 206c7ce219
			
		
	
	
		206c7ce219
		
	
	
	
	
		
			
			Huge thanks to @maniwani, @devil-ira, @hymm, @cart, @superdump and @jakobhellermann for the help with this PR. # Objective - Followup #6587. - Minimal integration for the Stageless Scheduling RFC: https://github.com/bevyengine/rfcs/pull/45 ## Solution - [x] Remove old scheduling module - [x] Migrate new methods to no longer use extension methods - [x] Fix compiler errors - [x] Fix benchmarks - [x] Fix examples - [x] Fix docs - [x] Fix tests ## Changelog ### Added - a large number of methods on `App` to work with schedules ergonomically - the `CoreSchedule` enum - `App::add_extract_system` via the `RenderingAppExtension` trait extension method - the private `prepare_view_uniforms` system now has a public system set for scheduling purposes, called `ViewSet::PrepareUniforms` ### Removed - stages, and all code that mentions stages - states have been dramatically simplified, and no longer use a stack - `RunCriteriaLabel` - `AsSystemLabel` trait - `on_hierarchy_reports_enabled` run criteria (now just uses an ad hoc resource checking run condition) - systems in `RenderSet/Stage::Extract` no longer warn when they do not read data from the main world - `RunCriteriaLabel` - `transform_propagate_system_set`: this was a nonstandard pattern that didn't actually provide enough control. The systems are already `pub`: the docs have been updated to ensure that the third-party usage is clear. ### Changed - `System::default_labels` is now `System::default_system_sets`. - `App::add_default_labels` is now `App::add_default_sets` - `CoreStage` and `StartupStage` enums are now `CoreSet` and `StartupSet` - `App::add_system_set` was renamed to `App::add_systems` - The `StartupSchedule` label is now defined as part of the `CoreSchedules` enum - `.label(SystemLabel)` is now referred to as `.in_set(SystemSet)` - `SystemLabel` trait was replaced by `SystemSet` - `SystemTypeIdLabel<T>` was replaced by `SystemSetType<T>` - The `ReportHierarchyIssue` resource now has a public constructor (`new`), and implements `PartialEq` - Fixed time steps now use a schedule (`CoreSchedule::FixedTimeStep`) rather than a run criteria. - Adding rendering extraction systems now panics rather than silently failing if no subapp with the `RenderApp` label is found. - the `calculate_bounds` system, with the `CalculateBounds` label, is now in `CoreSet::Update`, rather than in `CoreSet::PostUpdate` before commands are applied. - `SceneSpawnerSystem` now runs under `CoreSet::Update`, rather than `CoreStage::PreUpdate.at_end()`. - `bevy_pbr::add_clusters` is no longer an exclusive system - the top level `bevy_ecs::schedule` module was replaced with `bevy_ecs::scheduling` - `tick_global_task_pools_on_main_thread` is no longer run as an exclusive system. Instead, it has been replaced by `tick_global_task_pools`, which uses a `NonSend` resource to force running on the main thread. ## Migration Guide - Calls to `.label(MyLabel)` should be replaced with `.in_set(MySet)` - Stages have been removed. Replace these with system sets, and then add command flushes using the `apply_system_buffers` exclusive system where needed. - The `CoreStage`, `StartupStage, `RenderStage` and `AssetStage` enums have been replaced with `CoreSet`, `StartupSet, `RenderSet` and `AssetSet`. The same scheduling guarantees have been preserved. - Systems are no longer added to `CoreSet::Update` by default. Add systems manually if this behavior is needed, although you should consider adding your game logic systems to `CoreSchedule::FixedTimestep` instead for more reliable framerate-independent behavior. - Similarly, startup systems are no longer part of `StartupSet::Startup` by default. In most cases, this won't matter to you. - For example, `add_system_to_stage(CoreStage::PostUpdate, my_system)` should be replaced with - `add_system(my_system.in_set(CoreSet::PostUpdate)` - When testing systems or otherwise running them in a headless fashion, simply construct and run a schedule using `Schedule::new()` and `World::run_schedule` rather than constructing stages - Run criteria have been renamed to run conditions. These can now be combined with each other and with states. - Looping run criteria and state stacks have been removed. Use an exclusive system that runs a schedule if you need this level of control over system control flow. - For app-level control flow over which schedules get run when (such as for rollback networking), create your own schedule and insert it under the `CoreSchedule::Outer` label. - Fixed timesteps are now evaluated in a schedule, rather than controlled via run criteria. The `run_fixed_timestep` system runs this schedule between `CoreSet::First` and `CoreSet::PreUpdate` by default. - Command flush points introduced by `AssetStage` have been removed. If you were relying on these, add them back manually. - Adding extract systems is now typically done directly on the main app. Make sure the `RenderingAppExtension` trait is in scope, then call `app.add_extract_system(my_system)`. - the `calculate_bounds` system, with the `CalculateBounds` label, is now in `CoreSet::Update`, rather than in `CoreSet::PostUpdate` before commands are applied. You may need to order your movement systems to occur before this system in order to avoid system order ambiguities in culling behavior. - the `RenderLabel` `AppLabel` was renamed to `RenderApp` for clarity - `App::add_state` now takes 0 arguments: the starting state is set based on the `Default` impl. - Instead of creating `SystemSet` containers for systems that run in stages, simply use `.on_enter::<State::Variant>()` or its `on_exit` or `on_update` siblings. - `SystemLabel` derives should be replaced with `SystemSet`. You will also need to add the `Debug`, `PartialEq`, `Eq`, and `Hash` traits to satisfy the new trait bounds. - `with_run_criteria` has been renamed to `run_if`. Run criteria have been renamed to run conditions for clarity, and should now simply return a bool. - States have been dramatically simplified: there is no longer a "state stack". To queue a transition to the next state, call `NextState::set` ## TODO - [x] remove dead methods on App and World - [x] add `App::add_system_to_schedule` and `App::add_systems_to_schedule` - [x] avoid adding the default system set at inappropriate times - [x] remove any accidental cycles in the default plugins schedule - [x] migrate benchmarks - [x] expose explicit labels for the built-in command flush points - [x] migrate engine code - [x] remove all mentions of stages from the docs - [x] verify docs for States - [x] fix uses of exclusive systems that use .end / .at_start / .before_commands - [x] migrate RenderStage and AssetStage - [x] migrate examples - [x] ensure that transform propagation is exported in a sufficiently public way (the systems are already pub) - [x] ensure that on_enter schedules are run at least once before the main app - [x] re-enable opt-in to execution order ambiguities - [x] revert change to `update_bounds` to ensure it runs in `PostUpdate` - [x] test all examples - [x] unbreak directional lights - [x] unbreak shadows (see 3d_scene, 3d_shape, lighting, transparaency_3d examples) - [x] game menu example shows loading screen and menu simultaneously - [x] display settings menu is a blank screen - [x] `without_winit` example panics - [x] ensure all tests pass - [x] SubApp doc test fails - [x] runs_spawn_local tasks fails - [x] [Fix panic_when_hierachy_cycle test hanging](https://github.com/alice-i-cecile/bevy/pull/120) ## Points of Difficulty and Controversy **Reviewers, please give feedback on these and look closely** 1. Default sets, from the RFC, have been removed. These added a tremendous amount of implicit complexity and result in hard to debug scheduling errors. They're going to be tackled in the form of "base sets" by @cart in a followup. 2. The outer schedule controls which schedule is run when `App::update` is called. 3. I implemented `Label for `Box<dyn Label>` for our label types. This enables us to store schedule labels in concrete form, and then later run them. I ran into the same set of problems when working with one-shot systems. We've previously investigated this pattern in depth, and it does not appear to lead to extra indirection with nested boxes. 4. `SubApp::update` simply runs the default schedule once. This sucks, but this whole API is incomplete and this was the minimal changeset. 5. `time_system` and `tick_global_task_pools_on_main_thread` no longer use exclusive systems to attempt to force scheduling order 6. Implemetnation strategy for fixed timesteps 7. `AssetStage` was migrated to `AssetSet` without reintroducing command flush points. These did not appear to be used, and it's nice to remove these bottlenecks. 8. Migration of `bevy_render/lib.rs` and pipelined rendering. The logic here is unusually tricky, as we have complex scheduling requirements. ## Future Work (ideally before 0.10) - Rename schedule_v3 module to schedule or scheduling - Add a derive macro to states, and likely a `EnumIter` trait of some form - Figure out what exactly to do with the "systems added should basically work by default" problem - Improve ergonomics for working with fixed timesteps and states - Polish FixedTime API to match Time - Rebase and merge #7415 - Resolve all internal ambiguities (blocked on better tools, especially #7442) - Add "base sets" to replace the removed default sets.
		
