
# Objective Fix panic in `custom_render_phase`. This example was broken by #17764, but that breakage evolved into a panic after #17849. This new panic seems to illustrate the problem in a pretty straightforward way. ``` 2025-02-15T00:44:11.833622Z INFO bevy_diagnostic::system_information_diagnostics_plugin::internal: SystemInfo { os: "macOS 15.3 Sequoia", kernel: "24.3.0", cpu: "Apple M4 Max", core_count: "16", memory: "64.0 GiB" } 2025-02-15T00:44:11.908328Z INFO bevy_render::renderer: AdapterInfo { name: "Apple M4 Max", vendor: 0, device: 0, device_type: IntegratedGpu, driver: "", driver_info: "", backend: Metal } 2025-02-15T00:44:12.314930Z INFO bevy_winit::system: Creating new window App (0v1) thread 'Compute Task Pool (1)' panicked at /Users/me/src/bevy/crates/bevy_ecs/src/system/function_system.rs:216:28: bevy_render::batching::gpu_preprocessing::batch_and_prepare_sorted_render_phase<custom_render_phase::Stencil3d, custom_render_phase::StencilPipeline> could not access system parameter ResMut<PhaseBatchedInstanceBuffers<Stencil3d, MeshUniform>> ``` ## Solution Add a `SortedRenderPhasePlugin` for the custom phase. ## Testing `cargo run --example custom_render_phase`
636 lines
24 KiB
Rust
636 lines
24 KiB
Rust
//! This example demonstrates how to write a custom phase
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//!
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//! Render phases in bevy are used whenever you need to draw a group of meshes in a specific way.
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//! For example, bevy's main pass has an opaque phase, a transparent phase for both 2d and 3d.
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//! Sometimes, you may want to only draw a subset of meshes before or after the builtin phase. In
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//! those situations you need to write your own phase.
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//!
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//! This example showcases how writing a custom phase to draw a stencil of a bevy mesh could look
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//! like. Some shortcuts have been used for simplicity.
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//!
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//! This example was made for 3d, but a 2d equivalent would be almost identical.
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use std::ops::Range;
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use bevy::{
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core_pipeline::core_3d::graph::{Core3d, Node3d},
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ecs::{
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query::QueryItem,
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system::{lifetimeless::SRes, SystemParamItem},
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},
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math::FloatOrd,
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pbr::{
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DrawMesh, MeshInputUniform, MeshPipeline, MeshPipelineKey, MeshPipelineViewLayoutKey,
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MeshUniform, RenderMeshInstances, SetMeshBindGroup, SetMeshViewBindGroup,
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},
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platform_support::collections::HashSet,
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prelude::*,
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render::{
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batching::{
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gpu_preprocessing::{
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batch_and_prepare_sorted_render_phase, IndirectParametersMetadata,
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UntypedPhaseIndirectParametersBuffers,
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},
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GetBatchData, GetFullBatchData,
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},
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camera::ExtractedCamera,
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extract_component::{ExtractComponent, ExtractComponentPlugin},
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mesh::{allocator::MeshAllocator, MeshVertexBufferLayoutRef, RenderMesh},
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render_asset::RenderAssets,
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render_graph::{
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NodeRunError, RenderGraphApp, RenderGraphContext, RenderLabel, ViewNode, ViewNodeRunner,
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},
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render_phase::{
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sort_phase_system, AddRenderCommand, CachedRenderPipelinePhaseItem, DrawFunctionId,
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DrawFunctions, InputUniformIndex, PhaseItem, PhaseItemExtraIndex, SetItemPipeline,
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SortedPhaseItem, SortedRenderPhasePlugin, ViewSortedRenderPhases,
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},
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render_resource::{
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CachedRenderPipelineId, ColorTargetState, ColorWrites, Face, FragmentState, FrontFace,
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MultisampleState, PipelineCache, PolygonMode, PrimitiveState, RenderPassDescriptor,
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RenderPipelineDescriptor, SpecializedMeshPipeline, SpecializedMeshPipelineError,
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SpecializedMeshPipelines, TextureFormat, VertexState,
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},
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renderer::RenderContext,
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sync_world::MainEntity,
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view::{ExtractedView, RenderVisibleEntities, RetainedViewEntity, ViewTarget},
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Extract, Render, RenderApp, RenderDebugFlags, RenderSet,
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},
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};
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use nonmax::NonMaxU32;
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const SHADER_ASSET_PATH: &str = "shaders/custom_stencil.wgsl";
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fn main() {
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App::new()
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.add_plugins((DefaultPlugins, MeshStencilPhasePlugin))
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.add_systems(Startup, setup)
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.run();
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}
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fn setup(
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mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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) {
