
# Objective - shaders defs can now have a `bool` or `int` value - `#if SHADER_DEF <operator> 3` - ok if `SHADER_DEF` is defined, has the correct type and pass the comparison - `==`, `!=`, `>=`, `>`, `<`, `<=` supported - `#SHADER_DEF` or `#{SHADER_DEF}` - will be replaced by the value in the shader code --- ## Migration Guide - replace `shader_defs.push(String::from("NAME"));` by `shader_defs.push("NAME".into());` - if you used shader def `NO_STORAGE_BUFFERS_SUPPORT`, check how `AVAILABLE_STORAGE_BUFFER_BINDINGS` is now used in Bevy default shaders
569 lines
20 KiB
Rust
569 lines
20 KiB
Rust
use bevy_app::Plugin;
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use bevy_asset::{load_internal_asset, Handle, HandleUntyped};
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use bevy_ecs::{
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prelude::*,
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system::{lifetimeless::*, SystemParamItem, SystemState},
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};
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use bevy_math::{Mat4, Vec2};
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use bevy_reflect::{Reflect, TypeUuid};
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use bevy_render::{
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extract_component::{ComponentUniforms, DynamicUniformIndex, UniformComponentPlugin},
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globals::{GlobalsBuffer, GlobalsUniform},
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mesh::{GpuBufferInfo, Mesh, MeshVertexBufferLayout},
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render_asset::RenderAssets,
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render_phase::{EntityRenderCommand, RenderCommandResult, TrackedRenderPass},
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render_resource::*,
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renderer::{RenderDevice, RenderQueue},
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texture::{
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BevyDefault, DefaultImageSampler, GpuImage, Image, ImageSampler, TextureFormatPixelInfo,
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},
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view::{
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ComputedVisibility, ExtractedView, ViewTarget, ViewUniform, ViewUniformOffset, ViewUniforms,
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},
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Extract, RenderApp, RenderStage,
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};
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use bevy_transform::components::GlobalTransform;
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/// Component for rendering with meshes in the 2d pipeline, usually with a [2d material](crate::Material2d) such as [`ColorMaterial`](crate::ColorMaterial).
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///
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/// It wraps a [`Handle<Mesh>`] to differentiate from the 3d pipelines which use the handles directly as components
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#[derive(Default, Clone, Component, Debug, Reflect)]
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#[reflect(Component)]
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pub struct Mesh2dHandle(pub Handle<Mesh>);
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impl From<Handle<Mesh>> for Mesh2dHandle {
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fn from(handle: Handle<Mesh>) -> Self {
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Self(handle)
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}
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}
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#[derive(Default)]
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pub struct Mesh2dRenderPlugin;
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pub const MESH2D_VERTEX_OUTPUT: HandleUntyped =
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HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 7646632476603252194);
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pub const MESH2D_VIEW_TYPES_HANDLE: HandleUntyped =
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HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 12677582416765805110);
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pub const MESH2D_VIEW_BINDINGS_HANDLE: HandleUntyped =
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HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 6901431444735842434);
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pub const MESH2D_TYPES_HANDLE: HandleUntyped =
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HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 8994673400261890424);
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pub const MESH2D_BINDINGS_HANDLE: HandleUntyped =
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HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 8983617858458862856);
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pub const MESH2D_FUNCTIONS_HANDLE: HandleUntyped =
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HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 4976379308250389413);
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pub const MESH2D_SHADER_HANDLE: HandleUntyped =
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HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 2971387252468633715);
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impl Plugin for Mesh2dRenderPlugin {
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fn build(&self, app: &mut bevy_app::App) {
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load_internal_asset!(
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app,
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MESH2D_VERTEX_OUTPUT,
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"mesh2d_vertex_output.wgsl",
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Shader::from_wgsl
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);
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load_internal_asset!(
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app,
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MESH2D_VIEW_TYPES_HANDLE,
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"mesh2d_view_types.wgsl",
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Shader::from_wgsl
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);
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load_internal_asset!(
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app,
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MESH2D_VIEW_BINDINGS_HANDLE,
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"mesh2d_view_bindings.wgsl",
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Shader::from_wgsl
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);
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load_internal_asset!(
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app,
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MESH2D_TYPES_HANDLE,
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"mesh2d_types.wgsl",
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Shader::from_wgsl
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);
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load_internal_asset!(
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app,
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MESH2D_BINDINGS_HANDLE,
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"mesh2d_bindings.wgsl",
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Shader::from_wgsl
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);
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load_internal_asset!(
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app,
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MESH2D_FUNCTIONS_HANDLE,
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"mesh2d_functions.wgsl",
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Shader::from_wgsl
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);
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load_internal_asset!(app, MESH2D_SHADER_HANDLE, "mesh2d.wgsl", Shader::from_wgsl);
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app.add_plugin(UniformComponentPlugin::<Mesh2dUniform>::default());
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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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.init_resource::<Mesh2dPipeline>()
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.init_resource::<SpecializedMeshPipelines<Mesh2dPipeline>>()
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.add_system_to_stage(RenderStage::Extract, extract_mesh2d)
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.add_system_to_stage(RenderStage::Queue, queue_mesh2d_bind_group)
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.add_system_to_stage(RenderStage::Queue, queue_mesh2d_view_bind_groups);
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}
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}
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}
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#[derive(Component, ShaderType, Clone)]
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pub struct Mesh2dUniform {
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pub transform: Mat4,
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pub inverse_transpose_model: Mat4,
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pub flags: u32,
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}
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// NOTE: These must match the bit flags in bevy_sprite/src/mesh2d/mesh2d.wgsl!
