# Objective Yet another PR for migrating stuff to required components. This time, cameras! ## Solution As per the [selected proposal](https://hackmd.io/tsYID4CGRiWxzsgawzxG_g#Combined-Proposal-1-Selected), deprecate `Camera2dBundle` and `Camera3dBundle` in favor of `Camera2d` and `Camera3d`. Adding a `Camera` without `Camera2d` or `Camera3d` now logs a warning, as suggested by Cart [on Discord](https://discord.com/channels/691052431525675048/1264881140007702558/1291506402832945273). I would personally like cameras to work a bit differently and be split into a few more components, to avoid some footguns and confusing semantics, but that is more controversial, and shouldn't block this core migration. ## Testing I ran a few 2D and 3D examples, and tried cameras with and without render graphs. --- ## Migration Guide `Camera2dBundle` and `Camera3dBundle` have been deprecated in favor of `Camera2d` and `Camera3d`. Inserting them will now also insert the other components required by them automatically.
		
			
				
	
	
		
			419 lines
		
	
	
		
			16 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			419 lines
		
	
	
		
			16 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! This example shows how to manually render 2d items using "mid level render apis" with a custom
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//! pipeline for 2d meshes.
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//! It doesn't use the [`Material2d`] abstraction, but changes the vertex buffer to include vertex color.
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//! Check out the "mesh2d" example for simpler / higher level 2d meshes.
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//!
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//! [`Material2d`]: bevy::sprite::Material2d
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use bevy::{
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    color::palettes::basic::YELLOW,
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    core_pipeline::core_2d::{Transparent2d, CORE_2D_DEPTH_FORMAT},
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    ecs::entity::EntityHashMap,
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    math::{ops, FloatOrd},
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    prelude::*,
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    render::{
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        mesh::{Indices, RenderMesh},
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        render_asset::{RenderAssetUsages, RenderAssets},
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        render_phase::{
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            AddRenderCommand, DrawFunctions, PhaseItemExtraIndex, SetItemPipeline,
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            ViewSortedRenderPhases,
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        },
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        render_resource::{
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            BlendState, ColorTargetState, ColorWrites, CompareFunction, DepthBiasState,
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            DepthStencilState, Face, FragmentState, FrontFace, MultisampleState, PipelineCache,
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            PolygonMode, PrimitiveState, PrimitiveTopology, RenderPipelineDescriptor,
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            SpecializedRenderPipeline, SpecializedRenderPipelines, StencilFaceState, StencilState,
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            TextureFormat, VertexBufferLayout, VertexFormat, VertexState, VertexStepMode,
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        },
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        texture::BevyDefault,
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        view::{ExtractedView, ViewTarget, VisibleEntities},
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        Extract, Render, RenderApp, RenderSet,
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    },
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    sprite::{
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        extract_mesh2d, DrawMesh2d, HasMaterial2d, Material2dBindGroupId, Mesh2dPipeline,
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        Mesh2dPipelineKey, Mesh2dTransforms, MeshFlags, RenderMesh2dInstance, SetMesh2dBindGroup,
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        SetMesh2dViewBindGroup,
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    },
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};
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use std::f32::consts::PI;
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fn main() {
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    App::new()
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        .add_plugins((DefaultPlugins, ColoredMesh2dPlugin))
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        .add_systems(Startup, star)
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        .run();
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}
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fn star(
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    mut commands: Commands,
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    // We will add a new Mesh for the star being created
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    mut meshes: ResMut<Assets<Mesh>>,
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) {
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    // Let's define the mesh for the object we want to draw: a nice star.
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    // We will specify here what kind of topology is used to define the mesh,
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    // that is, how triangles are built from the vertices. We will use a
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    // triangle list, meaning that each vertex of the triangle has to be
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    // specified. We set `RenderAssetUsages::RENDER_WORLD`, meaning this mesh
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    // will not be accessible in future frames from the `meshes` resource, in
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    // order to save on memory once it has been uploaded to the GPU.
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    let mut star = Mesh::new(
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        PrimitiveTopology::TriangleList,
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        RenderAssetUsages::RENDER_WORLD,
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    );
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    // Vertices need to have a position attribute. We will use the following
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    // vertices (I hope you can spot the star in the schema).
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    //
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    //        1
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    //
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    //     10   2
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    // 9      0      3
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    //     8     4
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    //        6
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    //   7        5
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    //
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    // These vertices are specified in 3D space.
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    let mut v_pos = vec![[0.0, 0.0, 0.0]];
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    for i in 0..10 {
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        // The angle between each vertex is 1/10 of a full rotation.
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        let a = i as f32 * PI / 5.0;
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        // The radius of inner vertices (even indices) is 100. For outer vertices (odd indices) it's 200.
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        let r = (1 - i % 2) as f32 * 100.0 + 100.0;
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        // Add the vertex position.
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        v_pos.push([r * ops::sin(a), r * ops::cos(a), 0.0]);
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    }
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    // Set the position attribute
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    star.insert_attribute(Mesh::ATTRIBUTE_POSITION, v_pos);
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    // And a RGB color attribute as well