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// circular base
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commands.spawn((
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Mesh3d(meshes.add(Circle::new(4.0))),
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MeshMaterial3d(materials.add(Color::WHITE)),
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Transform::from_rotation(Quat::from_rotation_x(-std::f32::consts::FRAC_PI_2)),
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));
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// cube
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// This cube will be rendered by the main pass, but it will also be rendered by our custom
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// pass. This should result in an unlit red cube
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commands.spawn((
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Mesh3d(meshes.add(Cuboid::new(1.0, 1.0, 1.0))),
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MeshMaterial3d(materials.add(Color::srgb_u8(124, 144, 255))),
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Transform::from_xyz(0.0, 0.5, 0.0),
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// This marker component is used to identify which mesh will be used in our custom pass
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// The circle doesn't have it so it won't be rendered in our pass
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DrawStencil,
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));
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// light
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commands.spawn((
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PointLight {
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shadows_enabled: true,
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..default()
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},
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Transform::from_xyz(4.0, 8.0, 4.0),
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));
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// camera
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commands.spawn((
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Camera3d::default(),
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Transform::from_xyz(-2.0, 4.5, 9.0).looking_at(Vec3::ZERO, Vec3::Y),
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// disable msaa for simplicity
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Msaa::Off,
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));
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}
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#[derive(Component, ExtractComponent, Clone, Copy, Default)]
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struct DrawStencil;
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struct MeshStencilPhasePlugin;
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impl Plugin for MeshStencilPhasePlugin {
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fn build(&self, app: &mut App) {
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app.add_plugins((
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ExtractComponentPlugin::<DrawStencil>::default(),
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SortedRenderPhasePlugin::<Stencil3d, MeshPipeline>::new(RenderDebugFlags::default()),
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));
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// We need to get the render app from the main app
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let Some(render_app) = app.get_sub_app_mut(RenderApp) else {
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return;
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};
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render_app
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.init_resource::<SpecializedMeshPipelines<StencilPipeline>>()
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.init_resource::<DrawFunctions<Stencil3d>>()
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.add_render_command::<Stencil3d, DrawMesh3dStencil>()
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.init_resource::<ViewSortedRenderPhases<Stencil3d>>()
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.add_systems(ExtractSchedule, extract_camera_phases)
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.add_systems(
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Render,
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(
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queue_custom_meshes.in_set(RenderSet::QueueMeshes),
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sort_phase_system::<Stencil3d>.in_set(RenderSet::PhaseSort),
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batch_and_prepare_sorted_render_phase::<Stencil3d, StencilPipeline>
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.in_set(RenderSet::PrepareResources),
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),
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);
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render_app
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.add_render_graph_node::<ViewNodeRunner<CustomDrawNode>>(Core3d, CustomDrawPassLabel)
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// Tell the node to run after the main pass
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.add_render_graph_edges(Core3d, (Node3d::MainOpaquePass, CustomDrawPassLabel));
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}
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fn finish(&self, app: &mut App) {
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// We need to get the render app from the main app
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let Some(render_app) = app.get_sub_app_mut(RenderApp) else {
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return;
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};
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// The pipeline needs the RenderDevice to be created and it's only available once plugins
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// are initialized
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render_app.init_resource::<StencilPipeline>();
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}
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}
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#[derive(Resource)]
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struct StencilPipeline {
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/// The base mesh pipeline defined by bevy
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///
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/// Since we want to draw a stencil of an existing bevy mesh we want to reuse the default
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/// pipeline as much as possible
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mesh_pipeline: MeshPipeline,
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/// Stores the shader used for this pipeline directly on the pipeline.
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/// This isn't required, it's only done like this for simplicity.
