
# 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>(); } } ```
602 lines
21 KiB
Rust
602 lines
21 KiB
Rust
use bevy_app::{App, Plugin};
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use bevy_asset::{AddAsset, AssetEvent, AssetServer, Assets, Handle};
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use bevy_core_pipeline::{
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core_2d::Transparent2d,
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tonemapping::{DebandDither, Tonemapping},
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};
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use bevy_derive::{Deref, DerefMut};
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use bevy_ecs::{
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prelude::*,
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query::ROQueryItem,
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system::{
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lifetimeless::{Read, SRes},
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SystemParamItem,
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},
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};
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use bevy_log::error;
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use bevy_reflect::TypeUuid;
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use bevy_render::{
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extract_component::ExtractComponentPlugin,
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mesh::{Mesh, MeshVertexBufferLayout},
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prelude::Image,
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render_asset::{PrepareAssetSet, 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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AsBindGroup, AsBindGroupError, BindGroup, BindGroupLayout, OwnedBindingResource,
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PipelineCache, RenderPipelineDescriptor, Shader, ShaderRef, SpecializedMeshPipeline,
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SpecializedMeshPipelineError, SpecializedMeshPipelines,
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},
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renderer::RenderDevice,
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texture::FallbackImage,
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view::{ComputedVisibility, ExtractedView, Msaa, Visibility, VisibleEntities},
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Extract, ExtractSchedule, Render, RenderApp, RenderSet,
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};
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use bevy_transform::components::{GlobalTransform, Transform};
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use bevy_utils::{FloatOrd, HashMap, HashSet};
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use std::hash::Hash;
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use std::marker::PhantomData;
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use crate::{
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DrawMesh2d, Mesh2dHandle, Mesh2dPipeline, Mesh2dPipelineKey, Mesh2dUniform, SetMesh2dBindGroup,
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SetMesh2dViewBindGroup,
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};
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/// Materials are used alongside [`Material2dPlugin`] and [`MaterialMesh2dBundle`]
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/// to spawn entities that are rendered with a specific [`Material2d`] type. They serve as an easy to use high level
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/// way to render [`Mesh2dHandle`] entities with custom shader logic.
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///
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/// Material2ds must implement [`AsBindGroup`] to define how data will be transferred to the GPU and bound in shaders.
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/// [`AsBindGroup`] can be derived, which makes generating bindings straightforward. See the [`AsBindGroup`] docs for details.
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///
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/// Materials must also implement [`TypeUuid`] so they can be treated as an [`Asset`](bevy_asset::Asset).
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///
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/// # Example
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///
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/// Here is a simple Material2d implementation. The [`AsBindGroup`] derive has many features. To see what else is available,
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/// check out the [`AsBindGroup`] documentation.
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/// ```
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/// # use bevy_sprite::{Material2d, MaterialMesh2dBundle};
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/// # use bevy_ecs::prelude::*;
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/// # use bevy_reflect::TypeUuid;
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/// # use bevy_render::{render_resource::{AsBindGroup, ShaderRef}, texture::Image, color::Color};
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/// # use bevy_asset::{Handle, AssetServer, Assets};
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///
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/// #[derive(AsBindGroup, TypeUuid, Debug, Clone)]
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/// #[uuid = "f690fdae-d598-45ab-8225-97e2a3f056e0"]
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/// pub struct CustomMaterial {
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/// // Uniform bindings must implement `ShaderType`, which will be used to convert the value to
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/// // its shader-compatible equivalent. Most core math types already implement `ShaderType`.
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/// #[uniform(0)]
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/// color: Color,
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/// // Images can be bound as textures in shaders. If the Image's sampler is also needed, just
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/// // add the sampler attribute with a different binding index.
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/// #[texture(1)]
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/// #[sampler(2)]
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/// color_texture: Handle<Image>,
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/// }
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///
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/// // All functions on `Material2d` have default impls. You only need to implement the
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/// // functions that are relevant for your material.