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bitflags::bitflags! {
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#[repr(transparent)]
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struct MeshFlags: u32 {
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const NONE = 0;
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const UNINITIALIZED = 0xFFFF;
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}
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}
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pub fn extract_mesh2d(
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mut commands: Commands,
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mut previous_len: Local<usize>,
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query: Extract<Query<(Entity, &ComputedVisibility, &GlobalTransform, &Mesh2dHandle)>>,
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) {
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let mut values = Vec::with_capacity(*previous_len);
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for (entity, computed_visibility, transform, handle) in &query {
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if !computed_visibility.is_visible() {
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continue;
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}
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let transform = transform.compute_matrix();
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values.push((
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entity,
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(
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Mesh2dHandle(handle.0.clone_weak()),
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Mesh2dUniform {
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flags: MeshFlags::empty().bits,
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transform,
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inverse_transpose_model: transform.inverse().transpose(),
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},
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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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#[derive(Resource, Clone)]
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pub struct Mesh2dPipeline {
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pub view_layout: BindGroupLayout,
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pub mesh_layout: BindGroupLayout,
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// This dummy white texture is to be used in place of optional textures
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pub dummy_white_gpu_image: GpuImage,
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}
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impl FromWorld for Mesh2dPipeline {
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fn from_world(world: &mut World) -> Self {
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let mut system_state: SystemState<(Res<RenderDevice>, Res<DefaultImageSampler>)> =
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SystemState::new(world);
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let (render_device, default_sampler) = system_state.get_mut(world);
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let view_layout = render_device.create_bind_group_layout(&BindGroupLayoutDescriptor {
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entries: &[
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// View
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BindGroupLayoutEntry {
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binding: 0,
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visibility: ShaderStages::VERTEX | ShaderStages::FRAGMENT,
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ty: BindingType::Buffer {
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ty: BufferBindingType::Uniform,
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has_dynamic_offset: true,
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min_binding_size: Some(ViewUniform::min_size()),
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},
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count: None,
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},
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BindGroupLayoutEntry {
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binding: 1,
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visibility: ShaderStages::VERTEX_FRAGMENT,
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ty: BindingType::Buffer {
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ty: BufferBindingType::Uniform,
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has_dynamic_offset: false,
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min_binding_size: Some(GlobalsUniform::min_size()),
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},
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count: None,
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},
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],
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label: Some("mesh2d_view_layout"),
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});
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let mesh_layout = render_device.create_bind_group_layout(&BindGroupLayoutDescriptor {
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entries: &[BindGroupLayoutEntry {
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binding: 0,
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visibility: ShaderStages::VERTEX | ShaderStages::FRAGMENT,
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ty: BindingType::Buffer {
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ty: BufferBindingType::Uniform,
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has_dynamic_offset: true,
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min_binding_size: Some(Mesh2dUniform::min_size()),
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},
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count: None,
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}],
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label: Some("mesh2d_layout"),
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});
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// A 1x1x1 'all 1.0' texture to use as a dummy texture to use in place of optional StandardMaterial textures
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let dummy_white_gpu_image = {