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shader_handle: Handle<Shader>,
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}
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impl FromWorld for StencilPipeline {
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fn from_world(world: &mut World) -> Self {
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Self {
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mesh_pipeline: MeshPipeline::from_world(world),
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shader_handle: world.resource::<AssetServer>().load(SHADER_ASSET_PATH),
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}
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}
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}
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// For more information on how SpecializedMeshPipeline work, please look at the
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// specialized_mesh_pipeline example
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impl SpecializedMeshPipeline for StencilPipeline {
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type Key = MeshPipelineKey;
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fn specialize(
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&self,
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key: Self::Key,
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layout: &MeshVertexBufferLayoutRef,
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) -> Result<RenderPipelineDescriptor, SpecializedMeshPipelineError> {
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// We will only use the position of the mesh in our shader so we only need to specify that
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let mut vertex_attributes = Vec::new();
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if layout.0.contains(Mesh::ATTRIBUTE_POSITION) {
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// Make sure this matches the shader location
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vertex_attributes.push(Mesh::ATTRIBUTE_POSITION.at_shader_location(0));
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}
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// This will automatically generate the correct `VertexBufferLayout` based on the vertex attributes
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let vertex_buffer_layout = layout.0.get_layout(&vertex_attributes)?;
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Ok(RenderPipelineDescriptor {
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label: Some("Specialized Mesh Pipeline".into()),
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// We want to reuse the data from bevy so we use the same bind groups as the default
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// mesh pipeline
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layout: vec![
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// Bind group 0 is the view uniform
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self.mesh_pipeline
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.get_view_layout(MeshPipelineViewLayoutKey::from(key))
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.clone(),
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// Bind group 1 is the mesh uniform
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self.mesh_pipeline.mesh_layouts.model_only.clone(),
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],
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push_constant_ranges: vec![],
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vertex: VertexState {
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shader: self.shader_handle.clone(),
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shader_defs: vec![],
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entry_point: "vertex".into(),
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buffers: vec![vertex_buffer_layout],
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},
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fragment: Some(FragmentState {
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shader: self.shader_handle.clone(),
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shader_defs: vec![],
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entry_point: "fragment".into(),
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targets: vec![Some(ColorTargetState {
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format: TextureFormat::bevy_default(),
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blend: None,
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write_mask: ColorWrites::ALL,
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})],
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}),
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primitive: PrimitiveState {
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topology: key.primitive_topology(),
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front_face: FrontFace::Ccw,
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cull_mode: Some(Face::Back),
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polygon_mode: PolygonMode::Fill,
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..default()
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},
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depth_stencil: None,
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// It's generally recommended to specialize your pipeline for MSAA,
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// but it's not always possible
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multisample: MultisampleState::default(),
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zero_initialize_workgroup_memory: false,
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})
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}
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}
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// We will reuse render commands already defined by bevy to draw a 3d mesh
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type DrawMesh3dStencil = (
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SetItemPipeline,
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// This will set the view bindings in group 0
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SetMeshViewBindGroup<0>,
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// This will set the mesh bindings in group 1
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SetMeshBindGroup<1>,
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// This will draw the mesh
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DrawMesh,
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);
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// This is the data required per entity drawn in a custom phase in bevy. More specifically this is the
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// data required when using a ViewSortedRenderPhase. This would look differently if we wanted a
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// batched render phase. Sorted phases are a bit easier to implement, but a batched phase would
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// look similar.
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//
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// If you want to see how a batched phase implementation looks, you should look at the Opaque2d
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// phase.
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struct Stencil3d {
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pub sort_key: FloatOrd,
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pub entity: (Entity, MainEntity),
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pub pipeline: CachedRenderPipelineId,
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pub draw_function: DrawFunctionId,
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pub batch_range: Range<u32>,
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pub extra_index: PhaseItemExtraIndex,
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/// Whether the mesh in question is indexed (uses an index buffer in
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/// addition to its vertex buffer).
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pub indexed: bool,
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}
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// For more information about writing a phase item, please look at the custom_phase_item example
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impl PhaseItem for Stencil3d {
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#[inline]
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fn entity(&self) -> Entity {
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self.entity.0
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}
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#[inline]
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fn main_entity(&self) -> MainEntity {
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self.entity.1
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}
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#[inline]
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fn draw_function(&self) -> DrawFunctionId {
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self.draw_function
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}
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#[inline]
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fn batch_range(&self) -> &Range<u32> {
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&self.batch_range
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}
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#[inline]
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fn batch_range_mut(&mut self) -> &mut Range<u32> {
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&mut self.batch_range
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}
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#[inline]
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fn extra_index(&self) -> PhaseItemExtraIndex {
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self.extra_index.clone()
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}
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#[inline]
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fn batch_range_and_extra_index_mut(&mut self) -> (&mut Range<u32>, &mut PhaseItemExtraIndex) {
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(&mut self.batch_range, &mut self.extra_index)
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}
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}
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impl SortedPhaseItem for Stencil3d {
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type SortKey = FloatOrd;
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#[inline]
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fn sort_key(&self) -> Self::SortKey {
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self.sort_key
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}
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#[inline]
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fn sort(items: &mut [Self]) {
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// bevy normally uses radsort instead of the std slice::sort_by_key
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// radsort is a stable radix sort that performed better than `slice::sort_by_key` or `slice::sort_unstable_by_key`.