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/// impl Material2d for CustomMaterial {
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/// fn fragment_shader() -> ShaderRef {
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/// "shaders/custom_material.wgsl".into()
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/// }
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/// }
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///
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/// // Spawn an entity using `CustomMaterial`.
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/// fn setup(mut commands: Commands, mut materials: ResMut<Assets<CustomMaterial>>, asset_server: Res<AssetServer>) {
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/// commands.spawn(MaterialMesh2dBundle {
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/// material: materials.add(CustomMaterial {
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/// color: Color::RED,
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/// color_texture: asset_server.load("some_image.png"),
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/// }),
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/// ..Default::default()
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/// });
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/// }
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/// ```
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/// In WGSL shaders, the material's binding would look like this:
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///
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/// ```wgsl
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/// struct CustomMaterial {
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/// color: vec4<f32>,
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/// }
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///
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/// @group(1) @binding(0)
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/// var<uniform> material: CustomMaterial;
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/// @group(1) @binding(1)
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/// var color_texture: texture_2d<f32>;
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/// @group(1) @binding(2)
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/// var color_sampler: sampler;
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/// ```
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pub trait Material2d: AsBindGroup + Send + Sync + Clone + TypeUuid + Sized + 'static {
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/// Returns this material's vertex shader. If [`ShaderRef::Default`] is returned, the default mesh vertex shader
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/// will be used.
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fn vertex_shader() -> ShaderRef {
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ShaderRef::Default
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}
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/// Returns this material's fragment shader. If [`ShaderRef::Default`] is returned, the default mesh fragment shader
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/// will be used.
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fn fragment_shader() -> ShaderRef {
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ShaderRef::Default
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}
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/// Customizes the default [`RenderPipelineDescriptor`].
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#[allow(unused_variables)]
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#[inline]
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fn specialize(
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descriptor: &mut RenderPipelineDescriptor,
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layout: &MeshVertexBufferLayout,
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key: Material2dKey<Self>,
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) -> Result<(), SpecializedMeshPipelineError> {
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Ok(())
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}
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}
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/// Adds the necessary ECS resources and render logic to enable rendering entities using the given [`Material2d`]
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/// asset type (which includes [`Material2d`] types).
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pub struct Material2dPlugin<M: Material2d>(PhantomData<M>);
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impl<M: Material2d> Default for Material2dPlugin<M> {
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fn default() -> Self {
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Self(Default::default())
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}
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}
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impl<M: Material2d> Plugin for Material2dPlugin<M>
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where
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M::Data: PartialEq + Eq + Hash + Clone,
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{
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fn build(&self, app: &mut App) {
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app.add_asset::<M>()
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.add_plugin(ExtractComponentPlugin::<Handle<M>>::extract_visible());
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if let Ok(render_app) = app.get_sub_app_mut(RenderApp) {
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render_app
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.add_render_command::<Transparent2d, DrawMaterial2d<M>>()
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.init_resource::<ExtractedMaterials2d<M>>()
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.init_resource::<RenderMaterials2d<M>>()
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.init_resource::<SpecializedMeshPipelines<Material2dPipeline<M>>>()
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.add_systems(ExtractSchedule, extract_materials_2d::<M>)
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.add_systems(
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Render,
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(
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prepare_materials_2d::<M>
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.in_set(RenderSet::Prepare)
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.after(PrepareAssetSet::PreAssetPrepare),
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queue_material2d_meshes::<M>.in_set(RenderSet::Queue),
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),
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);
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}
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}
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fn finish(&self, app: &mut App) {
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if let Ok(render_app) = app.get_sub_app_mut(RenderApp) {
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render_app.init_resource::<Material2dPipeline<M>>();
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}
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}
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}
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/// Render pipeline data for a given [`Material2d`]
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#[derive(Resource)]
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pub struct Material2dPipeline<M: Material2d> {
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pub mesh2d_pipeline: Mesh2dPipeline,
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pub material2d_layout: BindGroupLayout,
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pub vertex_shader: Option<Handle<Shader>>,
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pub fragment_shader: Option<Handle<Shader>>,
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marker: PhantomData<M>,
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}
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pub struct Material2dKey<M: Material2d> {
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pub mesh_key: Mesh2dPipelineKey,
