
* Remove cfg!(feature = "metal-auto-capture") This cfg! has existed since the initial commit, but the corresponding feature has never been part of Cargo.toml * Remove unnecessary handle_create_window_events call * Remove EventLoopProxyPtr wrapper * Remove unnecessary statics * Fix unrelated deprecation warning to fix CI
631 lines
22 KiB
Rust
631 lines
22 KiB
Rust
use crate::{
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pipeline::{IndexFormat, PrimitiveTopology, RenderPipelines, VertexFormat},
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renderer::{BufferInfo, BufferUsage, RenderResourceContext, RenderResourceId},
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};
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use bevy_app::prelude::{EventReader, Events};
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use bevy_asset::{AssetEvent, Assets, Handle};
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use bevy_core::AsBytes;
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use bevy_ecs::{Local, Query, Res};
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use bevy_math::*;
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use bevy_type_registry::TypeUuid;
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use std::borrow::Cow;
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use crate::pipeline::{InputStepMode, VertexAttributeDescriptor, VertexBufferDescriptor};
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use bevy_utils::HashMap;
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pub const INDEX_BUFFER_ASSET_INDEX: u64 = 0;
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pub const VERTEX_ATTRIBUTE_BUFFER_ID: u64 = 10;
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#[derive(Clone, Debug)]
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pub enum VertexAttributeValues {
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Float(Vec<f32>),
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Float2(Vec<[f32; 2]>),
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Float3(Vec<[f32; 3]>),
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Float4(Vec<[f32; 4]>),
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}
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impl VertexAttributeValues {
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pub fn len(&self) -> usize {
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match *self {
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VertexAttributeValues::Float(ref values) => values.len(),
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VertexAttributeValues::Float2(ref values) => values.len(),
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VertexAttributeValues::Float3(ref values) => values.len(),
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VertexAttributeValues::Float4(ref values) => values.len(),
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}
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}
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pub fn is_empty(&self) -> bool {
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self.len() == 0
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}
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// TODO: add vertex format as parameter here and perform type conversions
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pub fn get_bytes(&self) -> &[u8] {
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match self {
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VertexAttributeValues::Float(values) => values.as_slice().as_bytes(),
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VertexAttributeValues::Float2(values) => values.as_slice().as_bytes(),
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VertexAttributeValues::Float3(values) => values.as_slice().as_bytes(),
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VertexAttributeValues::Float4(values) => values.as_slice().as_bytes(),
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}
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}
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}
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impl From<&VertexAttributeValues> for VertexFormat {
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fn from(values: &VertexAttributeValues) -> Self {
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match values {
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VertexAttributeValues::Float(_) => VertexFormat::Float,
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VertexAttributeValues::Float2(_) => VertexFormat::Float2,
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VertexAttributeValues::Float3(_) => VertexFormat::Float3,
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VertexAttributeValues::Float4(_) => VertexFormat::Float4,
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}
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}
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}
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impl From<Vec<f32>> for VertexAttributeValues {
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fn from(vec: Vec<f32>) -> Self {
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VertexAttributeValues::Float(vec)
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}
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}
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impl From<Vec<[f32; 2]>> for VertexAttributeValues {
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fn from(vec: Vec<[f32; 2]>) -> Self {
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VertexAttributeValues::Float2(vec)
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}
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}
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impl From<Vec<[f32; 3]>> for VertexAttributeValues {
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fn from(vec: Vec<[f32; 3]>) -> Self {
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VertexAttributeValues::Float3(vec)
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}
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}
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impl From<Vec<[f32; 4]>> for VertexAttributeValues {
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fn from(vec: Vec<[f32; 4]>) -> Self {
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VertexAttributeValues::Float4(vec)
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}
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}
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#[derive(Debug)]
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pub enum Indices {
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U16(Vec<u16>),
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U32(Vec<u32>),
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}
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impl From<&Indices> for IndexFormat {
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fn from(indices: &Indices) -> Self {
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match indices {
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Indices::U16(_) => IndexFormat::Uint16,
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Indices::U32(_) => IndexFormat::Uint32,
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}
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}
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}
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// TODO: allow values to be unloaded after been submitting to the GPU to conserve memory
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#[derive(Debug, TypeUuid)]
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#[uuid = "8ecbac0f-f545-4473-ad43-e1f4243af51e"]
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pub struct Mesh {
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primitive_topology: PrimitiveTopology,
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/// `bevy_utils::HashMap` with all defined vertex attributes (Positions, Normals, ...) for this mesh. Attribute name maps to attribute values.
