|
}
|
|
}
|
|
|
|
impl<M: Material2d> RenderAsset for PreparedMaterial2d<M> {
|
|
type SourceAsset = M;
|
|
|
|
type Param = (
|
|
SRes<RenderDevice>,
|
|
SRes<RenderAssets<GpuImage>>,
|
|
SRes<FallbackImage>,
|
|
SRes<Material2dPipeline<M>>,
|
|
);
|
|
|
|
fn prepare_asset(
|
|
material: Self::SourceAsset,
|
|
(render_device, images, fallback_image, pipeline): &mut SystemParamItem<Self::Param>,
|
|
) -> Result<Self, bevy_render::render_asset::PrepareAssetError<Self::SourceAsset>> {
|
|
match material.as_bind_group(
|
|
&pipeline.material2d_layout,
|
|
render_device,
|
|
images,
|
|
fallback_image,
|
|
) {
|
|
Ok(prepared) => Ok(PreparedMaterial2d {
|
|
bindings: prepared.bindings,
|
|
bind_group: prepared.bind_group,
|
|
key: prepared.data,
|
|
depth_bias: material.depth_bias(),
|
|
}),
|
|
Err(AsBindGroupError::RetryNextUpdate) => {
|
|
Err(PrepareAssetError::RetryNextUpdate(material))
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/// A component bundle for entities with a [`Mesh2dHandle`] and a [`Material2d`].
|
|
#[derive(Bundle, Clone)]
|
|
pub struct MaterialMesh2dBundle<M: Material2d> {
|
|
pub mesh: Mesh2dHandle,
|
|
pub material: Handle<M>,
|
|
pub transform: Transform,
|
|
pub global_transform: GlobalTransform,
|
|
/// User indication of whether an entity is visible
|
|
pub visibility: Visibility,
|
|
// Inherited visibility of an entity.
|
|
pub inherited_visibility: InheritedVisibility,
|
|
// Indication of whether an entity is visible in any view.
|
|
pub view_visibility: ViewVisibility,
|
|
}
|
|
|
|
impl<M: Material2d> Default for MaterialMesh2dBundle<M> {
|
|
fn default() -> Self {
|
|
Self {
|
|
mesh: Default::default(),
|
|
material: Default::default(),
|
|
transform: Default::default(),
|
|
global_transform: Default::default(),
|
|
visibility: Default::default(),
|
|
inherited_visibility: Default::default(),
|
|
view_visibility: Default::default(),
|
|
}
|
|
}
|
|
}
|