
# Objective Fixes #14782 ## Solution Enable the lint and fix all upcoming hints (`--fix`). Also tried to figure out the false-positive (see review comment). Maybe split this PR up into multiple parts where only the last one enables the lint, so some can already be merged resulting in less many files touched / less potential for merge conflicts? Currently, there are some cases where it might be easier to read the code with the qualifier, so perhaps remove the import of it and adapt its cases? In the current stage it's just a plain adoption of the suggestions in order to have a base to discuss. ## Testing `cargo clippy` and `cargo run -p ci` are happy.
457 lines
17 KiB
Rust
457 lines
17 KiB
Rust
//! Bind group layout related definitions for the mesh pipeline.
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use bevy_math::Mat4;
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use bevy_render::{
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mesh::morph::MAX_MORPH_WEIGHTS, render_resource::*, renderer::RenderDevice, texture::GpuImage,
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};
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use std::mem::size_of;
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use crate::render::skin::MAX_JOINTS;
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const MORPH_WEIGHT_SIZE: usize = size_of::<f32>();
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pub const MORPH_BUFFER_SIZE: usize = MAX_MORPH_WEIGHTS * MORPH_WEIGHT_SIZE;
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const JOINT_SIZE: usize = size_of::<Mat4>();
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pub(crate) const JOINT_BUFFER_SIZE: usize = MAX_JOINTS * JOINT_SIZE;
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/// Individual layout entries.
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mod layout_entry {
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use super::{JOINT_BUFFER_SIZE, MORPH_BUFFER_SIZE};
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use crate::MeshUniform;
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use bevy_render::{
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render_resource::{
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binding_types::{sampler, texture_2d, texture_3d, uniform_buffer_sized},
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BindGroupLayoutEntryBuilder, BufferSize, GpuArrayBuffer, SamplerBindingType,
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ShaderStages, TextureSampleType,
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},
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renderer::RenderDevice,
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};
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pub(super) fn model(render_device: &RenderDevice) -> BindGroupLayoutEntryBuilder {
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GpuArrayBuffer::<MeshUniform>::binding_layout(render_device)
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.visibility(ShaderStages::VERTEX_FRAGMENT)
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}
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pub(super) fn skinning() -> BindGroupLayoutEntryBuilder {
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uniform_buffer_sized(true, BufferSize::new(JOINT_BUFFER_SIZE as u64))
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}
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pub(super) fn weights() -> BindGroupLayoutEntryBuilder {
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uniform_buffer_sized(true, BufferSize::new(MORPH_BUFFER_SIZE as u64))
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}
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pub(super) fn targets() -> BindGroupLayoutEntryBuilder {
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texture_3d(TextureSampleType::Float { filterable: false })
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}
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pub(super) fn lightmaps_texture_view() -> BindGroupLayoutEntryBuilder {
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texture_2d(TextureSampleType::Float { filterable: true }).visibility(ShaderStages::FRAGMENT)
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}
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pub(super) fn lightmaps_sampler() -> BindGroupLayoutEntryBuilder {
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sampler(SamplerBindingType::Filtering).visibility(ShaderStages::FRAGMENT)
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}
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}
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/// Individual [`BindGroupEntry`]
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/// for bind groups.
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mod entry {
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use super::{JOINT_BUFFER_SIZE, MORPH_BUFFER_SIZE};
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use bevy_render::render_resource::{
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BindGroupEntry, BindingResource, Buffer, BufferBinding, BufferSize, Sampler, TextureView,
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};
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fn entry(binding: u32, size: u64, buffer: &Buffer) -> BindGroupEntry {
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BindGroupEntry {
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binding,
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resource: BindingResource::Buffer(BufferBinding {
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buffer,
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offset: 0,
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size: Some(BufferSize::new(size).unwrap()),
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}),
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}
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}
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pub(super) fn model(binding: u32, resource: BindingResource) -> BindGroupEntry {
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BindGroupEntry { binding, resource }
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}
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pub(super) fn skinning(binding: u32, buffer: &Buffer) -> BindGroupEntry {
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entry(binding, JOINT_BUFFER_SIZE as u64, buffer)
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}
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pub(super) fn weights(binding: u32, buffer: &Buffer) -> BindGroupEntry {
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entry(binding, MORPH_BUFFER_SIZE as u64, buffer)
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}
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pub(super) fn targets(binding: u32, texture: &TextureView) -> BindGroupEntry {
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BindGroupEntry {
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binding,
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resource: BindingResource::TextureView(texture),
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}
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}
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pub(super) fn lightmaps_texture_view(binding: u32, texture: &TextureView) -> BindGroupEntry {
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BindGroupEntry {
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binding,
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resource: BindingResource::TextureView(texture),
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}
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}
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pub(super) fn lightmaps_sampler(binding: u32, sampler: &Sampler) -> BindGroupEntry {
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BindGroupEntry {
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binding,
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resource: BindingResource::Sampler(sampler),
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}
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}
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}
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/// All possible [`BindGroupLayout`]s in bevy's default mesh shader (`mesh.wgsl`).
