
# Objective - Related to #19024 ## Solution - Use the new `load_shader_library` macro for the shader libraries and `embedded_asset`/`load_embedded_asset` for the "shader binaries" in `bevy_sprite`. ## Testing - `sprite` example still works. - `mesh2d` example still works. P.S. I don't think this needs a migration guide. Technically users could be using the `pub` weak handles, but there's no actual good use for them, so omitting it seems fine. Alternatively, we could mix this in with the migration guide notes for #19137.
872 lines
31 KiB
Rust
872 lines
31 KiB
Rust
use crate::{
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DrawMesh2d, Mesh2dPipeline, Mesh2dPipelineKey, RenderMesh2dInstances, SetMesh2dBindGroup,
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SetMesh2dViewBindGroup, ViewKeyCache, ViewSpecializationTicks,
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};
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use bevy_app::{App, Plugin, PostUpdate, Startup, Update};
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use bevy_asset::{
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embedded_asset, load_embedded_asset, prelude::AssetChanged, AsAssetId, Asset, AssetApp,
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AssetEventSystems, AssetId, Assets, Handle, UntypedAssetId,
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};
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use bevy_color::{Color, ColorToComponents};
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use bevy_core_pipeline::core_2d::{
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graph::{Core2d, Node2d},
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Camera2d,
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};
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use bevy_derive::{Deref, DerefMut};
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use bevy_ecs::{
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component::Tick,
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prelude::*,
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query::QueryItem,
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system::{lifetimeless::SRes, SystemChangeTick, SystemParamItem},
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};
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use bevy_platform::{
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collections::{HashMap, HashSet},
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hash::FixedHasher,
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};
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use bevy_reflect::{std_traits::ReflectDefault, Reflect};
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use bevy_render::{
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batching::gpu_preprocessing::GpuPreprocessingMode,
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camera::ExtractedCamera,
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extract_resource::ExtractResource,
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mesh::{
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allocator::{MeshAllocator, SlabId},
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Mesh2d, MeshVertexBufferLayoutRef, RenderMesh,
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},
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prelude::*,
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render_asset::{
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prepare_assets, PrepareAssetError, RenderAsset, RenderAssetPlugin, RenderAssets,
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},
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render_graph::{NodeRunError, RenderGraphApp, RenderGraphContext, ViewNode, ViewNodeRunner},
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render_phase::{
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AddRenderCommand, BinnedPhaseItem, BinnedRenderPhasePlugin, BinnedRenderPhaseType,
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CachedRenderPipelinePhaseItem, DrawFunctionId, DrawFunctions, InputUniformIndex, PhaseItem,
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PhaseItemBatchSetKey, PhaseItemExtraIndex, RenderCommand, RenderCommandResult,
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SetItemPipeline, TrackedRenderPass, ViewBinnedRenderPhases,
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},
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render_resource::*,
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renderer::RenderContext,
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sync_world::{MainEntity, MainEntityHashMap},
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view::{
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ExtractedView, RenderVisibleEntities, RetainedViewEntity, ViewDepthTexture, ViewTarget,
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},
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Extract, Render, RenderApp, RenderDebugFlags, RenderSystems,
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};
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use core::{hash::Hash, ops::Range};
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use tracing::error;
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/// A [`Plugin`] that draws wireframes for 2D meshes.
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///
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/// Wireframes currently do not work when using webgl or webgpu.
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/// Supported rendering backends:
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/// - DX12
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/// - Vulkan
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/// - Metal
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///
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/// This is a native only feature.
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#[derive(Debug, Default)]
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pub struct Wireframe2dPlugin {
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/// Debugging flags that can optionally be set when constructing the renderer.
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pub debug_flags: RenderDebugFlags,
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}
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impl Wireframe2dPlugin {
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/// Creates a new [`Wireframe2dPlugin`] with the given debug flags.