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attributes: HashMap<Cow<'static, str>, VertexAttributeValues>,
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indices: Option<Indices>,
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}
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impl Mesh {
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pub const ATTRIBUTE_NORMAL: &'static str = "Vertex_Normal";
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pub const ATTRIBUTE_POSITION: &'static str = "Vertex_Position";
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pub const ATTRIBUTE_UV_0: &'static str = "Vertex_Uv";
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pub fn new(primitive_topology: PrimitiveTopology) -> Self {
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Mesh {
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primitive_topology,
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attributes: Default::default(),
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indices: None,
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}
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}
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pub fn primitive_topology(&self) -> PrimitiveTopology {
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self.primitive_topology
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}
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pub fn set_attribute(
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&mut self,
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name: impl Into<Cow<'static, str>>,
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values: impl Into<VertexAttributeValues>,
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) {
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let values: VertexAttributeValues = values.into();
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self.attributes.insert(name.into(), values);
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}
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pub fn attribute(&self, name: impl Into<Cow<'static, str>>) -> Option<&VertexAttributeValues> {
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self.attributes.get(&name.into())
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}
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pub fn set_indices(&mut self, indices: Option<Indices>) {
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self.indices = indices;
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}
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pub fn indices(&self) -> Option<&Indices> {
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self.indices.as_ref()
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}
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pub fn get_index_buffer_bytes(&self) -> Option<Vec<u8>> {
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self.indices.as_ref().map(|indices| match &indices {
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Indices::U16(indices) => indices.as_slice().as_bytes().to_vec(),
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Indices::U32(indices) => indices.as_slice().as_bytes().to_vec(),
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})
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}
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pub fn get_vertex_buffer_descriptor(&self) -> VertexBufferDescriptor {
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let mut attributes = Vec::new();
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let mut accumulated_offset = 0;
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for (attribute_name, attribute_values) in self.attributes.iter() {
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let vertex_format = VertexFormat::from(attribute_values);
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attributes.push(VertexAttributeDescriptor {
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name: attribute_name.clone(),
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offset: accumulated_offset,
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format: vertex_format,
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shader_location: 0,
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});
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accumulated_offset += vertex_format.get_size();
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}
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VertexBufferDescriptor {
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name: Default::default(),
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stride: accumulated_offset,
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step_mode: InputStepMode::Vertex,
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attributes,
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}
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}
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fn count_vertices(&self) -> usize {
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let mut vertex_count: Option<usize> = None;
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for (attribute_name, attribute_data) in self.attributes.iter() {
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let attribute_len = attribute_data.len();
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if let Some(previous_vertex_count) = vertex_count {
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assert_eq!(previous_vertex_count, attribute_len,
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"Attribute {} has a different vertex count ({}) than other attributes ({}) in this mesh.", attribute_name, attribute_len, previous_vertex_count);
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}
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vertex_count = Some(attribute_len);
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}
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vertex_count.unwrap_or(0)
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}
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pub fn get_vertex_buffer_data(&self) -> Vec<u8> {
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let mut vertex_size = 0;
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for attribute_values in self.attributes.values() {
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let vertex_format = VertexFormat::from(attribute_values);
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vertex_size += vertex_format.get_size() as usize;
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}
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let vertex_count = self.count_vertices();
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let mut attributes_interleaved_buffer = vec![0; vertex_count * vertex_size];
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// bundle into interleaved buffers
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let mut attribute_offset = 0;
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for attribute_values in self.attributes.values() {
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let vertex_format = VertexFormat::from(attribute_values);
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let attribute_size = vertex_format.get_size() as usize;
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let attributes_bytes = attribute_values.get_bytes();
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for (vertex_index, attribute_bytes) in
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attributes_bytes.chunks_exact(attribute_size).enumerate()
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{
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let offset = vertex_index * vertex_size + attribute_offset;
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attributes_interleaved_buffer[offset..offset + attribute_size]
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.copy_from_slice(attribute_bytes);
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}
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attribute_offset += attribute_size;
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}
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attributes_interleaved_buffer
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}
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}
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/// Generation for some primitive shape meshes.