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let image = Image::new_fill(
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Extent3d::default(),
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TextureDimension::D2,
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&[255u8; 4],
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TextureFormat::bevy_default(),
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);
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let texture = render_device.create_texture(&image.texture_descriptor);
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let sampler = match image.sampler_descriptor {
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ImageSampler::Default => (**default_sampler).clone(),
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ImageSampler::Descriptor(descriptor) => render_device.create_sampler(&descriptor),
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};
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let format_size = image.texture_descriptor.format.pixel_size();
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let render_queue = world.resource_mut::<RenderQueue>();
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render_queue.write_texture(
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ImageCopyTexture {
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texture: &texture,
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mip_level: 0,
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origin: Origin3d::ZERO,
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aspect: TextureAspect::All,
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},
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&image.data,
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ImageDataLayout {
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offset: 0,
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bytes_per_row: Some(
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std::num::NonZeroU32::new(
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image.texture_descriptor.size.width * format_size as u32,
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)
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.unwrap(),
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),
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rows_per_image: None,
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},
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image.texture_descriptor.size,
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);
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let texture_view = texture.create_view(&TextureViewDescriptor::default());
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GpuImage {
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texture,
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texture_view,
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texture_format: image.texture_descriptor.format,
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sampler,
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size: Vec2::new(
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image.texture_descriptor.size.width as f32,
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image.texture_descriptor.size.height as f32,
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),
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}
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};
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Mesh2dPipeline {
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view_layout,
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mesh_layout,
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dummy_white_gpu_image,
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}
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}
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}
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impl Mesh2dPipeline {
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pub fn get_image_texture<'a>(
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&'a self,
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gpu_images: &'a RenderAssets<Image>,
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handle_option: &Option<Handle<Image>>,
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) -> Option<(&'a TextureView, &'a Sampler)> {
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if let Some(handle) = handle_option {
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let gpu_image = gpu_images.get(handle)?;
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Some((&gpu_image.texture_view, &gpu_image.sampler))
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} else {
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Some((
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&self.dummy_white_gpu_image.texture_view,
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&self.dummy_white_gpu_image.sampler,
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))
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}
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}
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}
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bitflags::bitflags! {
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#[repr(transparent)]
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// NOTE: Apparently quadro drivers support up to 64x MSAA.
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// MSAA uses the highest 3 bits for the MSAA log2(sample count) to support up to 128x MSAA.
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// FIXME: make normals optional?
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pub struct Mesh2dPipelineKey: u32 {
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const NONE = 0;
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const HDR = (1 << 0);
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const TONEMAP_IN_SHADER = (1 << 1);
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const DEBAND_DITHER = (1 << 2);
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const MSAA_RESERVED_BITS = Self::MSAA_MASK_BITS << Self::MSAA_SHIFT_BITS;
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const PRIMITIVE_TOPOLOGY_RESERVED_BITS = Self::PRIMITIVE_TOPOLOGY_MASK_BITS << Self::PRIMITIVE_TOPOLOGY_SHIFT_BITS;
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}
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}