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#[derive(Clone)]
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pub struct MeshLayouts {
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/// The mesh model uniform (transform) and nothing else.
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pub model_only: BindGroupLayout,
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/// Includes the lightmap texture and uniform.
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pub lightmapped: BindGroupLayout,
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/// Also includes the uniform for skinning
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pub skinned: BindGroupLayout,
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/// Like [`MeshLayouts::skinned`], but includes slots for the previous
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/// frame's joint matrices, so that we can compute motion vectors.
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pub skinned_motion: BindGroupLayout,
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/// Also includes the uniform and [`MorphAttributes`] for morph targets.
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///
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/// [`MorphAttributes`]: bevy_render::mesh::morph::MorphAttributes
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pub morphed: BindGroupLayout,
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/// Like [`MeshLayouts::morphed`], but includes a slot for the previous
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/// frame's morph weights, so that we can compute motion vectors.
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pub morphed_motion: BindGroupLayout,
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/// Also includes both uniforms for skinning and morph targets, also the
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/// morph target [`MorphAttributes`] binding.
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///
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/// [`MorphAttributes`]: bevy_render::mesh::morph::MorphAttributes
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pub morphed_skinned: BindGroupLayout,
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/// Like [`MeshLayouts::morphed_skinned`], but includes slots for the
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/// previous frame's joint matrices and morph weights, so that we can
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/// compute motion vectors.
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pub morphed_skinned_motion: BindGroupLayout,
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}
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impl MeshLayouts {
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/// Prepare the layouts used by the default bevy [`Mesh`].
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///
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/// [`Mesh`]: bevy_render::prelude::Mesh
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pub fn new(render_device: &RenderDevice) -> Self {
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MeshLayouts {
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model_only: Self::model_only_layout(render_device),
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lightmapped: Self::lightmapped_layout(render_device),
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skinned: Self::skinned_layout(render_device),
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skinned_motion: Self::skinned_motion_layout(render_device),
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morphed: Self::morphed_layout(render_device),
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morphed_motion: Self::morphed_motion_layout(render_device),
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morphed_skinned: Self::morphed_skinned_layout(render_device),
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morphed_skinned_motion: Self::morphed_skinned_motion_layout(render_device),
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}
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}
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// ---------- create individual BindGroupLayouts ----------
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fn model_only_layout(render_device: &RenderDevice) -> BindGroupLayout {
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render_device.create_bind_group_layout(
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"mesh_layout",
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&BindGroupLayoutEntries::single(
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ShaderStages::empty(),
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layout_entry::model(render_device),
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),
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)
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}
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/// Creates the layout for skinned meshes.
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fn skinned_layout(render_device: &RenderDevice) -> BindGroupLayout {
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render_device.create_bind_group_layout(
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"skinned_mesh_layout",
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&BindGroupLayoutEntries::with_indices(
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ShaderStages::VERTEX,
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(
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(0, layout_entry::model(render_device)),
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// The current frame's joint matrix buffer.
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(1, layout_entry::skinning()),
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),
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),
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)
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}
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/// Creates the layout for skinned meshes with the infrastructure to compute
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/// motion vectors.
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fn skinned_motion_layout(render_device: &RenderDevice) -> BindGroupLayout {
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render_device.create_bind_group_layout(
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"skinned_motion_mesh_layout",
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&BindGroupLayoutEntries::with_indices(
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ShaderStages::VERTEX,
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(
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(0, layout_entry::model(render_device)),
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// The current frame's joint matrix buffer.