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// Since it is not re-exported by bevy, we just use the std sort for the purpose of the example
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items.sort_by_key(SortedPhaseItem::sort_key);
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}
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#[inline]
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fn indexed(&self) -> bool {
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self.indexed
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}
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}
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impl CachedRenderPipelinePhaseItem for Stencil3d {
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#[inline]
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fn cached_pipeline(&self) -> CachedRenderPipelineId {
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self.pipeline
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}
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}
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impl GetBatchData for StencilPipeline {
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type Param = (
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SRes<RenderMeshInstances>,
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SRes<RenderAssets<RenderMesh>>,
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SRes<MeshAllocator>,
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);
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type CompareData = AssetId<Mesh>;
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type BufferData = MeshUniform;
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fn get_batch_data(
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(mesh_instances, _render_assets, mesh_allocator): &SystemParamItem<Self::Param>,
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(_entity, main_entity): (Entity, MainEntity),
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) -> Option<(Self::BufferData, Option<Self::CompareData>)> {
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let RenderMeshInstances::CpuBuilding(ref mesh_instances) = **mesh_instances else {
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error!(
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"`get_batch_data` should never be called in GPU mesh uniform \
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building mode"
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);
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return None;
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};
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let mesh_instance = mesh_instances.get(&main_entity)?;
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let first_vertex_index =
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match mesh_allocator.mesh_vertex_slice(&mesh_instance.mesh_asset_id) {
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Some(mesh_vertex_slice) => mesh_vertex_slice.range.start,
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None => 0,
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};
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let mesh_uniform = {
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let mesh_transforms = &mesh_instance.transforms;
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let (local_from_world_transpose_a, local_from_world_transpose_b) =
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mesh_transforms.world_from_local.inverse_transpose_3x3();
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MeshUniform {
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world_from_local: mesh_transforms.world_from_local.to_transpose(),
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previous_world_from_local: mesh_transforms.previous_world_from_local.to_transpose(),
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lightmap_uv_rect: UVec2::ZERO,
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local_from_world_transpose_a,
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local_from_world_transpose_b,
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flags: mesh_transforms.flags,
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first_vertex_index,
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current_skin_index: u32::MAX,
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previous_skin_index: u32::MAX,
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material_and_lightmap_bind_group_slot: 0,
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tag: 0,
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}
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};
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Some((mesh_uniform, None))
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}
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}
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impl GetFullBatchData for StencilPipeline {
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type BufferInputData = MeshInputUniform;
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fn get_index_and_compare_data(
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(mesh_instances, _, _): &SystemParamItem<Self::Param>,
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main_entity: MainEntity,
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) -> Option<(NonMaxU32, Option<Self::CompareData>)> {
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// This should only be called during GPU building.
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let RenderMeshInstances::GpuBuilding(ref mesh_instances) = **mesh_instances else {
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error!(
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"`get_index_and_compare_data` should never be called in CPU mesh uniform building \
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mode"
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);
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return None;
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};
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let mesh_instance = mesh_instances.get(&main_entity)?;
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Some((
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mesh_instance.current_uniform_index,
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mesh_instance
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.should_batch()
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.then_some(mesh_instance.mesh_asset_id),
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))
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}
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fn get_binned_batch_data(
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(mesh_instances, _render_assets, mesh_allocator): &SystemParamItem<Self::Param>,
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main_entity: MainEntity,
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) -> Option<Self::BufferData> {
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let RenderMeshInstances::CpuBuilding(ref mesh_instances) = **mesh_instances else {
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error!(
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"`get_binned_batch_data` should never be called in GPU mesh uniform building mode"
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);
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return None;
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};
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let mesh_instance = mesh_instances.get(&main_entity)?;
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let first_vertex_index =
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match mesh_allocator.mesh_vertex_slice(&mesh_instance.mesh_asset_id) {
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Some(mesh_vertex_slice) => mesh_vertex_slice.range.start,
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None => 0,
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};
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Some(MeshUniform::new(
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&mesh_instance.transforms,
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first_vertex_index,
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mesh_instance.material_bindings_index.slot,
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None,
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None,
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None,
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None,
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))
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}
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fn write_batch_indirect_parameters_metadata(
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mesh_index: InputUniformIndex,
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indexed: bool,
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base_output_index: u32,
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batch_set_index: Option<NonMaxU32>,
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indirect_parameters_buffers: &mut UntypedPhaseIndirectParametersBuffers,
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indirect_parameters_offset: u32,
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) {
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// Note that `IndirectParameters` covers both of these structures, even
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// though they actually have distinct layouts. See the comment above that
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// type for more information.
