bevy/crates/bevy_sprite/src/mesh2d/mesh.rs
François 71842c5ac9
Webgpu support (#8336)
# Objective

- Support WebGPU
- alternative to #5027 that doesn't need any async / await
- fixes #8315 
- Surprise fix #7318

## Solution

### For async renderer initialisation 

- Update the plugin lifecycle:
  - app builds the plugin
    - calls `plugin.build`
    - registers the plugin
  - app starts the event loop
- event loop waits for `ready` of all registered plugins in the same
order
    - returns `true` by default
- then call all `finish` then all `cleanup` in the same order as
registered
  - then execute the schedule

In the case of the renderer, to avoid anything async:
- building the renderer plugin creates a detached task that will send
back the initialised renderer through a mutex in a resource
- `ready` will wait for the renderer to be present in the resource
- `finish` will take that renderer and place it in the expected
resources by other plugins
- other plugins (that expect the renderer to be available) `finish` are
called and they are able to set up their pipelines
- `cleanup` is called, only custom one is still for pipeline rendering

### For WebGPU support

- update the `build-wasm-example` script to support passing `--api
webgpu` that will build the example with WebGPU support
- feature for webgl2 was always enabled when building for wasm. it's now
in the default feature list and enabled on all platforms, so check for
this feature must also check that the target_arch is `wasm32`

---

## Migration Guide

- `Plugin::setup` has been renamed `Plugin::cleanup`
- `Plugin::finish` has been added, and plugins adding pipelines should
do it in this function instead of `Plugin::build`
```rust
// Before
impl Plugin for MyPlugin {
    fn build(&self, app: &mut App) {
        app.insert_resource::<MyResource>
            .add_systems(Update, my_system);

        let render_app = match app.get_sub_app_mut(RenderApp) {
            Ok(render_app) => render_app,
            Err(_) => return,
        };

        render_app
            .init_resource::<RenderResourceNeedingDevice>()
            .init_resource::<OtherRenderResource>();
    }
}

// After
impl Plugin for MyPlugin {
    fn build(&self, app: &mut App) {
        app.insert_resource::<MyResource>
            .add_systems(Update, my_system);
    
        let render_app = match app.get_sub_app_mut(RenderApp) {
            Ok(render_app) => render_app,
            Err(_) => return,
        };
    
        render_app
            .init_resource::<OtherRenderResource>();
    }

    fn finish(&self, app: &mut App) {
        let render_app = match app.get_sub_app_mut(RenderApp) {
            Ok(render_app) => render_app,
            Err(_) => return,
        };
    
        render_app
            .init_resource::<RenderResourceNeedingDevice>();
    }
}
```
2023-05-04 22:07:57 +00:00