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pub mod shape {
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use super::{Indices, Mesh};
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use crate::pipeline::PrimitiveTopology;
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use bevy_math::*;
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use hexasphere::Hexasphere;
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/// A cube.
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#[derive(Debug)]
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pub struct Cube {
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/// Half the side length of the cube.
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pub size: f32,
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}
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impl Default for Cube {
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fn default() -> Self {
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Cube { size: 1.0 }
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}
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}
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impl From<Cube> for Mesh {
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fn from(cube: Cube) -> Self {
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let size = cube.size;
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let vertices = &[
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// top (0., 0., size)
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([-size, -size, size], [0., 0., size], [0., 0.]),
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([size, -size, size], [0., 0., size], [size, 0.]),
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([size, size, size], [0., 0., size], [size, size]),
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([-size, size, size], [0., 0., size], [0., size]),
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// bottom (0., 0., -size)
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([-size, size, -size], [0., 0., -size], [size, 0.]),
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([size, size, -size], [0., 0., -size], [0., 0.]),
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([size, -size, -size], [0., 0., -size], [0., size]),
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([-size, -size, -size], [0., 0., -size], [size, size]),
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// right (size, 0., 0.)
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([size, -size, -size], [size, 0., 0.], [0., 0.]),
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([size, size, -size], [size, 0., 0.], [size, 0.]),
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([size, size, size], [size, 0., 0.], [size, size]),
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([size, -size, size], [size, 0., 0.], [0., size]),
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// left (-size, 0., 0.)
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([-size, -size, size], [-size, 0., 0.], [size, 0.]),
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([-size, size, size], [-size, 0., 0.], [0., 0.]),
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([-size, size, -size], [-size, 0., 0.], [0., size]),
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([-size, -size, -size], [-size, 0., 0.], [size, size]),
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// front (0., size, 0.)
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([size, size, -size], [0., size, 0.], [size, 0.]),
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([-size, size, -size], [0., size, 0.], [0., 0.]),
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([-size, size, size], [0., size, 0.], [0., size]),
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([size, size, size], [0., size, 0.], [size, size]),
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// back (0., -size, 0.)
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([size, -size, size], [0., -size, 0.], [0., 0.]),
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([-size, -size, size], [0., -size, 0.], [size, 0.]),
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([-size, -size, -size], [0., -size, 0.], [size, size]),
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([size, -size, -size], [0., -size, 0.], [0., size]),
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];
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let mut positions = Vec::new();
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let mut normals = Vec::new();
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let mut uvs = Vec::new();
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for (position, normal, uv) in vertices.iter() {
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positions.push(*position);
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normals.push(*normal);
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uvs.push(*uv);
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}
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let indices = Indices::U32(vec![
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0, 1, 2, 2, 3, 0, // top
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4, 5, 6, 6, 7, 4, // bottom
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8, 9, 10, 10, 11, 8, // right
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12, 13, 14, 14, 15, 12, // left
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16, 17, 18, 18, 19, 16, // front
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20, 21, 22, 22, 23, 20, // back
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]);
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let mut mesh = Mesh::new(PrimitiveTopology::TriangleList);
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mesh.set_attribute(Mesh::ATTRIBUTE_POSITION, positions);
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mesh.set_attribute(Mesh::ATTRIBUTE_NORMAL, normals);
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mesh.set_attribute(Mesh::ATTRIBUTE_UV_0, uvs);
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mesh.set_indices(Some(indices));
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mesh
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}
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}
|
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|
|
/// A rectangle on the XY plane.
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#[derive(Debug)]
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pub struct Quad {
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/// Full width and height of the rectangle.
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pub size: Vec2,
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/// Flips the texture coords of the resulting vertices.