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pub fn new(debug_flags: RenderDebugFlags) -> Self {
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Self { debug_flags }
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}
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}
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impl Plugin for Wireframe2dPlugin {
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fn build(&self, app: &mut App) {
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embedded_asset!(app, "wireframe2d.wgsl");
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app.add_plugins((
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BinnedRenderPhasePlugin::<Wireframe2dPhaseItem, Mesh2dPipeline>::new(self.debug_flags),
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RenderAssetPlugin::<RenderWireframeMaterial>::default(),
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))
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.init_asset::<Wireframe2dMaterial>()
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.init_resource::<SpecializedMeshPipelines<Wireframe2dPipeline>>()
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.register_type::<NoWireframe2d>()
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.register_type::<Wireframe2dConfig>()
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.register_type::<Wireframe2dColor>()
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.init_resource::<Wireframe2dConfig>()
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.init_resource::<WireframeEntitiesNeedingSpecialization>()
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.add_systems(Startup, setup_global_wireframe_material)
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.add_systems(
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Update,
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(
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global_color_changed.run_if(resource_changed::<Wireframe2dConfig>),
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wireframe_color_changed,
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// Run `apply_global_wireframe_material` after `apply_wireframe_material` so that the global
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// wireframe setting is applied to a mesh on the same frame its wireframe marker component is removed.
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(apply_wireframe_material, apply_global_wireframe_material).chain(),
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),
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)
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.add_systems(
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PostUpdate,
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check_wireframe_entities_needing_specialization
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.after(AssetEventSystems)
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.run_if(resource_exists::<Wireframe2dConfig>),
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);
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let Some(render_app) = app.get_sub_app_mut(RenderApp) else {
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return;
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};
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render_app
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.init_resource::<WireframeEntitySpecializationTicks>()
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.init_resource::<SpecializedWireframePipelineCache>()
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.init_resource::<DrawFunctions<Wireframe2dPhaseItem>>()
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.add_render_command::<Wireframe2dPhaseItem, DrawWireframe2d>()
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.init_resource::<RenderWireframeInstances>()
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.init_resource::<SpecializedMeshPipelines<Wireframe2dPipeline>>()
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.add_render_graph_node::<ViewNodeRunner<Wireframe2dNode>>(Core2d, Node2d::Wireframe)
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.add_render_graph_edges(
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Core2d,
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(
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Node2d::EndMainPass,
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Node2d::Wireframe,
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Node2d::PostProcessing,
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),
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)
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.add_systems(
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ExtractSchedule,
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(
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extract_wireframe_2d_camera,
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extract_wireframe_entities_needing_specialization,
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extract_wireframe_materials,
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),
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)
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.add_systems(
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Render,
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(
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specialize_wireframes
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.in_set(RenderSystems::PrepareMeshes)
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.after(prepare_assets::<RenderWireframeMaterial>)
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.after(prepare_assets::<RenderMesh>),
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queue_wireframes
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.in_set(RenderSystems::QueueMeshes)
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.after(prepare_assets::<RenderWireframeMaterial>),
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),
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);
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}
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fn finish(&self, app: &mut App) {
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let Some(render_app) = app.get_sub_app_mut(RenderApp) else {
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return;
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};
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render_app.init_resource::<Wireframe2dPipeline>();
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}
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}
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/// Enables wireframe rendering for any entity it is attached to.
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/// It will ignore the [`Wireframe2dConfig`] global setting.
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///
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/// This requires the [`Wireframe2dPlugin`] to be enabled.
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#[derive(Component, Debug, Clone, Default, Reflect, Eq, PartialEq)]
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#[reflect(Component, Default, Debug, PartialEq)]
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pub struct Wireframe2d;
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pub struct Wireframe2dPhaseItem {
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/// Determines which objects can be placed into a *batch set*.
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///
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/// Objects in a single batch set can potentially be multi-drawn together,
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/// if it's enabled and the current platform supports it.
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pub batch_set_key: Wireframe2dBatchSetKey,
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/// The key, which determines which can be batched.
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pub bin_key: Wireframe2dBinKey,
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/// An entity from which data will be fetched, including the mesh if
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/// applicable.