			
				
	
	
		
			258 lines
		
	
	
		
			8.7 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			258 lines
		
	
	
		
			8.7 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! A shader that renders a mesh multiple times in one draw call.
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| 
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| use bevy::{
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|     core_pipeline::core_3d::Transparent3d,
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|     ecs::{
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|         query::QueryItem,
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|         system::{lifetimeless::*, SystemParamItem},
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|     },
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|     pbr::{MeshPipeline, MeshPipelineKey, MeshUniform, SetMeshBindGroup, SetMeshViewBindGroup},
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|     prelude::*,
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|     render::{
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|         extract_component::{ExtractComponent, ExtractComponentPlugin},
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|         mesh::{GpuBufferInfo, MeshVertexBufferLayout},
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|         render_asset::RenderAssets,
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|         render_phase::{
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|             AddRenderCommand, DrawFunctions, PhaseItem, RenderCommand, RenderCommandResult,
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|             RenderPhase, SetItemPipeline, TrackedRenderPass,
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|         },
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|         render_resource::*,
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|         renderer::RenderDevice,
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|         view::{ExtractedView, NoFrustumCulling},
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|         RenderApp, RenderSet,
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|     },
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| };
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| use bytemuck::{Pod, Zeroable};
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| 
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| fn main() {
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|     App::new()
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|         .add_plugins(DefaultPlugins)
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|         .add_plugin(CustomMaterialPlugin)
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|         .add_startup_system(setup)
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|         .run();
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| }
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| 
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| fn setup(mut commands: Commands, mut meshes: ResMut<Assets<Mesh>>) {
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|     commands.spawn((
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|         meshes.add(Mesh::from(shape::Cube { size: 0.5 })),
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|         SpatialBundle::INHERITED_IDENTITY,
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|         InstanceMaterialData(
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|             (1..=10)
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|                 .flat_map(|x| (1..=10).map(move |y| (x as f32 / 10.0, y as f32 / 10.0)))
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|                 .map(|(x, y)| InstanceData {
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|                     position: Vec3::new(x * 10.0 - 5.0, y * 10.0 - 5.0, 0.0),
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|                     scale: 1.0,
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|                     color: Color::hsla(x * 360., y, 0.5, 1.0).as_rgba_f32(),
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|                 })
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|                 .collect(),
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|         ),
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|         // NOTE: Frustum culling is done based on the Aabb of the Mesh and the GlobalTransform.
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|         // As the cube is at the origin, if its Aabb moves outside the view frustum, all the
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|         // instanced cubes will be culled.
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|         // The InstanceMaterialData contains the 'GlobalTransform' information for this custom
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|         // instancing, and that is not taken into account with the built-in frustum culling.
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|         // We must disable the built-in frustum culling by adding the `NoFrustumCulling` marker
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|         // component to avoid incorrect culling.
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|         NoFrustumCulling,
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|     ));
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| 
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|     // camera
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|     commands.spawn(Camera3dBundle {
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|         transform: Transform::from_xyz(0.0, 0.0, 15.0).looking_at(Vec3::ZERO, Vec3::Y),
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|         ..default()
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|     });
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| }
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| 
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| #[derive(Component, Deref)]
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| struct InstanceMaterialData(Vec<InstanceData>);
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| 
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| impl ExtractComponent for InstanceMaterialData {
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|     type Query = &'static InstanceMaterialData;
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|     type Filter = ();
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|     type Out = Self;
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| 
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|     fn extract_component(item: QueryItem<'_, Self::Query>) -> Option<Self> {
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|         Some(InstanceMaterialData(item.0.clone()))
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|     }
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| }
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| 
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| pub struct CustomMaterialPlugin;
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| 
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| impl Plugin for CustomMaterialPlugin {
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|     fn build(&self, app: &mut App) {
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|         app.add_plugin(ExtractComponentPlugin::<InstanceMaterialData>::default());