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pub flip: bool,
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}
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|
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impl Quad {
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pub fn new(size: Vec2) -> Self {
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Self { size, flip: false }
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}
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pub fn flipped(size: Vec2) -> Self {
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Self { size, flip: true }
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}
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}
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impl From<Quad> for Mesh {
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fn from(quad: Quad) -> Self {
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let extent_x = quad.size.x / 2.0;
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let extent_y = quad.size.y / 2.0;
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let north_west = vec2(-extent_x, extent_y);
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let north_east = vec2(extent_x, extent_y);
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let south_west = vec2(-extent_x, -extent_y);
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let south_east = vec2(extent_x, -extent_y);
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let vertices = if quad.flip {
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[
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(
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[south_east.x, south_east.y, 0.0],
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[0.0, 0.0, 1.0],
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[1.0, 1.0],
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),
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(
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[north_east.x, north_east.y, 0.0],
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[0.0, 0.0, 1.0],
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[1.0, 0.0],
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),
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(
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[north_west.x, north_west.y, 0.0],
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[0.0, 0.0, 1.0],
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[0.0, 0.0],
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),
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(
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[south_west.x, south_west.y, 0.0],
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[0.0, 0.0, 1.0],
|
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[0.0, 1.0],
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),
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]
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} else {
|
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[
|
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(
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[south_west.x, south_west.y, 0.0],
|
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[0.0, 0.0, 1.0],
|
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[0.0, 1.0],
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),
|
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(
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[north_west.x, north_west.y, 0.0],
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[0.0, 0.0, 1.0],
|
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[0.0, 0.0],
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),
|
|
(
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[north_east.x, north_east.y, 0.0],
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[0.0, 0.0, 1.0],
|
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[1.0, 0.0],
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),
|
|
(
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[south_east.x, south_east.y, 0.0],
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[0.0, 0.0, 1.0],
|
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[1.0, 1.0],
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),
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]
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};
|
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|
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let indices = Indices::U32(vec![0, 2, 1, 0, 3, 2]);
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|
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let mut positions = Vec::<[f32; 3]>::new();
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let mut normals = Vec::<[f32; 3]>::new();
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let mut uvs = Vec::<[f32; 2]>::new();
|
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for (position, normal, uv) in vertices.iter() {
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positions.push(*position);
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normals.push(*normal);
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uvs.push(*uv);
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}
|
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|
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let mut mesh = Mesh::new(PrimitiveTopology::TriangleList);
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mesh.set_indices(Some(indices));
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mesh.set_attribute(Mesh::ATTRIBUTE_POSITION, positions);
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mesh.set_attribute(Mesh::ATTRIBUTE_NORMAL, normals);
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mesh.set_attribute(Mesh::ATTRIBUTE_UV_0, uvs);
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mesh
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}
|
|
}
|
|
|
|
/// A square on the XZ plane.
|
|
#[derive(Debug)]
|
|
pub struct Plane {
|
|
/// The total side length of the square.
|
|
pub size: f32,
|
|
}
|
|
|
|
impl From<Plane> for Mesh {
|
|
fn from(plane: Plane) -> Self {
|
|
let extent = plane.size / 2.0;
|
|
|
|
let vertices = [
|
|
([extent, 0.0, -extent], [0.0, 1.0, 0.0], [1.0, 1.0]),
|
|
([extent, 0.0, extent], [0.0, 1.0, 0.0], [1.0, 0.0]),
|
|
([-extent, 0.0, extent], [0.0, 1.0, 0.0], [0.0, 0.0]),
|
|
([-extent, 0.0, -extent], [0.0, 1.0, 0.0], [0.0, 1.0]),
|
|
];
|
|
|
|
let indices = Indices::U32(vec![0, 2, 1, 0, 3, 2]);
|
|
|
|
let mut positions = Vec::new();
|
|
let mut normals = Vec::new();
|
|
let mut uvs = Vec::new();
|
|
for (position, normal, uv) in vertices.iter() {
|
|
positions.push(*position);
|
|
normals.push(*normal);
|
|
uvs.push(*uv);
|
|
}
|
|
|
|
let mut mesh = Mesh::new(PrimitiveTopology::TriangleList);
|
|
mesh.set_indices(Some(indices));
|
|
mesh.set_attribute(Mesh::ATTRIBUTE_POSITION, positions);
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|
mesh.set_attribute(Mesh::ATTRIBUTE_NORMAL, normals);
|
|
mesh.set_attribute(Mesh::ATTRIBUTE_UV_0, uvs);
|
|
mesh
|
|
}
|
|
}
|
|
|
|
/// A sphere made from a subdivided Icosahedron.