620 lines
23 KiB
Rust

use bevy_app::Plugin;
use bevy_asset::{load_internal_asset, Handle, HandleUntyped};
use bevy_ecs::{
prelude::*,
query::ROQueryItem,
system::{lifetimeless::*, SystemParamItem, SystemState},
};
use bevy_math::{Mat4, Vec2};
use bevy_reflect::{Reflect, TypeUuid};
use bevy_render::{
extract_component::{ComponentUniforms, DynamicUniformIndex, UniformComponentPlugin},
globals::{GlobalsBuffer, GlobalsUniform},
mesh::{GpuBufferInfo, Mesh, MeshVertexBufferLayout},
render_asset::RenderAssets,
render_phase::{PhaseItem, RenderCommand, RenderCommandResult, TrackedRenderPass},
render_resource::*,
renderer::{RenderDevice, RenderQueue},
texture::{
BevyDefault, DefaultImageSampler, GpuImage, Image, ImageSampler, TextureFormatPixelInfo,
},
view::{
ComputedVisibility, ExtractedView, ViewTarget, ViewUniform, ViewUniformOffset, ViewUniforms,
},
Extract, ExtractSchedule, Render, RenderApp, RenderSet,
};
use bevy_transform::components::GlobalTransform;
/// Component for rendering with meshes in the 2d pipeline, usually with a [2d material](crate::Material2d) such as [`ColorMaterial`](crate::ColorMaterial).
///
/// It wraps a [`Handle<Mesh>`] to differentiate from the 3d pipelines which use the handles directly as components
#[derive(Default, Clone, Component, Debug, Reflect)]
#[reflect(Component)]
pub struct Mesh2dHandle(pub Handle<Mesh>);
impl From<Handle<Mesh>> for Mesh2dHandle {
fn from(handle: Handle<Mesh>) -> Self {
Self(handle)
}
}
#[derive(Default)]
pub struct Mesh2dRenderPlugin;
pub const MESH2D_VERTEX_OUTPUT: HandleUntyped =
HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 7646632476603252194);
pub const MESH2D_VIEW_TYPES_HANDLE: HandleUntyped =
HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 12677582416765805110);
pub const MESH2D_VIEW_BINDINGS_HANDLE: HandleUntyped =
HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 6901431444735842434);
pub const MESH2D_TYPES_HANDLE: HandleUntyped =
HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 8994673400261890424);
pub const MESH2D_BINDINGS_HANDLE: HandleUntyped =
HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 8983617858458862856);
pub const MESH2D_FUNCTIONS_HANDLE: HandleUntyped =
HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 4976379308250389413);
pub const MESH2D_SHADER_HANDLE: HandleUntyped =
HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 2971387252468633715);
impl Plugin for Mesh2dRenderPlugin {
fn build(&self, app: &mut bevy_app::App) {
load_internal_asset!(
app,
MESH2D_VERTEX_OUTPUT,
"mesh2d_vertex_output.wgsl",
Shader::from_wgsl
);
load_internal_asset!(
app,
MESH2D_VIEW_TYPES_HANDLE,
"mesh2d_view_types.wgsl",
Shader::from_wgsl
);
load_internal_asset!(
app,
MESH2D_VIEW_BINDINGS_HANDLE,
"mesh2d_view_bindings.wgsl",
Shader::from_wgsl
);
load_internal_asset!(
app,
MESH2D_TYPES_HANDLE,
"mesh2d_types.wgsl",
Shader::from_wgsl
);
load_internal_asset!(
app,
MESH2D_BINDINGS_HANDLE,
"mesh2d_bindings.wgsl",
Shader::from_wgsl
);
load_internal_asset!(
app,
MESH2D_FUNCTIONS_HANDLE,
"mesh2d_functions.wgsl",
Shader::from_wgsl
);
load_internal_asset!(app, MESH2D_SHADER_HANDLE, "mesh2d.wgsl", Shader::from_wgsl);
app.add_plugin(UniformComponentPlugin::<Mesh2dUniform>::default());
if let Ok(render_app) = app.get_sub_app_mut(RenderApp) {
render_app
.init_resource::<SpecializedMeshPipelines<Mesh2dPipeline>>()
.add_systems(ExtractSchedule, extract_mesh2d)
.add_systems(
Render,
(
queue_mesh2d_bind_group.in_set(RenderSet::Queue),
queue_mesh2d_view_bind_groups.in_set(RenderSet::Queue),
),
);
}
}
fn finish(&self, app: &mut bevy_app::App) {