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let indirect_parameters = IndirectParametersMetadata {
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mesh_index: *mesh_index,
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base_output_index,
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batch_set_index: match batch_set_index {
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None => !0,
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Some(batch_set_index) => u32::from(batch_set_index),
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},
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early_instance_count: 0,
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late_instance_count: 0,
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};
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if indexed {
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indirect_parameters_buffers
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.set_indexed(indirect_parameters_offset, indirect_parameters);
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} else {
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indirect_parameters_buffers
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.set_non_indexed(indirect_parameters_offset, indirect_parameters);
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}
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}
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fn get_binned_index(
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_param: &SystemParamItem<Self::Param>,
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_query_item: MainEntity,
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) -> Option<NonMaxU32> {
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None
|
|
}
|
|
}
|
|
|
|
// When defining a phase, we need to extract it from the main world and add it to a resource
|
|
// that will be used by the render world. We need to give that resource all views that will use
|
|
// that phase
|
|
fn extract_camera_phases(
|
|
mut stencil_phases: ResMut<ViewSortedRenderPhases<Stencil3d>>,
|
|
cameras: Extract<Query<(Entity, &Camera), With<Camera3d>>>,
|
|
mut live_entities: Local<HashSet<RetainedViewEntity>>,
|
|
) {
|
|
live_entities.clear();
|
|
for (main_entity, camera) in &cameras {
|
|
if !camera.is_active {
|
|
continue;
|
|
}
|
|
// This is the main camera, so we use the first subview index (0)
|
|
let retained_view_entity = RetainedViewEntity::new(main_entity.into(), None, 0);
|
|
|
|
stencil_phases.insert_or_clear(retained_view_entity);
|
|
live_entities.insert(retained_view_entity);
|
|
}
|
|
|
|
// Clear out all dead views.
|
|
stencil_phases.retain(|camera_entity, _| live_entities.contains(camera_entity));
|
|
}
|
|
|
|
// This is a very important step when writing a custom phase.
|
|
//
|
|
// This system determines which meshes will be added to the phase.
|
|
fn queue_custom_meshes(
|
|
custom_draw_functions: Res<DrawFunctions<Stencil3d>>,
|
|
mut pipelines: ResMut<SpecializedMeshPipelines<StencilPipeline>>,
|
|
pipeline_cache: Res<PipelineCache>,
|
|
custom_draw_pipeline: Res<StencilPipeline>,
|
|
render_meshes: Res<RenderAssets<RenderMesh>>,
|
|
render_mesh_instances: Res<RenderMeshInstances>,
|
|
mut custom_render_phases: ResMut<ViewSortedRenderPhases<Stencil3d>>,
|
|
mut views: Query<(&ExtractedView, &RenderVisibleEntities, &Msaa)>,
|
|
has_marker: Query<(), With<DrawStencil>>,
|
|
) {
|
|
for (view, visible_entities, msaa) in &mut views {
|
|
let Some(custom_phase) = custom_render_phases.get_mut(&view.retained_view_entity) else {
|
|
continue;
|
|
};
|
|
let draw_custom = custom_draw_functions.read().id::<DrawMesh3dStencil>();
|
|
|
|
// Create the key based on the view.
|
|
// In this case we only care about MSAA and HDR
|
|
let view_key = MeshPipelineKey::from_msaa_samples(msaa.samples())
|
|
| MeshPipelineKey::from_hdr(view.hdr);
|
|
|
|
let rangefinder = view.rangefinder3d();
|
|
// Since our phase can work on any 3d mesh we can reuse the default mesh 3d filter
|
|
for (render_entity, visible_entity) in visible_entities.iter::<Mesh3d>() {
|
|
// We only want meshes with the marker component to be queued to our phase.