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(1, layout_entry::skinning()),
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// The previous frame's joint matrix buffer.
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(6, layout_entry::skinning()),
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),
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),
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)
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}
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/// Creates the layout for meshes with morph targets.
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fn morphed_layout(render_device: &RenderDevice) -> BindGroupLayout {
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render_device.create_bind_group_layout(
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"morphed_mesh_layout",
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&BindGroupLayoutEntries::with_indices(
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ShaderStages::VERTEX,
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(
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(0, layout_entry::model(render_device)),
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// The current frame's morph weight buffer.
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(2, layout_entry::weights()),
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(3, layout_entry::targets()),
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),
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),
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)
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}
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/// Creates the layout for meshes with morph targets and the infrastructure
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/// to compute motion vectors.
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fn morphed_motion_layout(render_device: &RenderDevice) -> BindGroupLayout {
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render_device.create_bind_group_layout(
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"morphed_mesh_layout",
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&BindGroupLayoutEntries::with_indices(
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ShaderStages::VERTEX,
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(
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(0, layout_entry::model(render_device)),
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// The current frame's morph weight buffer.
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(2, layout_entry::weights()),
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(3, layout_entry::targets()),
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// The previous frame's morph weight buffer.
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(7, layout_entry::weights()),
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),
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),
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)
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}
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/// Creates the bind group layout for meshes with both skins and morph
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/// targets.
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fn morphed_skinned_layout(render_device: &RenderDevice) -> BindGroupLayout {
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render_device.create_bind_group_layout(
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"morphed_skinned_mesh_layout",
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&BindGroupLayoutEntries::with_indices(
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ShaderStages::VERTEX,
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(
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(0, layout_entry::model(render_device)),
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// The current frame's joint matrix buffer.
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(1, layout_entry::skinning()),
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// The current frame's morph weight buffer.
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(2, layout_entry::weights()),
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(3, layout_entry::targets()),
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),
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),
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)
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}
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/// Creates the bind group layout for meshes with both skins and morph
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/// targets, in addition to the infrastructure to compute motion vectors.
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fn morphed_skinned_motion_layout(render_device: &RenderDevice) -> BindGroupLayout {
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render_device.create_bind_group_layout(
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"morphed_skinned_motion_mesh_layout",
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&BindGroupLayoutEntries::with_indices(
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ShaderStages::VERTEX,
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(
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(0, layout_entry::model(render_device)),
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// The current frame's joint matrix buffer.
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(1, layout_entry::skinning()),
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// The current frame's morph weight buffer.
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(2, layout_entry::weights()),
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(3, layout_entry::targets()),
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// The previous frame's joint matrix buffer.
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(6, layout_entry::skinning()),
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// The previous frame's morph weight buffer.
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(7, layout_entry::weights()),
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),
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),
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)
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}
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fn lightmapped_layout(render_device: &RenderDevice) -> BindGroupLayout {
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render_device.create_bind_group_layout(
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"lightmapped_mesh_layout",
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&BindGroupLayoutEntries::with_indices(
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ShaderStages::VERTEX,
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(
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(0, layout_entry::model(render_device)),
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(4, layout_entry::lightmaps_texture_view()),
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(5, layout_entry::lightmaps_sampler()),
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),
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),
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)
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}
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// ---------- BindGroup methods ----------
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pub fn model_only(&self, render_device: &RenderDevice, model: &BindingResource) -> BindGroup {
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render_device.create_bind_group(
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"model_only_mesh_bind_group",
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&self.model_only,
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&[entry::model(0, model.clone())],
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)
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}
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pub fn lightmapped(
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&self,
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render_device: &RenderDevice,
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model: &BindingResource,
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lightmap: &GpuImage,
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) -> BindGroup {
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render_device.create_bind_group(
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"lightmapped_mesh_bind_group",
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&self.lightmapped,
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&[
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entry::model(0, model.clone()),
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entry::lightmaps_texture_view(4, &lightmap.texture_view),
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entry::lightmaps_sampler(5, &lightmap.sampler),
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],
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)
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}
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/// Creates the bind group for skinned meshes with no morph targets.