if let Ok(render_app) = app.get_sub_app_mut(RenderApp) {
render_app.init_resource::<Mesh2dPipeline>();
}
}
}
#[derive(Component, ShaderType, Clone)]
pub struct Mesh2dUniform {
pub transform: Mat4,
pub inverse_transpose_model: Mat4,
pub flags: u32,
}
// NOTE: These must match the bit flags in bevy_sprite/src/mesh2d/mesh2d.wgsl!
bitflags::bitflags! {
#[repr(transparent)]
struct MeshFlags: u32 {
const NONE = 0;
const UNINITIALIZED = 0xFFFF;
}
}
pub fn extract_mesh2d(
mut commands: Commands,
mut previous_len: Local<usize>,
query: Extract<Query<(Entity, &ComputedVisibility, &GlobalTransform, &Mesh2dHandle)>>,
) {
let mut values = Vec::with_capacity(*previous_len);
for (entity, computed_visibility, transform, handle) in &query {
if !computed_visibility.is_visible() {
continue;
}
let transform = transform.compute_matrix();
values.push((
entity,
(
Mesh2dHandle(handle.0.clone_weak()),
Mesh2dUniform {
flags: MeshFlags::empty().bits,
transform,
inverse_transpose_model: transform.inverse().transpose(),
},
),
));
}
*previous_len = values.len();
commands.insert_or_spawn_batch(values);
}
#[derive(Resource, Clone)]
pub struct Mesh2dPipeline {
pub view_layout: BindGroupLayout,
pub mesh_layout: BindGroupLayout,
// This dummy white texture is to be used in place of optional textures
pub dummy_white_gpu_image: GpuImage,
}
impl FromWorld for Mesh2dPipeline {
fn from_world(world: &mut World) -> Self {
let mut system_state: SystemState<(Res<RenderDevice>, Res<DefaultImageSampler>)> =
SystemState::new(world);
let (render_device, default_sampler) = system_state.get_mut(world);
let view_layout = render_device.create_bind_group_layout(&BindGroupLayoutDescriptor {
entries: &[
// View
BindGroupLayoutEntry {
binding: 0,
visibility: ShaderStages::VERTEX | ShaderStages::FRAGMENT,
ty: BindingType::Buffer {
ty: BufferBindingType::Uniform,
has_dynamic_offset: true,
min_binding_size: Some(ViewUniform::min_size()),
},
count: None,
},
BindGroupLayoutEntry {
binding: 1,
visibility: ShaderStages::VERTEX_FRAGMENT,
ty: BindingType::Buffer {
ty: BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: Some(GlobalsUniform::min_size()),
},
count: None,
},
],
label: Some("mesh2d_view_layout"),
});
let mesh_layout = render_device.create_bind_group_layout(&BindGroupLayoutDescriptor {
entries: &[BindGroupLayoutEntry {
binding: 0,
visibility: ShaderStages::VERTEX | ShaderStages::FRAGMENT,
ty: BindingType::Buffer {
ty: BufferBindingType::Uniform,
has_dynamic_offset: true,
min_binding_size: Some(Mesh2dUniform::min_size()),
},
count: None,
}],
label: Some("mesh2d_layout"),
});
// A 1x1x1 'all 1.0' texture to use as a dummy texture to use in place of optional StandardMaterial textures
let dummy_white_gpu_image = {
let image = Image::default();
let texture = render_device.create_texture(&image.texture_descriptor);
let sampler = match image.sampler_descriptor {
ImageSampler::Default => (**default_sampler).clone(),
ImageSampler::Descriptor(descriptor) => render_device.create_sampler(&descriptor),
};
let format_size = image.texture_descriptor.format.pixel_size();
let render_queue = world.resource_mut::<RenderQueue>();
render_queue.write_texture(
ImageCopyTexture {
texture: &texture,
mip_level: 0,
origin: Origin3d::ZERO,
aspect: TextureAspect::All,
},
&image.data,
ImageDataLayout {
offset: 0,
bytes_per_row: Some(image.texture_descriptor.size.width * format_size as u32),
rows_per_image: None,
},
image.texture_descriptor.size,
);
let texture_view = texture.create_view(&TextureViewDescriptor::default());
GpuImage {
texture,
texture_view,
texture_format: image.texture_descriptor.format,