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    let mut v_color: Vec<[f32; 4]> = vec![LinearRgba::BLACK.to_f32_array()];
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    v_color.extend_from_slice(&[LinearRgba::from(YELLOW).to_f32_array(); 10]);
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    star.insert_attribute(Mesh::ATTRIBUTE_COLOR, v_color);
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    // Now, we specify the indices of the vertex that are going to compose the
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    // triangles in our star. Vertices in triangles have to be specified in CCW
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    // winding (that will be the front face, colored). Since we are using
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    // triangle list, we will specify each triangle as 3 vertices
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    //   First triangle: 0, 2, 1
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    //   Second triangle: 0, 3, 2
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    //   Third triangle: 0, 4, 3
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    //   etc
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    //   Last triangle: 0, 1, 10
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    let mut indices = vec![0, 1, 10];
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    for i in 2..=10 {
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        indices.extend_from_slice(&[0, i, i - 1]);
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    }
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    star.insert_indices(Indices::U32(indices));
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    // We can now spawn the entities for the star and the camera
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    commands.spawn((
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        // We use a marker component to identify the custom colored meshes
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        ColoredMesh2d,
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        // The `Handle<Mesh>` needs to be wrapped in a `Mesh2d` for 2D rendering
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        Mesh2d(meshes.add(star)),
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        // This bundle's components are needed for something to be rendered
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        SpatialBundle::INHERITED_IDENTITY,
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    ));
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    // Spawn the camera
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    commands.spawn(Camera2d);
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}
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// Require `HasMaterial2d` to indicate that no placeholder material should be rendeed.
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/// A marker component for colored 2d meshes
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#[derive(Component, Default)]
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#[require(HasMaterial2d)]
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pub struct ColoredMesh2d;
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/// Custom pipeline for 2d meshes with vertex colors
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#[derive(Resource)]
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pub struct ColoredMesh2dPipeline {
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    /// this pipeline wraps the standard [`Mesh2dPipeline`]
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    mesh2d_pipeline: Mesh2dPipeline,
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}
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impl FromWorld for ColoredMesh2dPipeline {
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    fn from_world(world: &mut World) -> Self {
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        Self {
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            mesh2d_pipeline: Mesh2dPipeline::from_world(world),
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        }
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    }
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}
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// We implement `SpecializedPipeline` to customize the default rendering from `Mesh2dPipeline`
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impl SpecializedRenderPipeline for ColoredMesh2dPipeline {
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    type Key = Mesh2dPipelineKey;
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    fn specialize(&self, key: Self::Key) -> RenderPipelineDescriptor {
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        // Customize how to store the meshes' vertex attributes in the vertex buffer
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        // Our meshes only have position and color
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        let formats = vec![
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            // Position
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            VertexFormat::Float32x3,
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            // Color
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            VertexFormat::Uint32,
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        ];
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        let vertex_layout =
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            VertexBufferLayout::from_vertex_formats(VertexStepMode::Vertex, formats);
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        let format = match key.contains(Mesh2dPipelineKey::HDR) {
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            true => ViewTarget::TEXTURE_FORMAT_HDR,
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            false => TextureFormat::bevy_default(),
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        };
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        RenderPipelineDescriptor {
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            vertex: VertexState {
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                // Use our custom shader
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                shader: COLORED_MESH2D_SHADER_HANDLE,
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                entry_point: "vertex".into(),
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                shader_defs: vec![],
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                // Use our custom vertex buffer
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                buffers: vec![vertex_layout],
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            },
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            fragment: Some(FragmentState {
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                // Use our custom shader
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                shader: COLORED_MESH2D_SHADER_HANDLE,
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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,
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                    blend: Some(BlendState::ALPHA_BLENDING),
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                    write_mask: ColorWrites::ALL,
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                })],
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            }),
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            // Use the two standard uniforms for 2d meshes
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            layout: vec![
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                // Bind group 0 is the view uniform
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                self.mesh2d_pipeline.view_layout.clone(),
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                // Bind group 1 is the mesh uniform
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                self.mesh2d_pipeline.mesh_layout.clone(),
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            ],
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            push_constant_ranges: vec![],
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            primitive: PrimitiveState {
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                front_face: FrontFace::Ccw,
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                cull_mode: Some(Face::Back),
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                unclipped_depth: false,
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                polygon_mode: PolygonMode::Fill,