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|         app.sub_app_mut(RenderApp)
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|             .add_render_command::<Transparent3d, DrawCustom>()
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|             .init_resource::<CustomPipeline>()
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|             .init_resource::<SpecializedMeshPipelines<CustomPipeline>>()
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|             .add_system(queue_custom.in_set(RenderSet::Queue))
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|             .add_system(prepare_instance_buffers.in_set(RenderSet::Prepare));
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|     }
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| }
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| 
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| #[derive(Clone, Copy, Pod, Zeroable)]
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| #[repr(C)]
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| struct InstanceData {
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|     position: Vec3,
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|     scale: f32,
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|     color: [f32; 4],
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| }
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| 
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| #[allow(clippy::too_many_arguments)]
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| fn queue_custom(
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|     transparent_3d_draw_functions: Res<DrawFunctions<Transparent3d>>,
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|     custom_pipeline: Res<CustomPipeline>,
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|     msaa: Res<Msaa>,
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|     mut pipelines: ResMut<SpecializedMeshPipelines<CustomPipeline>>,
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|     pipeline_cache: Res<PipelineCache>,
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|     meshes: Res<RenderAssets<Mesh>>,
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|     material_meshes: Query<(Entity, &MeshUniform, &Handle<Mesh>), With<InstanceMaterialData>>,
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|     mut views: Query<(&ExtractedView, &mut RenderPhase<Transparent3d>)>,
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| ) {
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|     let draw_custom = transparent_3d_draw_functions.read().id::<DrawCustom>();
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| 
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|     let msaa_key = MeshPipelineKey::from_msaa_samples(msaa.samples());
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| 
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|     for (view, mut transparent_phase) in &mut views {
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|         let view_key = msaa_key | MeshPipelineKey::from_hdr(view.hdr);
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|         let rangefinder = view.rangefinder3d();
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|         for (entity, mesh_uniform, mesh_handle) in &material_meshes {
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|             if let Some(mesh) = meshes.get(mesh_handle) {
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|                 let key =
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|                     view_key | MeshPipelineKey::from_primitive_topology(mesh.primitive_topology);
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|                 let pipeline = pipelines
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|                     .specialize(&pipeline_cache, &custom_pipeline, key, &mesh.layout)
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|                     .unwrap();
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|                 transparent_phase.add(Transparent3d {
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|                     entity,
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|                     pipeline,
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|                     draw_function: draw_custom,
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|                     distance: rangefinder.distance(&mesh_uniform.transform),
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|                 });
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|             }
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|         }
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|     }
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| }
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| 
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| #[derive(Component)]
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| pub struct InstanceBuffer {
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|     buffer: Buffer,
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|     length: usize,
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| }
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| 
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| fn prepare_instance_buffers(
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|     mut commands: Commands,
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|     query: Query<(Entity, &InstanceMaterialData)>,
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|     render_device: Res<RenderDevice>,
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| ) {
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|     for (entity, instance_data) in &query {
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|         let buffer = render_device.create_buffer_with_data(&BufferInitDescriptor {
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|             label: Some("instance data buffer"),
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|             contents: bytemuck::cast_slice(instance_data.as_slice()),
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|             usage: BufferUsages::VERTEX | BufferUsages::COPY_DST,
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|         });
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|         commands.entity(entity).insert(InstanceBuffer {
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|             buffer,
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|             length: instance_data.len(),
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|         });
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|     }
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| }
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| 
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| #[derive(Resource)]
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| pub struct CustomPipeline {
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|     shader: Handle<Shader>,
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|     mesh_pipeline: MeshPipeline,
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| }
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| 
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| impl FromWorld for CustomPipeline {