sampler,
size: Vec2::new(
image.texture_descriptor.size.width as f32,
image.texture_descriptor.size.height as f32,
),
mip_level_count: image.texture_descriptor.mip_level_count,
}
};
Mesh2dPipeline {
view_layout,
mesh_layout,
dummy_white_gpu_image,
}
}
}
impl Mesh2dPipeline {
pub fn get_image_texture<'a>(
&'a self,
gpu_images: &'a RenderAssets<Image>,
handle_option: &Option<Handle<Image>>,
) -> Option<(&'a TextureView, &'a Sampler)> {
if let Some(handle) = handle_option {
let gpu_image = gpu_images.get(handle)?;
Some((&gpu_image.texture_view, &gpu_image.sampler))
} else {
Some((
&self.dummy_white_gpu_image.texture_view,
&self.dummy_white_gpu_image.sampler,
))
}
}
}
bitflags::bitflags! {
#[repr(transparent)]
// NOTE: Apparently quadro drivers support up to 64x MSAA.
// MSAA uses the highest 3 bits for the MSAA log2(sample count) to support up to 128x MSAA.
// FIXME: make normals optional?
pub struct Mesh2dPipelineKey: u32 {
const NONE = 0;
const HDR = (1 << 0);
const TONEMAP_IN_SHADER = (1 << 1);
const DEBAND_DITHER = (1 << 2);
const MSAA_RESERVED_BITS = Self::MSAA_MASK_BITS << Self::MSAA_SHIFT_BITS;
const PRIMITIVE_TOPOLOGY_RESERVED_BITS = Self::PRIMITIVE_TOPOLOGY_MASK_BITS << Self::PRIMITIVE_TOPOLOGY_SHIFT_BITS;
const TONEMAP_METHOD_RESERVED_BITS = Self::TONEMAP_METHOD_MASK_BITS << Self::TONEMAP_METHOD_SHIFT_BITS;
const TONEMAP_METHOD_NONE = 0 << Self::TONEMAP_METHOD_SHIFT_BITS;
const TONEMAP_METHOD_REINHARD = 1 << Self::TONEMAP_METHOD_SHIFT_BITS;
const TONEMAP_METHOD_REINHARD_LUMINANCE = 2 << Self::TONEMAP_METHOD_SHIFT_BITS;
const TONEMAP_METHOD_ACES_FITTED = 3 << Self::TONEMAP_METHOD_SHIFT_BITS;
const TONEMAP_METHOD_AGX = 4 << Self::TONEMAP_METHOD_SHIFT_BITS;
const TONEMAP_METHOD_SOMEWHAT_BORING_DISPLAY_TRANSFORM = 5 << Self::TONEMAP_METHOD_SHIFT_BITS;
const TONEMAP_METHOD_TONY_MC_MAPFACE = 6 << Self::TONEMAP_METHOD_SHIFT_BITS;
const TONEMAP_METHOD_BLENDER_FILMIC = 7 << Self::TONEMAP_METHOD_SHIFT_BITS;
}
}
impl Mesh2dPipelineKey {
const MSAA_MASK_BITS: u32 = 0b111;
const MSAA_SHIFT_BITS: u32 = 32 - Self::MSAA_MASK_BITS.count_ones();
const PRIMITIVE_TOPOLOGY_MASK_BITS: u32 = 0b111;
const PRIMITIVE_TOPOLOGY_SHIFT_BITS: u32 = Self::MSAA_SHIFT_BITS - 3;
const TONEMAP_METHOD_MASK_BITS: u32 = 0b111;
const TONEMAP_METHOD_SHIFT_BITS: u32 =
Self::PRIMITIVE_TOPOLOGY_SHIFT_BITS - Self::TONEMAP_METHOD_MASK_BITS.count_ones();
pub fn from_msaa_samples(msaa_samples: u32) -> Self {
let msaa_bits =
(msaa_samples.trailing_zeros() & Self::MSAA_MASK_BITS) << Self::MSAA_SHIFT_BITS;
Self::from_bits(msaa_bits).unwrap()
}
pub fn from_hdr(hdr: bool) -> Self {
if hdr {
Mesh2dPipelineKey::HDR
} else {
Mesh2dPipelineKey::NONE
}
}
pub fn msaa_samples(&self) -> u32 {
1 << ((self.bits >> Self::MSAA_SHIFT_BITS) & Self::MSAA_MASK_BITS)
}
pub fn from_primitive_topology(primitive_topology: PrimitiveTopology) -> Self {
let primitive_topology_bits = ((primitive_topology as u32)
& Self::PRIMITIVE_TOPOLOGY_MASK_BITS)
<< Self::PRIMITIVE_TOPOLOGY_SHIFT_BITS;
Self::from_bits(primitive_topology_bits).unwrap()
}
pub fn primitive_topology(&self) -> PrimitiveTopology {
let primitive_topology_bits =
(self.bits >> Self::PRIMITIVE_TOPOLOGY_SHIFT_BITS) & Self::PRIMITIVE_TOPOLOGY_MASK_BITS;
match primitive_topology_bits {
x if x == PrimitiveTopology::PointList as u32 => PrimitiveTopology::PointList,
x if x == PrimitiveTopology::LineList as u32 => PrimitiveTopology::LineList,
x if x == PrimitiveTopology::LineStrip as u32 => PrimitiveTopology::LineStrip,
x if x == PrimitiveTopology::TriangleList as u32 => PrimitiveTopology::TriangleList,