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                conservative: false,
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                topology: key.primitive_topology(),
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                strip_index_format: None,
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            },
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            depth_stencil: Some(DepthStencilState {
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                format: CORE_2D_DEPTH_FORMAT,
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                depth_write_enabled: false,
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                depth_compare: CompareFunction::GreaterEqual,
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                stencil: StencilState {
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                    front: StencilFaceState::IGNORE,
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                    back: StencilFaceState::IGNORE,
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                    read_mask: 0,
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                    write_mask: 0,
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                },
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                bias: DepthBiasState {
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                    constant: 0,
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                    slope_scale: 0.0,
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                    clamp: 0.0,
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                },
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            }),
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            multisample: MultisampleState {
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                count: key.msaa_samples(),
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                mask: !0,
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                alpha_to_coverage_enabled: false,
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            },
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            label: Some("colored_mesh2d_pipeline".into()),
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        }
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    }
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}
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// This specifies how to render a colored 2d mesh
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type DrawColoredMesh2d = (
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    // Set the pipeline
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    SetItemPipeline,
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    // Set the view uniform as bind group 0
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    SetMesh2dViewBindGroup<0>,
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    // Set the mesh uniform as bind group 1
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    SetMesh2dBindGroup<1>,
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    // Draw the mesh
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    DrawMesh2d,
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);
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// The custom shader can be inline like here, included from another file at build time
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// using `include_str!()`, or loaded like any other asset with `asset_server.load()`.
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const COLORED_MESH2D_SHADER: &str = r"
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// Import the standard 2d mesh uniforms and set their bind groups
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#import bevy_sprite::mesh2d_functions
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// The structure of the vertex buffer is as specified in `specialize()`
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struct Vertex {
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    @builtin(instance_index) instance_index: u32,
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    @location(0) position: vec3<f32>,
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    @location(1) color: u32,
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};
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struct VertexOutput {
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    // The vertex shader must set the on-screen position of the vertex
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    @builtin(position) clip_position: vec4<f32>,
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    // We pass the vertex color to the fragment shader in location 0
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    @location(0) color: vec4<f32>,
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};
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/// Entry point for the vertex shader
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@vertex
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fn vertex(vertex: Vertex) -> VertexOutput {
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    var out: VertexOutput;
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    // Project the world position of the mesh into screen position
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    let model = mesh2d_functions::get_world_from_local(vertex.instance_index);
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    out.clip_position = mesh2d_functions::mesh2d_position_local_to_clip(model, vec4<f32>(vertex.position, 1.0));
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    // Unpack the `u32` from the vertex buffer into the `vec4<f32>` used by the fragment shader
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    out.color = vec4<f32>((vec4<u32>(vertex.color) >> vec4<u32>(0u, 8u, 16u, 24u)) & vec4<u32>(255u)) / 255.0;
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    return out;
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}
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// The input of the fragment shader must correspond to the output of the vertex shader for all `location`s
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struct FragmentInput {
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    // The color is interpolated between vertices by default
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    @location(0) color: vec4<f32>,
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};
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/// Entry point for the fragment shader
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@fragment
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fn fragment(in: FragmentInput) -> @location(0) vec4<f32> {
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    return in.color;
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}
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";
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/// Plugin that renders [`ColoredMesh2d`]s
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pub struct ColoredMesh2dPlugin;
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/// Handle to the custom shader with a unique random ID
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pub const COLORED_MESH2D_SHADER_HANDLE: Handle<Shader> =
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    Handle::weak_from_u128(13828845428412094821);
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/// Our custom pipeline needs its own instance storage
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#[derive(Resource, Deref, DerefMut, Default)]
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pub struct RenderColoredMesh2dInstances(EntityHashMap<RenderMesh2dInstance>);
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impl Plugin for ColoredMesh2dPlugin {
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    fn build(&self, app: &mut App) {
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        // Load our custom shader
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        let mut shaders = app.world_mut().resource_mut::<Assets<Shader>>();
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        shaders.insert(
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            &COLORED_MESH2D_SHADER_HANDLE,
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            Shader::from_wgsl(COLORED_MESH2D_SHADER, file!()),
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        );
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        // Register our custom draw function, and add our render systems
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        app.get_sub_app_mut(RenderApp)
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            .unwrap()