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pub bind_group_data: M::Data,
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}
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impl<M: Material2d> Eq for Material2dKey<M> where M::Data: PartialEq {}
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impl<M: Material2d> PartialEq for Material2dKey<M>
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where
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M::Data: PartialEq,
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{
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fn eq(&self, other: &Self) -> bool {
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self.mesh_key == other.mesh_key && self.bind_group_data == other.bind_group_data
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}
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}
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impl<M: Material2d> Clone for Material2dKey<M>
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where
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M::Data: Clone,
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{
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fn clone(&self) -> Self {
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Self {
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mesh_key: self.mesh_key,
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bind_group_data: self.bind_group_data.clone(),
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}
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}
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}
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impl<M: Material2d> Hash for Material2dKey<M>
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where
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M::Data: Hash,
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{
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fn hash<H: std::hash::Hasher>(&self, state: &mut H) {
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self.mesh_key.hash(state);
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self.bind_group_data.hash(state);
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}
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}
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impl<M: Material2d> Clone for Material2dPipeline<M> {
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fn clone(&self) -> Self {
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Self {
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mesh2d_pipeline: self.mesh2d_pipeline.clone(),
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material2d_layout: self.material2d_layout.clone(),
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vertex_shader: self.vertex_shader.clone(),
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fragment_shader: self.fragment_shader.clone(),
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marker: PhantomData,
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}
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}
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}
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impl<M: Material2d> SpecializedMeshPipeline for Material2dPipeline<M>
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where
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M::Data: PartialEq + Eq + Hash + Clone,
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{
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type Key = Material2dKey<M>;
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fn specialize(
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&self,
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key: Self::Key,
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layout: &MeshVertexBufferLayout,
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) -> Result<RenderPipelineDescriptor, SpecializedMeshPipelineError> {
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let mut descriptor = self.mesh2d_pipeline.specialize(key.mesh_key, layout)?;
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if let Some(vertex_shader) = &self.vertex_shader {
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descriptor.vertex.shader = vertex_shader.clone();
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}
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if let Some(fragment_shader) = &self.fragment_shader {
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descriptor.fragment.as_mut().unwrap().shader = fragment_shader.clone();
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}
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descriptor.layout = vec![
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self.mesh2d_pipeline.view_layout.clone(),
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self.material2d_layout.clone(),
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self.mesh2d_pipeline.mesh_layout.clone(),
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];
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M::specialize(&mut descriptor, layout, key)?;
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Ok(descriptor)
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}
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}
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impl<M: Material2d> FromWorld for Material2dPipeline<M> {
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fn from_world(world: &mut World) -> Self {
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let asset_server = world.resource::<AssetServer>();
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let render_device = world.resource::<RenderDevice>();
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let material2d_layout = M::bind_group_layout(render_device);
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Material2dPipeline {
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mesh2d_pipeline: world.resource::<Mesh2dPipeline>().clone(),
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material2d_layout,
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vertex_shader: match M::vertex_shader() {
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ShaderRef::Default => None,
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ShaderRef::Handle(handle) => Some(handle),
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ShaderRef::Path(path) => Some(asset_server.load(path)),
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},
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fragment_shader: match M::fragment_shader() {
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ShaderRef::Default => None,
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ShaderRef::Handle(handle) => Some(handle),
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ShaderRef::Path(path) => Some(asset_server.load(path)),
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},
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marker: PhantomData,
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}
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}
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}
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type DrawMaterial2d<M> = (
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SetItemPipeline,
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SetMesh2dViewBindGroup<0>,
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SetMaterial2dBindGroup<M, 1>,
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SetMesh2dBindGroup<2>,
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DrawMesh2d,
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);
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pub struct SetMaterial2dBindGroup<M: Material2d, const I: usize>(PhantomData<M>);
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impl<P: PhaseItem, M: Material2d, const I: usize> RenderCommand<P>
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for SetMaterial2dBindGroup<M, I>
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{
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type Param = SRes<RenderMaterials2d<M>>;
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type ViewWorldQuery = ();
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type ItemWorldQuery = Read<Handle<M>>;
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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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material2d_handle: ROQueryItem<'_, Self::ItemWorldQuery>,