|
|
#[derive(Debug)]
|
|
pub struct Icosphere {
|
|
/// The radius of the sphere.
|
|
pub radius: f32,
|
|
/// The number of subdivisions applied.
|
|
pub subdivisions: usize,
|
|
}
|
|
|
|
impl Default for Icosphere {
|
|
fn default() -> Self {
|
|
Self {
|
|
radius: 1.0,
|
|
subdivisions: 5,
|
|
}
|
|
}
|
|
}
|
|
|
|
impl From<Icosphere> for Mesh {
|
|
fn from(sphere: Icosphere) -> Self {
|
|
if sphere.subdivisions >= 80 {
|
|
let temp_sphere = Hexasphere::new(sphere.subdivisions, |_| ());
|
|
|
|
panic!(
|
|
"Cannot create an icosphere of {} subdivisions due to there being too many vertices being generated: {} (Limited to 65535 vertices or 79 subdivisions)",
|
|
sphere.subdivisions,
|
|
temp_sphere.raw_points().len()
|
|
);
|
|
}
|
|
let hexasphere = Hexasphere::new(sphere.subdivisions, |point| {
|
|
let inclination = point.z.acos();
|
|
let azumith = point.y.atan2(point.x);
|
|
|
|
let norm_inclination = 1.0 - (inclination / std::f32::consts::PI);
|
|
let norm_azumith = (azumith / std::f32::consts::PI) * 0.5;
|
|
|
|
[norm_inclination, norm_azumith]
|
|
});
|
|
|
|
let raw_points = hexasphere.raw_points();
|
|
|
|
let points = raw_points
|
|
.iter()
|
|
.map(|&p| (p * sphere.radius).into())
|
|
.collect::<Vec<[f32; 3]>>();
|
|
|
|
let normals = raw_points
|
|
.iter()
|
|
.copied()
|
|
.map(Into::into)
|
|
.collect::<Vec<[f32; 3]>>();
|
|
|
|
let uvs = hexasphere.raw_data().to_owned();
|
|
|
|
let mut indices = Vec::with_capacity(hexasphere.indices_per_main_triangle() * 20);
|
|
|
|
for i in 0..20 {
|
|
hexasphere.get_indices(i, &mut indices);
|
|
}
|
|
|
|
let indices = Indices::U32(indices);
|
|
|
|
let mut mesh = Mesh::new(PrimitiveTopology::TriangleList);
|
|
mesh.set_indices(Some(indices));
|
|
mesh.set_attribute(Mesh::ATTRIBUTE_POSITION, points);
|
|
mesh.set_attribute(Mesh::ATTRIBUTE_NORMAL, normals);
|
|
mesh.set_attribute(Mesh::ATTRIBUTE_UV_0, uvs);
|
|
mesh
|
|
}
|
|
}
|
|
}
|
|
|
|
fn remove_resource_save(
|
|
render_resource_context: &dyn RenderResourceContext,
|
|
handle: &Handle<Mesh>,
|
|
index: u64,
|
|
) {
|
|
if let Some(RenderResourceId::Buffer(buffer)) =
|
|
render_resource_context.get_asset_resource(&handle, index)
|
|
{
|
|
render_resource_context.remove_buffer(buffer);
|
|
render_resource_context.remove_asset_resource(handle, index);
|
|
}
|
|
}
|
|
fn remove_current_mesh_resources(
|
|
render_resource_context: &dyn RenderResourceContext,
|
|
handle: &Handle<Mesh>,
|
|
) {
|
|
remove_resource_save(render_resource_context, handle, VERTEX_ATTRIBUTE_BUFFER_ID);
|
|
remove_resource_save(render_resource_context, handle, INDEX_BUFFER_ASSET_INDEX);
|
|
}
|
|
|
|
#[derive(Default)]
|
|
pub struct MeshResourceProviderState {
|
|
mesh_event_reader: EventReader<AssetEvent<Mesh>>,
|
|
}
|
|
|
|
pub fn mesh_resource_provider_system(
|
|
mut state: Local<MeshResourceProviderState>,
|
|
render_resource_context: Res<Box<dyn RenderResourceContext>>,
|
|
meshes: Res<Assets<Mesh>>,
|
|
mesh_events: Res<Events<AssetEvent<Mesh>>>,
|
|
mut query: Query<(&Handle<Mesh>, &mut RenderPipelines)>,