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            .add_render_command::<Transparent2d, DrawColoredMesh2d>()
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            .init_resource::<SpecializedRenderPipelines<ColoredMesh2dPipeline>>()
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            .init_resource::<RenderColoredMesh2dInstances>()
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            .add_systems(
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                ExtractSchedule,
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                extract_colored_mesh2d.after(extract_mesh2d),
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            )
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            .add_systems(Render, queue_colored_mesh2d.in_set(RenderSet::QueueMeshes));
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    }
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    fn finish(&self, app: &mut App) {
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        // Register our custom pipeline
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        app.get_sub_app_mut(RenderApp)
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            .unwrap()
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            .init_resource::<ColoredMesh2dPipeline>();
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    }
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}
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/// Extract the [`ColoredMesh2d`] marker component into the render app
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pub fn extract_colored_mesh2d(
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    mut commands: Commands,
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    mut previous_len: Local<usize>,
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    // When extracting, you must use `Extract` to mark the `SystemParam`s
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    // which should be taken from the main world.
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    query: Extract<
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        Query<(Entity, &ViewVisibility, &GlobalTransform, &Mesh2d), With<ColoredMesh2d>>,
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    >,
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    mut render_mesh_instances: ResMut<RenderColoredMesh2dInstances>,
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) {
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    let mut values = Vec::with_capacity(*previous_len);
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    for (entity, view_visibility, transform, handle) in &query {
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        if !view_visibility.get() {
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            continue;
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        }
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        let transforms = Mesh2dTransforms {
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            world_from_local: (&transform.affine()).into(),
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            flags: MeshFlags::empty().bits(),
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        };
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        values.push((entity, ColoredMesh2d));
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        render_mesh_instances.insert(
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            entity,
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            RenderMesh2dInstance {
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                mesh_asset_id: handle.0.id(),
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                transforms,
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                material_bind_group_id: Material2dBindGroupId::default(),
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                automatic_batching: false,
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            },
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        );
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    }
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    *previous_len = values.len();
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    commands.insert_or_spawn_batch(values);
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}
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/// Queue the 2d meshes marked with [`ColoredMesh2d`] using our custom pipeline and draw function
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#[allow(clippy::too_many_arguments)]
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pub fn queue_colored_mesh2d(
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    transparent_draw_functions: Res<DrawFunctions<Transparent2d>>,
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    colored_mesh2d_pipeline: Res<ColoredMesh2dPipeline>,
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    mut pipelines: ResMut<SpecializedRenderPipelines<ColoredMesh2dPipeline>>,
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    pipeline_cache: Res<PipelineCache>,
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    render_meshes: Res<RenderAssets<RenderMesh>>,
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    render_mesh_instances: Res<RenderColoredMesh2dInstances>,
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    mut transparent_render_phases: ResMut<ViewSortedRenderPhases<Transparent2d>>,
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    views: Query<(Entity, &VisibleEntities, &ExtractedView, &Msaa)>,
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) {
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    if render_mesh_instances.is_empty() {
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        return;
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    }
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    // Iterate each view (a camera is a view)
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    for (view_entity, visible_entities, view, msaa) in &views {
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        let Some(transparent_phase) = transparent_render_phases.get_mut(&view_entity) else {
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            continue;
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        };
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        let draw_colored_mesh2d = transparent_draw_functions.read().id::<DrawColoredMesh2d>();
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        let mesh_key = Mesh2dPipelineKey::from_msaa_samples(msaa.samples())
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            | Mesh2dPipelineKey::from_hdr(view.hdr);
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        // Queue all entities visible to that view
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        for visible_entity in visible_entities.iter::<With<Mesh2d>>() {
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            if let Some(mesh_instance) = render_mesh_instances.get(visible_entity) {
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                let mesh2d_handle = mesh_instance.mesh_asset_id;
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						|
                let mesh2d_transforms = &mesh_instance.transforms;
 | 
						|
                // Get our specialized pipeline
 | 
						|
                let mut mesh2d_key = mesh_key;
 | 
						|
                if let Some(mesh) = render_meshes.get(mesh2d_handle) {
 | 
						|
                    mesh2d_key |=
 | 
						|
                        Mesh2dPipelineKey::from_primitive_topology(mesh.primitive_topology());
 | 
						|
                }
 | 
						|
 | 
						|
                let pipeline_id =
 | 
						|
                    pipelines.specialize(&pipeline_cache, &colored_mesh2d_pipeline, mesh2d_key);
 | 
						|
 | 
						|
                let mesh_z = mesh2d_transforms.world_from_local.translation.z;
 | 
						|
                transparent_phase.add(Transparent2d {
 | 
						|
                    entity: *visible_entity,
 | 
						|
                    draw_function: draw_colored_mesh2d,
 | 
						|
                    pipeline: pipeline_id,
 | 
						|
                    // The 2d render items are sorted according to their z value before rendering,
 | 
						|
                    // in order to get correct transparency
 | 
						|
                    sort_key: FloatOrd(mesh_z),
 | 
						|
                    // This material is not batched
 | 
						|
                    batch_range: 0..1,
 | 
						|
                    extra_index: PhaseItemExtraIndex::NONE,
 | 
						|
                });
 | 
						|
            }
 | 
						|
        }
 | 
						|
    }
 | 
						|
}
 |