update wireframe rendering to new renderer (#3193)
Updates the wireframe rendering initialliy implemented in https://github.com/bevyengine/bevy/pull/562 to the new renderer. It lives in `bevy_pbr2` instead of `bevy_render2` because that way it can reuse the `MeshPipeline`.
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pub mod wireframe;
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mod alpha;
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mod bundle;
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mod light;
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28
pipelined/bevy_pbr2/src/render/wireframe.wgsl
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28
pipelined/bevy_pbr2/src/render/wireframe.wgsl
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#import bevy_pbr::mesh_view_bind_group
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#import bevy_pbr::mesh_struct
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struct Vertex {
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[[location(0)]] position: vec3<f32>;
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};
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[[group(1), binding(0)]]
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var<uniform> mesh: Mesh;
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struct VertexOutput {
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[[builtin(position)]] clip_position: vec4<f32>;
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};
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[[stage(vertex)]]
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fn vertex(vertex: Vertex) -> VertexOutput {
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let world_position = mesh.model * vec4<f32>(vertex.position, 1.0);
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var out: VertexOutput;
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out.clip_position = view.view_proj * world_position;
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return out;
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}
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[[stage(fragment)]]
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fn fragment() -> [[location(0)]] vec4<f32> {
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return vec4<f32>(1.0, 1.0, 1.0, 1.0);
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}
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145
pipelined/bevy_pbr2/src/wireframe.rs
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145
pipelined/bevy_pbr2/src/wireframe.rs
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use crate::MeshPipeline;
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use crate::{DrawMesh, MeshPipelineKey, MeshUniform, SetMeshBindGroup, SetMeshViewBindGroup};
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use bevy_app::Plugin;
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use bevy_asset::{Assets, Handle, HandleUntyped};
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use bevy_core_pipeline::Opaque3d;
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use bevy_ecs::{prelude::*, reflect::ReflectComponent};
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use bevy_reflect::Reflect;
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use bevy_reflect::TypeUuid;
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use bevy_render2::{
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mesh::Mesh,
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render_phase::{AddRenderCommand, DrawFunctions, RenderPhase, SetItemPipeline},
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render_resource::{RenderPipelineCache, Shader, SpecializedPipeline, SpecializedPipelines},
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view::{ExtractedView, Msaa},
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RenderApp, RenderStage,
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};
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use wgpu::PolygonMode;
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pub const WIREFRAME_SHADER_HANDLE: HandleUntyped =
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HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 192598014480025766);
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#[derive(Debug, Default)]
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pub struct WireframePlugin;
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impl Plugin for WireframePlugin {
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fn build(&self, app: &mut bevy_app::App) {
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let mut shaders = app.world.get_resource_mut::<Assets<Shader>>().unwrap();
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shaders.set_untracked(
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WIREFRAME_SHADER_HANDLE,
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Shader::from_wgsl(include_str!("render/wireframe.wgsl")),
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);
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app.init_resource::<WireframeConfig>();
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app.sub_app(RenderApp)
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.add_render_command::<Opaque3d, DrawWireframes>()
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.init_resource::<WireframePipeline>()
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.init_resource::<SpecializedPipelines<WireframePipeline>>()
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.add_system_to_stage(RenderStage::Extract, extract_wireframes)
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.add_system_to_stage(RenderStage::Extract, extract_wireframe_config)
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.add_system_to_stage(RenderStage::Queue, queue_wireframes);
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}
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}
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fn extract_wireframe_config(mut commands: Commands, wireframe_config: Res<WireframeConfig>) {
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if wireframe_config.is_added() || wireframe_config.is_changed() {
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commands.insert_resource(wireframe_config.into_inner().clone());
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}
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}
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fn extract_wireframes(mut commands: Commands, query: Query<Entity, With<Wireframe>>) {
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for entity in query.iter() {
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commands.get_or_spawn(entity).insert(Wireframe);
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}
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}
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/// Controls whether an entity should rendered in wireframe-mode if the [WireframePlugin] is enabled
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#[derive(Component, Debug, Clone, Default, Reflect)]
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#[reflect(Component)]
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pub struct Wireframe;
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#[derive(Debug, Clone, Default)]
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pub struct WireframeConfig {
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/// Whether to show wireframes for all meshes. If `false`, only meshes with a [Wireframe] component will be rendered.
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pub global: bool,
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}
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pub struct WireframePipeline {
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mesh_pipeline: MeshPipeline,
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shader: Handle<Shader>,
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}
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impl FromWorld for WireframePipeline {
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fn from_world(render_world: &mut World) -> Self {
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WireframePipeline {
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mesh_pipeline: render_world.get_resource::<MeshPipeline>().unwrap().clone(),
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shader: WIREFRAME_SHADER_HANDLE.typed(),
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}
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}
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}
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impl SpecializedPipeline for WireframePipeline {
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type Key = MeshPipelineKey;
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fn specialize(
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&self,
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key: Self::Key,
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) -> bevy_render2::render_resource::RenderPipelineDescriptor {
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let mut descriptor = self.mesh_pipeline.specialize(key);
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descriptor.vertex.shader = self.shader.clone_weak();
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descriptor.fragment.as_mut().unwrap().shader = self.shader.clone_weak();
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descriptor.primitive.polygon_mode = PolygonMode::Line;
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descriptor.depth_stencil.as_mut().unwrap().bias.slope_scale = 1.0;
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descriptor
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}
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}
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#[allow(clippy::too_many_arguments)]
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fn queue_wireframes(
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opaque_3d_draw_functions: Res<DrawFunctions<Opaque3d>>,
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wireframe_config: Res<WireframeConfig>,
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wireframe_pipeline: Res<WireframePipeline>,
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mut pipeline_cache: ResMut<RenderPipelineCache>,
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mut specialized_pipelines: ResMut<SpecializedPipelines<WireframePipeline>>,
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msaa: Res<Msaa>,
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mut material_meshes: QuerySet<(
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QueryState<(Entity, &MeshUniform), With<Handle<Mesh>>>,
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QueryState<(Entity, &MeshUniform), (With<Handle<Mesh>>, With<Wireframe>)>,
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)>,
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mut views: Query<(&ExtractedView, &mut RenderPhase<Opaque3d>)>,
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) {
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let draw_custom = opaque_3d_draw_functions
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.read()
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.get_id::<DrawWireframes>()
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.unwrap();
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let key = MeshPipelineKey::from_msaa_samples(msaa.samples);
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for (view, mut transparent_phase) in views.iter_mut() {
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let view_matrix = view.transform.compute_matrix();
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let view_row_2 = view_matrix.row(2);
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let add_render_phase = |(entity, mesh_uniform): (Entity, &MeshUniform)| {
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transparent_phase.add(Opaque3d {
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entity,
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pipeline: specialized_pipelines.specialize(
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&mut pipeline_cache,
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&wireframe_pipeline,
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key,
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),
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draw_function: draw_custom,
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distance: view_row_2.dot(mesh_uniform.transform.col(3)),
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});
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};
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if wireframe_config.global {
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material_meshes.q0().iter().for_each(add_render_phase);
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} else {
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material_meshes.q1().iter().for_each(add_render_phase);
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}
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}
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}
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type DrawWireframes = (
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SetItemPipeline,
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SetMeshViewBindGroup<0>,
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SetMeshBindGroup<1>,
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DrawMesh,
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);
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