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materials: SystemParamItem<'w, '_, Self::Param>,
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pass: &mut TrackedRenderPass<'w>,
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) -> RenderCommandResult {
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let material2d = materials.into_inner().get(material2d_handle).unwrap();
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pass.set_bind_group(I, &material2d.bind_group, &[]);
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RenderCommandResult::Success
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}
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}
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#[allow(clippy::too_many_arguments)]
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pub fn queue_material2d_meshes<M: Material2d>(
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transparent_draw_functions: Res<DrawFunctions<Transparent2d>>,
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material2d_pipeline: Res<Material2dPipeline<M>>,
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mut pipelines: ResMut<SpecializedMeshPipelines<Material2dPipeline<M>>>,
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pipeline_cache: Res<PipelineCache>,
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msaa: Res<Msaa>,
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render_meshes: Res<RenderAssets<Mesh>>,
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render_materials: Res<RenderMaterials2d<M>>,
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material2d_meshes: Query<(&Handle<M>, &Mesh2dHandle, &Mesh2dUniform)>,
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mut views: Query<(
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&ExtractedView,
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&VisibleEntities,
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Option<&Tonemapping>,
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Option<&DebandDither>,
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&mut RenderPhase<Transparent2d>,
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)>,
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) where
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M::Data: PartialEq + Eq + Hash + Clone,
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{
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if material2d_meshes.is_empty() {
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return;
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}
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for (view, visible_entities, tonemapping, dither, mut transparent_phase) in &mut views {
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let draw_transparent_pbr = transparent_draw_functions.read().id::<DrawMaterial2d<M>>();
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let mut view_key = Mesh2dPipelineKey::from_msaa_samples(msaa.samples())
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| Mesh2dPipelineKey::from_hdr(view.hdr);
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if !view.hdr {
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if let Some(tonemapping) = tonemapping {
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view_key |= Mesh2dPipelineKey::TONEMAP_IN_SHADER;
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view_key |= match tonemapping {
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Tonemapping::None => Mesh2dPipelineKey::TONEMAP_METHOD_NONE,
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Tonemapping::Reinhard => Mesh2dPipelineKey::TONEMAP_METHOD_REINHARD,
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Tonemapping::ReinhardLuminance => {
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Mesh2dPipelineKey::TONEMAP_METHOD_REINHARD_LUMINANCE
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}
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Tonemapping::AcesFitted => Mesh2dPipelineKey::TONEMAP_METHOD_ACES_FITTED,
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Tonemapping::AgX => Mesh2dPipelineKey::TONEMAP_METHOD_AGX,
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Tonemapping::SomewhatBoringDisplayTransform => {
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Mesh2dPipelineKey::TONEMAP_METHOD_SOMEWHAT_BORING_DISPLAY_TRANSFORM
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}
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Tonemapping::TonyMcMapface => Mesh2dPipelineKey::TONEMAP_METHOD_TONY_MC_MAPFACE,
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Tonemapping::BlenderFilmic => Mesh2dPipelineKey::TONEMAP_METHOD_BLENDER_FILMIC,
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};
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}
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if let Some(DebandDither::Enabled) = dither {
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view_key |= Mesh2dPipelineKey::DEBAND_DITHER;
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}
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}
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for visible_entity in &visible_entities.entities {
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if let Ok((material2d_handle, mesh2d_handle, mesh2d_uniform)) =
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material2d_meshes.get(*visible_entity)
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{
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if let Some(material2d) = render_materials.get(material2d_handle) {
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if let Some(mesh) = render_meshes.get(&mesh2d_handle.0) {
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let mesh_key = view_key
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| Mesh2dPipelineKey::from_primitive_topology(mesh.primitive_topology);
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let pipeline_id = pipelines.specialize(
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&pipeline_cache,
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&material2d_pipeline,
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Material2dKey {
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mesh_key,
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bind_group_data: material2d.key.clone(),
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},
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&mesh.layout,
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);
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let pipeline_id = match pipeline_id {
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Ok(id) => id,
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Err(err) => {
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error!("{}", err);
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continue;
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}
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};
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let mesh_z = mesh2d_uniform.transform.w_axis.z;
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transparent_phase.add(Transparent2d {
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entity: *visible_entity,
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draw_function: draw_transparent_pbr,
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pipeline: pipeline_id,
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// NOTE: Back-to-front ordering for transparent with ascending sort means far should have the
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// lowest sort key and getting closer should increase. As we have
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// -z in front of the camera, the largest distance is -far with values increasing toward the
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// camera. As such we can just use mesh_z as the distance
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sort_key: FloatOrd(mesh_z),
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// This material is not batched
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batch_range: None,
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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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}
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|
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/// Data prepared for a [`Material2d`] instance.