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pub representative_entity: (Entity, MainEntity),
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/// The ranges of instances.
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pub batch_range: Range<u32>,
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/// An extra index, which is either a dynamic offset or an index in the
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/// indirect parameters list.
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pub extra_index: PhaseItemExtraIndex,
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}
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impl PhaseItem for Wireframe2dPhaseItem {
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fn entity(&self) -> Entity {
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self.representative_entity.0
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}
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fn main_entity(&self) -> MainEntity {
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self.representative_entity.1
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}
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fn draw_function(&self) -> DrawFunctionId {
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self.batch_set_key.draw_function
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}
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fn batch_range(&self) -> &Range<u32> {
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&self.batch_range
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}
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fn batch_range_mut(&mut self) -> &mut Range<u32> {
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&mut self.batch_range
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}
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fn extra_index(&self) -> PhaseItemExtraIndex {
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self.extra_index.clone()
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}
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fn batch_range_and_extra_index_mut(&mut self) -> (&mut Range<u32>, &mut PhaseItemExtraIndex) {
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(&mut self.batch_range, &mut self.extra_index)
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}
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}
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impl CachedRenderPipelinePhaseItem for Wireframe2dPhaseItem {
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fn cached_pipeline(&self) -> CachedRenderPipelineId {
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self.batch_set_key.pipeline
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}
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}
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impl BinnedPhaseItem for Wireframe2dPhaseItem {
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type BinKey = Wireframe2dBinKey;
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type BatchSetKey = Wireframe2dBatchSetKey;
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fn new(
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batch_set_key: Self::BatchSetKey,
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bin_key: Self::BinKey,
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representative_entity: (Entity, MainEntity),
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batch_range: Range<u32>,
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extra_index: PhaseItemExtraIndex,
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) -> Self {
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Self {
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batch_set_key,
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bin_key,
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representative_entity,
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batch_range,
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extra_index,
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}
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}
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}
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#[derive(Clone, PartialEq, Eq, PartialOrd, Ord, Hash)]
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pub struct Wireframe2dBatchSetKey {
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/// The identifier of the render pipeline.
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pub pipeline: CachedRenderPipelineId,
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/// The wireframe material asset ID.
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pub asset_id: UntypedAssetId,
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/// The function used to draw.
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pub draw_function: DrawFunctionId,
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/// The ID of the slab of GPU memory that contains vertex data.
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///
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/// For non-mesh items, you can fill this with 0 if your items can be
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/// multi-drawn, or with a unique value if they can't.
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pub vertex_slab: SlabId,
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/// The ID of the slab of GPU memory that contains index data, if present.
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///
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/// For non-mesh items, you can safely fill this with `None`.
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pub index_slab: Option<SlabId>,
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}
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impl PhaseItemBatchSetKey for Wireframe2dBatchSetKey {
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fn indexed(&self) -> bool {
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self.index_slab.is_some()
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}
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}
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/// Data that must be identical in order to *batch* phase items together.
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///
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/// Note that a *batch set* (if multi-draw is in use) contains multiple batches.
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#[derive(Clone, PartialEq, Eq, PartialOrd, Ord, Hash)]
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pub struct Wireframe2dBinKey {
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/// The wireframe mesh asset ID.