|
|
if has_marker.get(*render_entity).is_err() {
|
|
continue;
|
|
}
|
|
let Some(mesh_instance) = render_mesh_instances.render_mesh_queue_data(*visible_entity)
|
|
else {
|
|
continue;
|
|
};
|
|
let Some(mesh) = render_meshes.get(mesh_instance.mesh_asset_id) else {
|
|
continue;
|
|
};
|
|
|
|
// Specialize the key for the current mesh entity
|
|
// For this example we only specialize based on the mesh topology
|
|
// but you could have more complex keys and that's where you'd need to create those keys
|
|
let mut mesh_key = view_key;
|
|
mesh_key |= MeshPipelineKey::from_primitive_topology(mesh.primitive_topology());
|
|
|
|
let pipeline_id = pipelines.specialize(
|
|
&pipeline_cache,
|
|
&custom_draw_pipeline,
|
|
mesh_key,
|
|
&mesh.layout,
|
|
);
|
|
let pipeline_id = match pipeline_id {
|
|
Ok(id) => id,
|
|
Err(err) => {
|
|
error!("{}", err);
|
|
continue;
|
|
}
|
|
};
|
|
let distance = rangefinder.distance_translation(&mesh_instance.translation);
|
|
// At this point we have all the data we need to create a phase item and add it to our
|
|
// phase
|
|
custom_phase.add(Stencil3d {
|
|
// Sort the data based on the distance to the view
|
|
sort_key: FloatOrd(distance),
|
|
entity: (*render_entity, *visible_entity),
|
|
pipeline: pipeline_id,
|
|
draw_function: draw_custom,
|
|
// Sorted phase items aren't batched
|
|
batch_range: 0..1,
|
|
extra_index: PhaseItemExtraIndex::None,
|
|
indexed: mesh.indexed(),
|
|
});
|
|
}
|
|
}
|
|
}
|
|
|
|
// Render label used to order our render graph node that will render our phase
|
|
#[derive(RenderLabel, Debug, Clone, Hash, PartialEq, Eq)]
|
|
struct CustomDrawPassLabel;
|
|
|
|
#[derive(Default)]
|
|
struct CustomDrawNode;
|
|
impl ViewNode for CustomDrawNode {
|
|
type ViewQuery = (
|
|
&'static ExtractedCamera,
|
|
&'static ExtractedView,
|
|
&'static ViewTarget,
|
|
);
|
|
|
|
fn run<'w>(
|
|
&self,
|
|
graph: &mut RenderGraphContext,
|
|
render_context: &mut RenderContext<'w>,
|
|
(camera, view, target): QueryItem<'w, Self::ViewQuery>,
|
|
world: &'w World,
|
|
) -> Result<(), NodeRunError> {
|
|
// First, we need to get our phases resource
|
|
let Some(stencil_phases) = world.get_resource::<ViewSortedRenderPhases<Stencil3d>>() else {
|
|
return Ok(());
|
|
};
|
|
|
|
// Get the view entity from the graph
|
|
let view_entity = graph.view_entity();
|
|
|
|
// Get the phase for the current view running our node
|
|
let Some(stencil_phase) = stencil_phases.get(&view.retained_view_entity) else {
|
|
return Ok(());
|
|
};
|
|
|
|
// Render pass setup
|
|
let mut render_pass = render_context.begin_tracked_render_pass(RenderPassDescriptor {
|
|
label: Some("stencil pass"),
|
|
// For the purpose of the example, we will write directly to the view target. A real
|
|
// stencil pass would write to a custom texture and that texture would be used in later
|
|
// passes to render custom effects using it.
|
|
color_attachments: &[Some(target.get_color_attachment())],
|
|
// We don't bind any depth buffer for this pass
|
|
depth_stencil_attachment: None,
|
|
timestamp_writes: None,
|
|
occlusion_query_set: None,
|
|
});
|
|
|
|
if let Some(viewport) = camera.viewport.as_ref() {
|
|
render_pass.set_camera_viewport(viewport);
|
|
}
|
|
|
|
// Render the phase
|
|
// This will execute each draw functions of each phase items queued in this phase
|
|
if let Err(err) = stencil_phase.render(&mut render_pass, world, view_entity) {
|
|
error!("Error encountered while rendering the stencil phase {err:?}");
|
|
}
|
|
|
|
Ok(())
|
|
}
|
|
}
|