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pub fn skinned(
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&self,
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render_device: &RenderDevice,
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model: &BindingResource,
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current_skin: &Buffer,
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) -> BindGroup {
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render_device.create_bind_group(
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"skinned_mesh_bind_group",
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&self.skinned,
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&[
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entry::model(0, model.clone()),
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entry::skinning(1, current_skin),
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],
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)
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}
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/// Creates the bind group for skinned meshes with no morph targets, with
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/// the infrastructure to compute motion vectors.
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///
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/// `current_skin` is the buffer of joint matrices for this frame;
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/// `prev_skin` is the buffer for the previous frame. The latter is used for
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/// motion vector computation. If there is no such applicable buffer,
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/// `current_skin` and `prev_skin` will reference the same buffer.
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pub fn skinned_motion(
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&self,
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render_device: &RenderDevice,
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model: &BindingResource,
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current_skin: &Buffer,
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prev_skin: &Buffer,
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) -> BindGroup {
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render_device.create_bind_group(
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"skinned_motion_mesh_bind_group",
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&self.skinned_motion,
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&[
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entry::model(0, model.clone()),
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entry::skinning(1, current_skin),
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entry::skinning(6, prev_skin),
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],
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)
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}
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/// Creates the bind group for meshes with no skins but morph targets.
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pub fn morphed(
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&self,
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render_device: &RenderDevice,
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model: &BindingResource,
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current_weights: &Buffer,
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targets: &TextureView,
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) -> BindGroup {
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render_device.create_bind_group(
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"morphed_mesh_bind_group",
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&self.morphed,
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&[
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entry::model(0, model.clone()),
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entry::weights(2, current_weights),
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entry::targets(3, targets),
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],
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)
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}
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/// Creates the bind group for meshes with no skins but morph targets, in
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/// addition to the infrastructure to compute motion vectors.
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///
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/// `current_weights` is the buffer of morph weights for this frame;
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/// `prev_weights` is the buffer for the previous frame. The latter is used
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/// for motion vector computation. If there is no such applicable buffer,
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/// `current_weights` and `prev_weights` will reference the same buffer.
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pub fn morphed_motion(
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&self,
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render_device: &RenderDevice,
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model: &BindingResource,
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current_weights: &Buffer,
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targets: &TextureView,
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prev_weights: &Buffer,
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) -> BindGroup {
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render_device.create_bind_group(
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"morphed_motion_mesh_bind_group",
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&self.morphed_motion,
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&[
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entry::model(0, model.clone()),
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entry::weights(2, current_weights),
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entry::targets(3, targets),
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entry::weights(7, prev_weights),
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],
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)
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}
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/// Creates the bind group for meshes with skins and morph targets.
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#[allow(clippy::too_many_arguments)]
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pub fn morphed_skinned(
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&self,
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render_device: &RenderDevice,
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model: &BindingResource,
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current_skin: &Buffer,
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current_weights: &Buffer,
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targets: &TextureView,
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) -> BindGroup {
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render_device.create_bind_group(
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"morphed_skinned_mesh_bind_group",
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&self.morphed_skinned,
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&[
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entry::model(0, model.clone()),
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entry::skinning(1, current_skin),
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entry::weights(2, current_weights),
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entry::targets(3, targets),
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],
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)
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}
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/// Creates the bind group for meshes with skins and morph targets, in
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/// addition to the infrastructure to compute motion vectors.
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///
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/// See the documentation for [`MeshLayouts::skinned_motion`] and
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/// [`MeshLayouts::morphed_motion`] above for more information about the
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/// `current_skin`, `prev_skin`, `current_weights`, and `prev_weights`
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/// buffers.
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#[allow(clippy::too_many_arguments)]
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pub fn morphed_skinned_motion(
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&self,
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render_device: &RenderDevice,
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model: &BindingResource,
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current_skin: &Buffer,
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current_weights: &Buffer,
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targets: &TextureView,
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prev_skin: &Buffer,
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prev_weights: &Buffer,
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) -> BindGroup {
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render_device.create_bind_group(
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"morphed_skinned_motion_mesh_bind_group",
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&self.morphed_skinned_motion,
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&[
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entry::model(0, model.clone()),
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entry::skinning(1, current_skin),
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entry::weights(2, current_weights),
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entry::targets(3, targets),
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entry::skinning(6, prev_skin),
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entry::weights(7, prev_weights),
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],
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)
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}
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}
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