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pub asset_id: UntypedAssetId,
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}
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pub struct SetWireframe2dPushConstants;
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impl<P: PhaseItem> RenderCommand<P> for SetWireframe2dPushConstants {
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type Param = (
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SRes<RenderWireframeInstances>,
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SRes<RenderAssets<RenderWireframeMaterial>>,
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);
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type ViewQuery = ();
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type ItemQuery = ();
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#[inline]
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fn render<'w>(
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item: &P,
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_view: (),
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_item_query: Option<()>,
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(wireframe_instances, wireframe_assets): SystemParamItem<'w, '_, Self::Param>,
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pass: &mut TrackedRenderPass<'w>,
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) -> RenderCommandResult {
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let Some(wireframe_material) = wireframe_instances.get(&item.main_entity()) else {
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return RenderCommandResult::Failure("No wireframe material found for entity");
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};
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let Some(wireframe_material) = wireframe_assets.get(*wireframe_material) else {
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return RenderCommandResult::Failure("No wireframe material found for entity");
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};
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pass.set_push_constants(
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ShaderStages::FRAGMENT,
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0,
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bytemuck::bytes_of(&wireframe_material.color),
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);
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RenderCommandResult::Success
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}
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}
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pub type DrawWireframe2d = (
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SetItemPipeline,
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SetMesh2dViewBindGroup<0>,
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SetMesh2dBindGroup<1>,
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SetWireframe2dPushConstants,
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DrawMesh2d,
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);
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#[derive(Resource, Clone)]
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pub struct Wireframe2dPipeline {
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mesh_pipeline: Mesh2dPipeline,
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shader: Handle<Shader>,
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}
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impl FromWorld for Wireframe2dPipeline {
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fn from_world(render_world: &mut World) -> Self {
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Wireframe2dPipeline {
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mesh_pipeline: render_world.resource::<Mesh2dPipeline>().clone(),
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shader: load_embedded_asset!(render_world, "wireframe2d.wgsl"),
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}
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}
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}
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impl SpecializedMeshPipeline for Wireframe2dPipeline {
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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: &MeshVertexBufferLayoutRef,
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) -> Result<RenderPipelineDescriptor, SpecializedMeshPipelineError> {
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let mut descriptor = self.mesh_pipeline.specialize(key, layout)?;
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descriptor.label = Some("wireframe_2d_pipeline".into());
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descriptor.push_constant_ranges.push(PushConstantRange {
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stages: ShaderStages::FRAGMENT,
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range: 0..16,
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});
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let fragment = descriptor.fragment.as_mut().unwrap();
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fragment.shader = self.shader.clone();
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descriptor.primitive.polygon_mode = PolygonMode::Line;
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descriptor.depth_stencil.as_mut().unwrap().bias.slope_scale = 1.0;
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Ok(descriptor)
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}
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}
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#[derive(Default)]
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struct Wireframe2dNode;
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impl ViewNode for Wireframe2dNode {
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type ViewQuery = (
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&'static ExtractedCamera,
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&'static ExtractedView,
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&'static ViewTarget,
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&'static ViewDepthTexture,
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);
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fn run<'w>(
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&self,
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graph: &mut RenderGraphContext,
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render_context: &mut RenderContext<'w>,
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(camera, view, target, depth): QueryItem<'w, Self::ViewQuery>,
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world: &'w World,
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) -> Result<(), NodeRunError> {
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let Some(wireframe_phase) =
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world.get_resource::<ViewBinnedRenderPhases<Wireframe2dPhaseItem>>()
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else {
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return Ok(());
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};
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let Some(wireframe_phase) = wireframe_phase.get(&view.retained_view_entity) else {
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return Ok(());
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};
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let mut render_pass = render_context.begin_tracked_render_pass(RenderPassDescriptor {
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label: Some("wireframe_2d_pass"),
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color_attachments: &[Some(target.get_color_attachment())],
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depth_stencil_attachment: Some(depth.get_attachment(StoreOp::Store)),
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timestamp_writes: None,
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occlusion_query_set: None,
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});
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if let Some(viewport) = camera.viewport.as_ref() {
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render_pass.set_camera_viewport(viewport);
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}
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if let Err(err) = wireframe_phase.render(&mut render_pass, world, graph.view_entity()) {
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error!("Error encountered while rendering the stencil phase {err:?}");
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return Err(NodeRunError::DrawError(err));
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}
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Ok(())
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}
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}
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/// Sets the color of the [`Wireframe2d`] of the entity it is attached to.
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///
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/// If this component is present but there's no [`Wireframe2d`] component,
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/// it will still affect the color of the wireframe when [`Wireframe2dConfig::global`] is set to true.
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///
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/// This overrides the [`Wireframe2dConfig::default_color`].