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impl Mesh2dPipelineKey {
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const MSAA_MASK_BITS: u32 = 0b111;
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const MSAA_SHIFT_BITS: u32 = 32 - Self::MSAA_MASK_BITS.count_ones();
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const PRIMITIVE_TOPOLOGY_MASK_BITS: u32 = 0b111;
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const PRIMITIVE_TOPOLOGY_SHIFT_BITS: u32 = Self::MSAA_SHIFT_BITS - 3;
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pub fn from_msaa_samples(msaa_samples: u32) -> Self {
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let msaa_bits =
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(msaa_samples.trailing_zeros() & Self::MSAA_MASK_BITS) << Self::MSAA_SHIFT_BITS;
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Self::from_bits(msaa_bits).unwrap()
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}
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pub fn from_hdr(hdr: bool) -> Self {
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if hdr {
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Mesh2dPipelineKey::HDR
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} else {
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Mesh2dPipelineKey::NONE
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}
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}
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pub fn msaa_samples(&self) -> u32 {
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1 << ((self.bits >> Self::MSAA_SHIFT_BITS) & Self::MSAA_MASK_BITS)
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}
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pub fn from_primitive_topology(primitive_topology: PrimitiveTopology) -> Self {
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let primitive_topology_bits = ((primitive_topology as u32)
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& Self::PRIMITIVE_TOPOLOGY_MASK_BITS)
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<< Self::PRIMITIVE_TOPOLOGY_SHIFT_BITS;
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Self::from_bits(primitive_topology_bits).unwrap()
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}
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pub fn primitive_topology(&self) -> PrimitiveTopology {
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let primitive_topology_bits =
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(self.bits >> Self::PRIMITIVE_TOPOLOGY_SHIFT_BITS) & Self::PRIMITIVE_TOPOLOGY_MASK_BITS;
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match primitive_topology_bits {
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x if x == PrimitiveTopology::PointList as u32 => PrimitiveTopology::PointList,
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x if x == PrimitiveTopology::LineList as u32 => PrimitiveTopology::LineList,
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x if x == PrimitiveTopology::LineStrip as u32 => PrimitiveTopology::LineStrip,
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x if x == PrimitiveTopology::TriangleList as u32 => PrimitiveTopology::TriangleList,
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x if x == PrimitiveTopology::TriangleStrip as u32 => PrimitiveTopology::TriangleStrip,
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_ => PrimitiveTopology::default(),
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}
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}
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}
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impl SpecializedMeshPipeline for Mesh2dPipeline {
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type Key = Mesh2dPipelineKey;
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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 shader_defs = Vec::new();
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let mut vertex_attributes = Vec::new();
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if layout.contains(Mesh::ATTRIBUTE_POSITION) {
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shader_defs.push("VERTEX_POSITIONS".into());
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vertex_attributes.push(Mesh::ATTRIBUTE_POSITION.at_shader_location(0));
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}
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if layout.contains(Mesh::ATTRIBUTE_NORMAL) {
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shader_defs.push("VERTEX_NORMALS".into());
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vertex_attributes.push(Mesh::ATTRIBUTE_NORMAL.at_shader_location(1));
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}
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if layout.contains(Mesh::ATTRIBUTE_UV_0) {
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shader_defs.push("VERTEX_UVS".into());
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vertex_attributes.push(Mesh::ATTRIBUTE_UV_0.at_shader_location(2));
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}
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if layout.contains(Mesh::ATTRIBUTE_TANGENT) {
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shader_defs.push("VERTEX_TANGENTS".into());
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vertex_attributes.push(Mesh::ATTRIBUTE_TANGENT.at_shader_location(3));
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}
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if layout.contains(Mesh::ATTRIBUTE_COLOR) {
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shader_defs.push("VERTEX_COLORS".into());
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vertex_attributes.push(Mesh::ATTRIBUTE_COLOR.at_shader_location(4));
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}
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if key.contains(Mesh2dPipelineKey::TONEMAP_IN_SHADER) {
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shader_defs.push("TONEMAP_IN_SHADER".into());
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// Debanding is tied to tonemapping in the shader, cannot run without it.
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if key.contains(Mesh2dPipelineKey::DEBAND_DITHER) {
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shader_defs.push("DEBAND_DITHER".into());
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}
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}
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let vertex_buffer_layout = layout.get_layout(&vertex_attributes)?;