x if x == PrimitiveTopology::TriangleStrip as u32 => PrimitiveTopology::TriangleStrip,
_ => PrimitiveTopology::default(),
}
}
}
impl SpecializedMeshPipeline for Mesh2dPipeline {
type Key = Mesh2dPipelineKey;
fn specialize(
&self,
key: Self::Key,
layout: &MeshVertexBufferLayout,
) -> Result<RenderPipelineDescriptor, SpecializedMeshPipelineError> {
let mut shader_defs = Vec::new();
let mut vertex_attributes = Vec::new();
if layout.contains(Mesh::ATTRIBUTE_POSITION) {
shader_defs.push("VERTEX_POSITIONS".into());
vertex_attributes.push(Mesh::ATTRIBUTE_POSITION.at_shader_location(0));
}
if layout.contains(Mesh::ATTRIBUTE_NORMAL) {
shader_defs.push("VERTEX_NORMALS".into());
vertex_attributes.push(Mesh::ATTRIBUTE_NORMAL.at_shader_location(1));
}
if layout.contains(Mesh::ATTRIBUTE_UV_0) {
shader_defs.push("VERTEX_UVS".into());
vertex_attributes.push(Mesh::ATTRIBUTE_UV_0.at_shader_location(2));
}
if layout.contains(Mesh::ATTRIBUTE_TANGENT) {
shader_defs.push("VERTEX_TANGENTS".into());
vertex_attributes.push(Mesh::ATTRIBUTE_TANGENT.at_shader_location(3));
}
if layout.contains(Mesh::ATTRIBUTE_COLOR) {
shader_defs.push("VERTEX_COLORS".into());
vertex_attributes.push(Mesh::ATTRIBUTE_COLOR.at_shader_location(4));
}
if key.contains(Mesh2dPipelineKey::TONEMAP_IN_SHADER) {
shader_defs.push("TONEMAP_IN_SHADER".into());
let method = key.intersection(Mesh2dPipelineKey::TONEMAP_METHOD_RESERVED_BITS);
match method {
Mesh2dPipelineKey::TONEMAP_METHOD_NONE => {
shader_defs.push("TONEMAP_METHOD_NONE".into());
}
Mesh2dPipelineKey::TONEMAP_METHOD_REINHARD => {
shader_defs.push("TONEMAP_METHOD_REINHARD".into());
}
Mesh2dPipelineKey::TONEMAP_METHOD_REINHARD_LUMINANCE => {
shader_defs.push("TONEMAP_METHOD_REINHARD_LUMINANCE".into());
}
Mesh2dPipelineKey::TONEMAP_METHOD_ACES_FITTED => {
shader_defs.push("TONEMAP_METHOD_ACES_FITTED".into());
}
Mesh2dPipelineKey::TONEMAP_METHOD_AGX => {
shader_defs.push("TONEMAP_METHOD_AGX".into());
}
Mesh2dPipelineKey::TONEMAP_METHOD_SOMEWHAT_BORING_DISPLAY_TRANSFORM => {
shader_defs.push("TONEMAP_METHOD_SOMEWHAT_BORING_DISPLAY_TRANSFORM".into());
}
Mesh2dPipelineKey::TONEMAP_METHOD_BLENDER_FILMIC => {
shader_defs.push("TONEMAP_METHOD_BLENDER_FILMIC".into());
}
Mesh2dPipelineKey::TONEMAP_METHOD_TONY_MC_MAPFACE => {
shader_defs.push("TONEMAP_METHOD_TONY_MC_MAPFACE".into());
}
_ => {}
}
// Debanding is tied to tonemapping in the shader, cannot run without it.
if key.contains(Mesh2dPipelineKey::DEBAND_DITHER) {
shader_defs.push("DEBAND_DITHER".into());
}
}
let vertex_buffer_layout = layout.get_layout(&vertex_attributes)?;
let format = match key.contains(Mesh2dPipelineKey::HDR) {
true => ViewTarget::TEXTURE_FORMAT_HDR,
false => TextureFormat::bevy_default(),
};
Ok(RenderPipelineDescriptor {
vertex: VertexState {
shader: MESH2D_SHADER_HANDLE.typed::<Shader>(),
entry_point: "vertex".into(),
shader_defs: shader_defs.clone(),
buffers: vec![vertex_buffer_layout],
},
fragment: Some(FragmentState {
shader: MESH2D_SHADER_HANDLE.typed::<Shader>(),
shader_defs,
entry_point: "fragment".into(),
targets: vec![Some(ColorTargetState {
format,
blend: Some(BlendState::ALPHA_BLENDING),
write_mask: ColorWrites::ALL,
})],
}),
layout: vec![self.view_layout.clone(), self.mesh_layout.clone()],
push_constant_ranges: Vec::new(),
primitive: PrimitiveState {
front_face: FrontFace::Ccw,
cull_mode: None,
unclipped_depth: false,
polygon_mode: PolygonMode::Fill,
conservative: false,
topology: key.primitive_topology(),
strip_index_format: None,
},
depth_stencil: None,
multisample: MultisampleState {
count: key.msaa_samples(),
mask: !0,