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#[derive(Component, Debug, Clone, Default, Reflect)]
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#[reflect(Component, Default, Debug)]
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pub struct Wireframe2dColor {
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pub color: Color,
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}
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#[derive(Component, Debug, Clone, Default)]
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pub struct ExtractedWireframeColor {
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pub color: [f32; 4],
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}
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/// Disables wireframe rendering for any entity it is attached to.
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/// It will ignore the [`Wireframe2dConfig`] global setting.
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///
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/// This requires the [`Wireframe2dPlugin`] to be enabled.
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#[derive(Component, Debug, Clone, Default, Reflect, Eq, PartialEq)]
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#[reflect(Component, Default, Debug, PartialEq)]
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pub struct NoWireframe2d;
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#[derive(Resource, Debug, Clone, Default, ExtractResource, Reflect)]
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#[reflect(Resource, Debug, Default)]
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pub struct Wireframe2dConfig {
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/// Whether to show wireframes for all meshes.
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/// Can be overridden for individual meshes by adding a [`Wireframe2d`] or [`NoWireframe2d`] component.
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pub global: bool,
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/// If [`Self::global`] is set, any [`Entity`] that does not have a [`Wireframe2d`] component attached to it will have
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/// wireframes using this color. Otherwise, this will be the fallback color for any entity that has a [`Wireframe2d`],
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/// but no [`Wireframe2dColor`].
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pub default_color: Color,
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}
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#[derive(Asset, Reflect, Clone, Debug, Default)]
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#[reflect(Clone, Default)]
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pub struct Wireframe2dMaterial {
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pub color: Color,
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}
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pub struct RenderWireframeMaterial {
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pub color: [f32; 4],
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}
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#[derive(Component, Clone, Debug, Default, Deref, DerefMut, Reflect, PartialEq, Eq)]
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#[reflect(Component, Default, Clone, PartialEq)]
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pub struct Mesh2dWireframe(pub Handle<Wireframe2dMaterial>);
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impl AsAssetId for Mesh2dWireframe {
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type Asset = Wireframe2dMaterial;
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fn as_asset_id(&self) -> AssetId<Self::Asset> {
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self.0.id()
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}
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}
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impl RenderAsset for RenderWireframeMaterial {
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type SourceAsset = Wireframe2dMaterial;
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type Param = ();
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fn prepare_asset(
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source_asset: Self::SourceAsset,
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_asset_id: AssetId<Self::SourceAsset>,
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_param: &mut SystemParamItem<Self::Param>,
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) -> Result<Self, PrepareAssetError<Self::SourceAsset>> {
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Ok(RenderWireframeMaterial {
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color: source_asset.color.to_linear().to_f32_array(),
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})
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}
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}
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#[derive(Resource, Deref, DerefMut, Default)]
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pub struct RenderWireframeInstances(MainEntityHashMap<AssetId<Wireframe2dMaterial>>);
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#[derive(Clone, Resource, Deref, DerefMut, Debug, Default)]
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pub struct WireframeEntitiesNeedingSpecialization {
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#[deref]
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pub entities: Vec<Entity>,
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}
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#[derive(Resource, Deref, DerefMut, Clone, Debug, Default)]
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pub struct WireframeEntitySpecializationTicks {
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pub entities: MainEntityHashMap<Tick>,
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}
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/// Stores the [`SpecializedWireframeViewPipelineCache`] for each view.
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#[derive(Resource, Deref, DerefMut, Default)]
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pub struct SpecializedWireframePipelineCache {
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// view entity -> view pipeline cache
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#[deref]
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map: HashMap<RetainedViewEntity, SpecializedWireframeViewPipelineCache>,
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}
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/// Stores the cached render pipeline ID for each entity in a single view, as
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/// well as the last time it was changed.