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pub struct PreparedMaterial2d<T: Material2d> {
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pub bindings: Vec<OwnedBindingResource>,
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pub bind_group: BindGroup,
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pub key: T::Data,
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}
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#[derive(Resource)]
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struct ExtractedMaterials2d<M: Material2d> {
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extracted: Vec<(Handle<M>, M)>,
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removed: Vec<Handle<M>>,
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|
}
|
|
|
|
impl<M: Material2d> Default for ExtractedMaterials2d<M> {
|
|
fn default() -> Self {
|
|
Self {
|
|
extracted: Default::default(),
|
|
removed: Default::default(),
|
|
}
|
|
}
|
|
}
|
|
|
|
/// Stores all prepared representations of [`Material2d`] assets for as long as they exist.
|
|
#[derive(Resource, Deref, DerefMut)]
|
|
pub struct RenderMaterials2d<T: Material2d>(HashMap<Handle<T>, PreparedMaterial2d<T>>);
|
|
|
|
impl<T: Material2d> Default for RenderMaterials2d<T> {
|
|
fn default() -> Self {
|
|
Self(Default::default())
|
|
}
|
|
}
|
|
|
|
/// This system extracts all created or modified assets of the corresponding [`Material2d`] type
|
|
/// into the "render world".
|
|
fn extract_materials_2d<M: Material2d>(
|
|
mut commands: Commands,
|
|
mut events: Extract<EventReader<AssetEvent<M>>>,
|
|
assets: Extract<Res<Assets<M>>>,
|
|
) {
|
|
let mut changed_assets = HashSet::default();
|
|
let mut removed = Vec::new();
|
|
for event in events.iter() {
|
|
match event {
|
|
AssetEvent::Created { handle } | AssetEvent::Modified { handle } => {
|
|
changed_assets.insert(handle.clone_weak());
|
|
}
|
|
AssetEvent::Removed { handle } => {
|
|
changed_assets.remove(handle);
|
|
removed.push(handle.clone_weak());
|
|
}
|
|
}
|
|
}
|
|
|
|
let mut extracted_assets = Vec::new();
|
|
for handle in changed_assets.drain() {
|
|
if let Some(asset) = assets.get(&handle) {
|
|
extracted_assets.push((handle, asset.clone()));
|
|
}
|
|
}
|
|
|
|
commands.insert_resource(ExtractedMaterials2d {
|
|
extracted: extracted_assets,
|
|
removed,
|
|
});
|
|
}
|
|
|
|
/// All [`Material2d`] values of a given type that should be prepared next frame.