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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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Ok(RenderPipelineDescriptor {
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vertex: VertexState {
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shader: MESH2D_SHADER_HANDLE.typed::<Shader>(),
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entry_point: "vertex".into(),
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shader_defs: shader_defs.clone(),
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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: MESH2D_SHADER_HANDLE.typed::<Shader>(),
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shader_defs,
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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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layout: Some(vec![self.view_layout.clone(), self.mesh_layout.clone()]),
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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: None,
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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("transparent_mesh2d_pipeline".into()),
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})
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}
|
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}
|
|
|
|
#[derive(Resource)]
|
|
pub struct Mesh2dBindGroup {
|
|
pub value: BindGroup,
|
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}
|
|
|
|
pub fn queue_mesh2d_bind_group(
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mut commands: Commands,
|
|
mesh2d_pipeline: Res<Mesh2dPipeline>,
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render_device: Res<RenderDevice>,
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mesh2d_uniforms: Res<ComponentUniforms<Mesh2dUniform>>,
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) {
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if let Some(binding) = mesh2d_uniforms.uniforms().binding() {
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commands.insert_resource(Mesh2dBindGroup {
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value: render_device.create_bind_group(&BindGroupDescriptor {
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entries: &[BindGroupEntry {
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binding: 0,
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resource: binding,
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}],
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label: Some("mesh2d_bind_group"),
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layout: &mesh2d_pipeline.mesh_layout,
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}),
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});
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}
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}
|
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|
|
#[derive(Component)]
|
|
pub struct Mesh2dViewBindGroup {
|
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pub value: BindGroup,
|
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}
|
|
|
|
pub fn queue_mesh2d_view_bind_groups(
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mut commands: Commands,
|
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render_device: Res<RenderDevice>,
|
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mesh2d_pipeline: Res<Mesh2dPipeline>,
|
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view_uniforms: Res<ViewUniforms>,
|
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views: Query<Entity, With<ExtractedView>>,
|
|
globals_buffer: Res<GlobalsBuffer>,
|
|
) {
|
|
if let (Some(view_binding), Some(globals)) = (
|
|
view_uniforms.uniforms.binding(),
|
|
globals_buffer.buffer.binding(),
|
|
) {
|
|
for entity in &views {
|
|
let view_bind_group = render_device.create_bind_group(&BindGroupDescriptor {
|
|
entries: &[
|
|
BindGroupEntry {
|
|
binding: 0,
|
|
resource: view_binding.clone(),
|
|
},
|
|
BindGroupEntry {
|
|
binding: 1,
|
|
resource: globals.clone(),
|
|
},
|
|
],
|
|
label: Some("mesh2d_view_bind_group"),
|
|
layout: &mesh2d_pipeline.view_layout,
|
|
});
|
|
|
|
commands.entity(entity).insert(Mesh2dViewBindGroup {
|
|
value: view_bind_group,
|
|
});
|
|
}
|
|
}
|
|
}
|
|
|
|
pub struct SetMesh2dViewBindGroup<const I: usize>;
|
|
impl<const I: usize> EntityRenderCommand for SetMesh2dViewBindGroup<I> {
|
|
type Param = SQuery<(Read<ViewUniformOffset>, Read<Mesh2dViewBindGroup>)>;
|
|
#[inline]
|
|
fn render<'w>(
|
|
view: Entity,
|
|
_item: Entity,
|
|
view_query: SystemParamItem<'w, '_, Self::Param>,
|
|
pass: &mut TrackedRenderPass<'w>,
|
|
) -> RenderCommandResult {
|
|
let (view_uniform, mesh2d_view_bind_group) = view_query.get_inner(view).unwrap();
|
|
pass.set_bind_group(I, &mesh2d_view_bind_group.value, &[view_uniform.offset]);
|
|
|
|
RenderCommandResult::Success
|
|
}
|
|
}
|
|
|
|
pub struct SetMesh2dBindGroup<const I: usize>;
|
|
impl<const I: usize> EntityRenderCommand for SetMesh2dBindGroup<I> {
|
|
type Param = (
|
|
SRes<Mesh2dBindGroup>,
|
|
SQuery<Read<DynamicUniformIndex<Mesh2dUniform>>>,
|
|
);
|
|
#[inline]
|
|
fn render<'w>(
|
|
_view: Entity,
|
|
item: Entity,
|
|
(mesh2d_bind_group, mesh2d_query): SystemParamItem<'w, '_, Self::Param>,
|
|
pass: &mut TrackedRenderPass<'w>,
|
|
) -> RenderCommandResult {
|
|
let mesh2d_index = mesh2d_query.get(item).unwrap();
|
|
pass.set_bind_group(
|
|
I,
|
|
&mesh2d_bind_group.into_inner().value,
|
|
&[mesh2d_index.index()],
|
|
);
|
|
RenderCommandResult::Success
|
|
}
|
|
}
|
|
|
|
pub struct DrawMesh2d;
|
|
impl EntityRenderCommand for DrawMesh2d {
|
|
type Param = (SRes<RenderAssets<Mesh>>, SQuery<Read<Mesh2dHandle>>);
|
|
#[inline]
|
|
fn render<'w>(
|
|
_view: Entity,
|
|
item: Entity,
|
|
(meshes, mesh2d_query): SystemParamItem<'w, '_, Self::Param>,
|
|
pass: &mut TrackedRenderPass<'w>,
|
|
) -> RenderCommandResult {
|
|
let mesh_handle = &mesh2d_query.get(item).unwrap().0;
|
|
if let Some(gpu_mesh) = meshes.into_inner().get(mesh_handle) {
|
|
pass.set_vertex_buffer(0, gpu_mesh.vertex_buffer.slice(..));
|
|
match &gpu_mesh.buffer_info {
|
|
GpuBufferInfo::Indexed {
|
|
buffer,
|
|
index_format,
|
|
count,
|
|
} => {
|
|
pass.set_index_buffer(buffer.slice(..), 0, *index_format);
|
|
pass.draw_indexed(0..*count, 0, 0..1);
|
|
}
|
|
GpuBufferInfo::NonIndexed { vertex_count } => {
|
|
pass.draw(0..*vertex_count, 0..1);
|
|
}
|
|
}
|
|
RenderCommandResult::Success
|
|
} else {
|
|
RenderCommandResult::Failure
|
|
}
|
|
}
|
|
}
|