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#[derive(Deref, DerefMut, Default)]
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pub struct SpecializedWireframeViewPipelineCache {
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// material entity -> (tick, pipeline_id)
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#[deref]
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map: MainEntityHashMap<(Tick, CachedRenderPipelineId)>,
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}
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#[derive(Resource)]
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struct GlobalWireframeMaterial {
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// This handle will be reused when the global config is enabled
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handle: Handle<Wireframe2dMaterial>,
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}
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pub fn extract_wireframe_materials(
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mut material_instances: ResMut<RenderWireframeInstances>,
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changed_meshes_query: Extract<
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Query<
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(Entity, &ViewVisibility, &Mesh2dWireframe),
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Or<(Changed<ViewVisibility>, Changed<Mesh2dWireframe>)>,
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>,
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>,
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mut removed_visibilities_query: Extract<RemovedComponents<ViewVisibility>>,
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mut removed_materials_query: Extract<RemovedComponents<Mesh2dWireframe>>,
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) {
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for (entity, view_visibility, material) in &changed_meshes_query {
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if view_visibility.get() {
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material_instances.insert(entity.into(), material.id());
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} else {
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material_instances.remove(&MainEntity::from(entity));
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}
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}
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for entity in removed_visibilities_query
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.read()
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.chain(removed_materials_query.read())
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{
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// Only queue a mesh for removal if we didn't pick it up above.
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// It's possible that a necessary component was removed and re-added in
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// the same frame.
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if !changed_meshes_query.contains(entity) {
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material_instances.remove(&MainEntity::from(entity));
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}
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}
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}
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fn setup_global_wireframe_material(
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mut commands: Commands,
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mut materials: ResMut<Assets<Wireframe2dMaterial>>,
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config: Res<Wireframe2dConfig>,
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) {
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// Create the handle used for the global material
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commands.insert_resource(GlobalWireframeMaterial {
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handle: materials.add(Wireframe2dMaterial {
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color: config.default_color,
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}),
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});
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}
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/// Updates the wireframe material of all entities without a [`Wireframe2dColor`] or without a [`Wireframe2d`] component
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fn global_color_changed(
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config: Res<Wireframe2dConfig>,
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mut materials: ResMut<Assets<Wireframe2dMaterial>>,
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global_material: Res<GlobalWireframeMaterial>,
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) {
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if let Some(global_material) = materials.get_mut(&global_material.handle) {
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global_material.color = config.default_color;
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}
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}
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/// Updates the wireframe material when the color in [`Wireframe2dColor`] changes
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fn wireframe_color_changed(
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mut materials: ResMut<Assets<Wireframe2dMaterial>>,
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mut colors_changed: Query<
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(&mut Mesh2dWireframe, &Wireframe2dColor),
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(With<Wireframe2d>, Changed<Wireframe2dColor>),
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>,
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) {
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for (mut handle, wireframe_color) in &mut colors_changed {
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handle.0 = materials.add(Wireframe2dMaterial {
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color: wireframe_color.color,
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});
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}
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}
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/// Applies or remove the wireframe material to any mesh with a [`Wireframe2d`] component, and removes it
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/// for any mesh with a [`NoWireframe2d`] component.
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fn apply_wireframe_material(
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mut commands: Commands,
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mut materials: ResMut<Assets<Wireframe2dMaterial>>,
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wireframes: Query<
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(Entity, Option<&Wireframe2dColor>),
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(With<Wireframe2d>, Without<Mesh2dWireframe>),
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>,
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no_wireframes: Query<Entity, (With<NoWireframe2d>, With<Mesh2dWireframe>)>,
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mut removed_wireframes: RemovedComponents<Wireframe2d>,
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global_material: Res<GlobalWireframeMaterial>,
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) {
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for e in removed_wireframes.read().chain(no_wireframes.iter()) {
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if let Ok(mut commands) = commands.get_entity(e) {
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commands.remove::<Mesh2dWireframe>();
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}
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}
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let mut material_to_spawn = vec![];
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for (e, maybe_color) in &wireframes {
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let material = get_wireframe_material(maybe_color, &mut materials, &global_material);
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material_to_spawn.push((e, Mesh2dWireframe(material)));
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}
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commands.try_insert_batch(material_to_spawn);
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}
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type WireframeFilter = (With<Mesh2d>, Without<Wireframe2d>, Without<NoWireframe2d>);
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/// Applies or removes a wireframe material on any mesh without a [`Wireframe2d`] or [`NoWireframe2d`] component.