|
|
pub struct PrepareNextFrameMaterials<M: Material2d> {
|
|
assets: Vec<(Handle<M>, M)>,
|
|
}
|
|
|
|
impl<M: Material2d> Default for PrepareNextFrameMaterials<M> {
|
|
fn default() -> Self {
|
|
Self {
|
|
assets: Default::default(),
|
|
}
|
|
}
|
|
}
|
|
|
|
/// This system prepares all assets of the corresponding [`Material2d`] type
|
|
/// which where extracted this frame for the GPU.
|
|
fn prepare_materials_2d<M: Material2d>(
|
|
mut prepare_next_frame: Local<PrepareNextFrameMaterials<M>>,
|
|
mut extracted_assets: ResMut<ExtractedMaterials2d<M>>,
|
|
mut render_materials: ResMut<RenderMaterials2d<M>>,
|
|
render_device: Res<RenderDevice>,
|
|
images: Res<RenderAssets<Image>>,
|
|
fallback_image: Res<FallbackImage>,
|
|
pipeline: Res<Material2dPipeline<M>>,
|
|
) {
|
|
let queued_assets = std::mem::take(&mut prepare_next_frame.assets);
|
|
for (handle, material) in queued_assets {
|
|
match prepare_material2d(
|
|
&material,
|
|
&render_device,
|
|
&images,
|
|
&fallback_image,
|
|
&pipeline,
|
|
) {
|
|
Ok(prepared_asset) => {
|
|
render_materials.insert(handle, prepared_asset);
|
|
}
|
|
Err(AsBindGroupError::RetryNextUpdate) => {
|
|
prepare_next_frame.assets.push((handle, material));
|
|
}
|
|
}
|
|
}
|
|
|
|
for removed in std::mem::take(&mut extracted_assets.removed) {
|
|
render_materials.remove(&removed);
|
|
}
|
|
|
|
for (handle, material) in std::mem::take(&mut extracted_assets.extracted) {
|
|
match prepare_material2d(
|
|
&material,
|
|
&render_device,
|
|
&images,
|
|
&fallback_image,
|
|
&pipeline,
|
|
) {
|
|
Ok(prepared_asset) => {
|
|
render_materials.insert(handle, prepared_asset);
|
|
}
|
|
Err(AsBindGroupError::RetryNextUpdate) => {
|
|
prepare_next_frame.assets.push((handle, material));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
fn prepare_material2d<M: Material2d>(
|
|
material: &M,
|
|
render_device: &RenderDevice,
|
|
images: &RenderAssets<Image>,
|
|
fallback_image: &FallbackImage,
|
|
pipeline: &Material2dPipeline<M>,
|
|
) -> Result<PreparedMaterial2d<M>, AsBindGroupError> {
|
|
let prepared = material.as_bind_group(
|
|
&pipeline.material2d_layout,
|
|
render_device,
|
|
images,
|
|
fallback_image,
|
|
)?;
|
|
Ok(PreparedMaterial2d {
|
|
bindings: prepared.bindings,
|
|
bind_group: prepared.bind_group,
|
|
key: prepared.data,
|
|
})
|
|
}
|
|
|
|
/// A component bundle for entities with a [`Mesh2dHandle`] and a [`Material2d`].
|
|
#[derive(Bundle, Clone)]
|
|
pub struct MaterialMesh2dBundle<M: Material2d> {
|
|
pub mesh: Mesh2dHandle,
|
|
pub material: Handle<M>,
|
|
pub transform: Transform,
|
|
pub global_transform: GlobalTransform,
|
|
/// User indication of whether an entity is visible
|
|
pub visibility: Visibility,
|
|
/// Algorithmically-computed indication of whether an entity is visible and should be extracted for rendering
|
|
pub computed_visibility: ComputedVisibility,
|
|
}
|
|
|
|
impl<M: Material2d> Default for MaterialMesh2dBundle<M> {
|
|
fn default() -> Self {
|
|
Self {
|
|
mesh: Default::default(),
|
|
material: Default::default(),
|
|
transform: Default::default(),
|
|
global_transform: Default::default(),
|
|
visibility: Default::default(),
|
|
computed_visibility: Default::default(),
|
|
}
|
|
}
|
|
}
|