|
|
) {
|
|
let mut changed_meshes = bevy_utils::HashSet::<Handle<Mesh>>::default();
|
|
let render_resource_context = &**render_resource_context;
|
|
for event in state.mesh_event_reader.iter(&mesh_events) {
|
|
match event {
|
|
AssetEvent::Created { ref handle } => {
|
|
changed_meshes.insert(handle.clone_weak());
|
|
}
|
|
AssetEvent::Modified { ref handle } => {
|
|
changed_meshes.insert(handle.clone_weak());
|
|
remove_current_mesh_resources(render_resource_context, handle);
|
|
}
|
|
AssetEvent::Removed { ref handle } => {
|
|
remove_current_mesh_resources(render_resource_context, handle);
|
|
// if mesh was modified and removed in the same update, ignore the modification
|
|
// events are ordered so future modification events are ok
|
|
changed_meshes.remove(handle);
|
|
}
|
|
}
|
|
}
|
|
|
|
// update changed mesh data
|
|
for changed_mesh_handle in changed_meshes.iter() {
|
|
if let Some(mesh) = meshes.get(changed_mesh_handle) {
|
|
// TODO: check for individual buffer changes in non-interleaved mode
|
|
let index_buffer = render_resource_context.create_buffer_with_data(
|
|
BufferInfo {
|
|
buffer_usage: BufferUsage::INDEX,
|
|
..Default::default()
|
|
},
|
|
&mesh.get_index_buffer_bytes().unwrap(),
|
|
);
|
|
|
|
render_resource_context.set_asset_resource(
|
|
changed_mesh_handle,
|
|
RenderResourceId::Buffer(index_buffer),
|
|
INDEX_BUFFER_ASSET_INDEX,
|
|
);
|
|
|
|
let interleaved_buffer = mesh.get_vertex_buffer_data();
|
|
|
|
render_resource_context.set_asset_resource(
|
|
changed_mesh_handle,
|
|
RenderResourceId::Buffer(render_resource_context.create_buffer_with_data(
|
|
BufferInfo {
|
|
buffer_usage: BufferUsage::VERTEX,
|
|
..Default::default()
|
|
},
|
|
&interleaved_buffer,
|
|
)),
|
|
VERTEX_ATTRIBUTE_BUFFER_ID,
|
|
);
|
|
}
|
|
}
|
|
|
|
// handover buffers to pipeline
|
|
for (handle, mut render_pipelines) in query.iter_mut() {
|
|
if let Some(mesh) = meshes.get(handle) {
|
|
for render_pipeline in render_pipelines.pipelines.iter_mut() {
|
|
render_pipeline.specialization.primitive_topology = mesh.primitive_topology;
|
|
// TODO: don't allocate a new vertex buffer descriptor for every entity
|
|
render_pipeline.specialization.vertex_buffer_descriptor =
|
|
mesh.get_vertex_buffer_descriptor();
|
|
render_pipeline.specialization.index_format = mesh
|
|
.indices()
|
|
.map(|i| i.into())
|
|
.unwrap_or(IndexFormat::Uint32);
|
|
}
|
|
|
|
if let Some(RenderResourceId::Buffer(index_buffer_resource)) =
|
|
render_resource_context.get_asset_resource(handle, INDEX_BUFFER_ASSET_INDEX)
|
|
{
|
|
// set index buffer into binding
|
|
render_pipelines
|
|
.bindings
|
|
.set_index_buffer(index_buffer_resource);
|
|
}
|
|
|
|
if let Some(RenderResourceId::Buffer(vertex_attribute_buffer_resource)) =
|
|
render_resource_context.get_asset_resource(handle, VERTEX_ATTRIBUTE_BUFFER_ID)
|
|
{
|
|
// set index buffer into binding
|
|
render_pipelines.bindings.vertex_attribute_buffer =
|
|
Some(vertex_attribute_buffer_resource);
|
|
}
|
|
}
|
|
}
|
|
}
|