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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 shader = asset_server.load("shaders/instancing.wgsl");
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| 
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|         let mesh_pipeline = world.resource::<MeshPipeline>();
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| 
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|         CustomPipeline {
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|             shader,
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|             mesh_pipeline: mesh_pipeline.clone(),
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|         }
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|     }
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| }
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| 
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| impl SpecializedMeshPipeline for CustomPipeline {
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|     type Key = MeshPipelineKey;
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| 
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|     fn specialize(
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|         &self,
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|         key: Self::Key,
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|         layout: &MeshVertexBufferLayout,
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|     ) -> Result<RenderPipelineDescriptor, SpecializedMeshPipelineError> {
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|         let mut descriptor = self.mesh_pipeline.specialize(key, layout)?;
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|         descriptor.vertex.shader = self.shader.clone();
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|         descriptor.vertex.buffers.push(VertexBufferLayout {
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|             array_stride: std::mem::size_of::<InstanceData>() as u64,
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|             step_mode: VertexStepMode::Instance,
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|             attributes: vec![
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|                 VertexAttribute {
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|                     format: VertexFormat::Float32x4,
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|                     offset: 0,
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|                     shader_location: 3, // shader locations 0-2 are taken up by Position, Normal and UV attributes
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|                 },
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|                 VertexAttribute {
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|                     format: VertexFormat::Float32x4,
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|                     offset: VertexFormat::Float32x4.size(),
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|                     shader_location: 4,
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|                 },
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|             ],
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|         });
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|         descriptor.fragment.as_mut().unwrap().shader = self.shader.clone();
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|         Ok(descriptor)
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|     }
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| }
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| 
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| type DrawCustom = (
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|     SetItemPipeline,
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|     SetMeshViewBindGroup<0>,
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|     SetMeshBindGroup<1>,
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|     DrawMeshInstanced,
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| );
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| 
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| pub struct DrawMeshInstanced;
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| 
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| impl<P: PhaseItem> RenderCommand<P> for DrawMeshInstanced {
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|     type Param = SRes<RenderAssets<Mesh>>;
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|     type ViewWorldQuery = ();
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|     type ItemWorldQuery = (Read<Handle<Mesh>>, Read<InstanceBuffer>);
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| 
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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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|         (mesh_handle, instance_buffer): (&'w Handle<Mesh>, &'w InstanceBuffer),
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|         meshes: SystemParamItem<'w, '_, Self::Param>,
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|         pass: &mut TrackedRenderPass<'w>,
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|     ) -> RenderCommandResult {
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|         let gpu_mesh = match meshes.into_inner().get(mesh_handle) {
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|             Some(gpu_mesh) => gpu_mesh,
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|             None => return RenderCommandResult::Failure,
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|         };
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| 
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|         pass.set_vertex_buffer(0, gpu_mesh.vertex_buffer.slice(..));
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|         pass.set_vertex_buffer(1, instance_buffer.buffer.slice(..));
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| 
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|         match &gpu_mesh.buffer_info {
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|             GpuBufferInfo::Indexed {
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|                 buffer,
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|                 index_format,
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|                 count,
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|             } => {
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|                 pass.set_index_buffer(buffer.slice(..), 0, *index_format);
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|                 pass.draw_indexed(0..*count, 0, 0..instance_buffer.length as u32);
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|             }
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|             GpuBufferInfo::NonIndexed { vertex_count } => {
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|                 pass.draw(0..*vertex_count, 0..instance_buffer.length as u32);
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|             }
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|         }
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|         RenderCommandResult::Success
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|     }
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| }
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