alpha_to_coverage_enabled: false,
},
label: Some("transparent_mesh2d_pipeline".into()),
})
}
}
#[derive(Resource)]
pub struct Mesh2dBindGroup {
pub value: BindGroup,
}
pub fn queue_mesh2d_bind_group(
mut commands: Commands,
mesh2d_pipeline: Res<Mesh2dPipeline>,
render_device: Res<RenderDevice>,
mesh2d_uniforms: Res<ComponentUniforms<Mesh2dUniform>>,
) {
if let Some(binding) = mesh2d_uniforms.uniforms().binding() {
commands.insert_resource(Mesh2dBindGroup {
value: render_device.create_bind_group(&BindGroupDescriptor {
entries: &[BindGroupEntry {
binding: 0,
resource: binding,
}],
label: Some("mesh2d_bind_group"),
layout: &mesh2d_pipeline.mesh_layout,
}),
});
}
}
#[derive(Component)]
pub struct Mesh2dViewBindGroup {
pub value: BindGroup,
}
pub fn queue_mesh2d_view_bind_groups(
mut commands: Commands,
render_device: Res<RenderDevice>,
mesh2d_pipeline: Res<Mesh2dPipeline>,
view_uniforms: Res<ViewUniforms>,
views: Query<Entity, With<ExtractedView>>,
globals_buffer: Res<GlobalsBuffer>,
) {
if let (Some(view_binding), Some(globals)) = (
view_uniforms.uniforms.binding(),
globals_buffer.buffer.binding(),
) {
for entity in &views {
let view_bind_group = render_device.create_bind_group(&BindGroupDescriptor {
entries: &[
BindGroupEntry {
binding: 0,
resource: view_binding.clone(),
},
BindGroupEntry {
binding: 1,
resource: globals.clone(),
},
],
label: Some("mesh2d_view_bind_group"),
layout: &mesh2d_pipeline.view_layout,
});
commands.entity(entity).insert(Mesh2dViewBindGroup {
value: view_bind_group,
});
}
}
}
pub struct SetMesh2dViewBindGroup<const I: usize>;
impl<P: PhaseItem, const I: usize> RenderCommand<P> for SetMesh2dViewBindGroup<I> {
type Param = ();
type ViewWorldQuery = (Read<ViewUniformOffset>, Read<Mesh2dViewBindGroup>);
type ItemWorldQuery = ();
#[inline]
fn render<'w>(
_item: &P,
(view_uniform, mesh2d_view_bind_group): ROQueryItem<'w, Self::ViewWorldQuery>,
_view: (),
_param: SystemParamItem<'w, '_, Self::Param>,
pass: &mut TrackedRenderPass<'w>,
) -> RenderCommandResult {
pass.set_bind_group(I, &mesh2d_view_bind_group.value, &[view_uniform.offset]);
RenderCommandResult::Success
}
}
pub struct SetMesh2dBindGroup<const I: usize>;
impl<P: PhaseItem, const I: usize> RenderCommand<P> for SetMesh2dBindGroup<I> {
type Param = SRes<Mesh2dBindGroup>;
type ViewWorldQuery = ();
type ItemWorldQuery = Read<DynamicUniformIndex<Mesh2dUniform>>;
#[inline]
fn render<'w>(
_item: &P,
_view: (),
mesh2d_index: &'_ DynamicUniformIndex<Mesh2dUniform>,
mesh2d_bind_group: SystemParamItem<'w, '_, Self::Param>,
pass: &mut TrackedRenderPass<'w>,
) -> RenderCommandResult {
pass.set_bind_group(
I,
&mesh2d_bind_group.into_inner().value,
&[mesh2d_index.index()],
);
RenderCommandResult::Success
}
}
pub struct DrawMesh2d;
impl<P: PhaseItem> RenderCommand<P> for DrawMesh2d {
type Param = SRes<RenderAssets<Mesh>>;
type ViewWorldQuery = ();
type ItemWorldQuery = Read<Mesh2dHandle>;
#[inline]
fn render<'w>(
_item: &P,
_view: (),
mesh_handle: ROQueryItem<'w, Self::ItemWorldQuery>,
meshes: SystemParamItem<'w, '_, Self::Param>,
pass: &mut TrackedRenderPass<'w>,
) -> RenderCommandResult {
if let Some(gpu_mesh) = meshes.into_inner().get(&mesh_handle.0) {
pass.set_vertex_buffer(0, gpu_mesh.vertex_buffer.slice(..));
match &gpu_mesh.buffer_info {
GpuBufferInfo::Indexed {
buffer,
index_format,
count,
} => {
pass.set_index_buffer(buffer.slice(..), 0, *index_format);
pass.draw_indexed(0..*count, 0, 0..1);
}
GpuBufferInfo::NonIndexed => {
pass.draw(0..gpu_mesh.vertex_count, 0..1);
}
}
RenderCommandResult::Success
} else {
RenderCommandResult::Failure
}
}
}