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fn apply_global_wireframe_material(
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mut commands: Commands,
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config: Res<Wireframe2dConfig>,
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meshes_without_material: Query<
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(Entity, Option<&Wireframe2dColor>),
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(WireframeFilter, Without<Mesh2dWireframe>),
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>,
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meshes_with_global_material: Query<Entity, (WireframeFilter, With<Mesh2dWireframe>)>,
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global_material: Res<GlobalWireframeMaterial>,
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mut materials: ResMut<Assets<Wireframe2dMaterial>>,
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) {
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if config.global {
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let mut material_to_spawn = vec![];
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for (e, maybe_color) in &meshes_without_material {
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let material = get_wireframe_material(maybe_color, &mut materials, &global_material);
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// We only add the material handle but not the Wireframe component
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// This makes it easy to detect which mesh is using the global material and which ones are user specified
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material_to_spawn.push((e, Mesh2dWireframe(material)));
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}
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commands.try_insert_batch(material_to_spawn);
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} else {
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for e in &meshes_with_global_material {
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commands.entity(e).remove::<Mesh2dWireframe>();
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}
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}
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}
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/// Gets a handle to a wireframe material with a fallback on the default material
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fn get_wireframe_material(
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maybe_color: Option<&Wireframe2dColor>,
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wireframe_materials: &mut Assets<Wireframe2dMaterial>,
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global_material: &GlobalWireframeMaterial,
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) -> Handle<Wireframe2dMaterial> {
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if let Some(wireframe_color) = maybe_color {
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wireframe_materials.add(Wireframe2dMaterial {
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color: wireframe_color.color,
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})
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} else {
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// If there's no color specified we can use the global material since it's already set to use the default_color
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global_material.handle.clone()
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}
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}
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fn extract_wireframe_2d_camera(
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mut wireframe_2d_phases: ResMut<ViewBinnedRenderPhases<Wireframe2dPhaseItem>>,
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cameras: Extract<Query<(Entity, &Camera), With<Camera2d>>>,
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mut live_entities: Local<HashSet<RetainedViewEntity>>,
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) {
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live_entities.clear();
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for (main_entity, camera) in &cameras {
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if !camera.is_active {
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continue;
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}
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let retained_view_entity = RetainedViewEntity::new(main_entity.into(), None, 0);
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wireframe_2d_phases.prepare_for_new_frame(retained_view_entity, GpuPreprocessingMode::None);
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live_entities.insert(retained_view_entity);
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}
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// Clear out all dead views.
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wireframe_2d_phases.retain(|camera_entity, _| live_entities.contains(camera_entity));
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}
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pub fn extract_wireframe_entities_needing_specialization(
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entities_needing_specialization: Extract<Res<WireframeEntitiesNeedingSpecialization>>,
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mut entity_specialization_ticks: ResMut<WireframeEntitySpecializationTicks>,
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views: Query<&ExtractedView>,
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mut specialized_wireframe_pipeline_cache: ResMut<SpecializedWireframePipelineCache>,
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mut removed_meshes_query: Extract<RemovedComponents<Mesh2d>>,
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ticks: SystemChangeTick,
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) {
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for entity in entities_needing_specialization.iter() {
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// Update the entity's specialization tick with this run's tick
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entity_specialization_ticks.insert((*entity).into(), ticks.this_run());
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}
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for entity in removed_meshes_query.read() {
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for view in &views {
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if let Some(specialized_wireframe_pipeline_cache) =
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specialized_wireframe_pipeline_cache.get_mut(&view.retained_view_entity)
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{
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specialized_wireframe_pipeline_cache.remove(&MainEntity::from(entity));
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}
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}
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}
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}
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pub fn check_wireframe_entities_needing_specialization(
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needs_specialization: Query<
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Entity,
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Or<(
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Changed<Mesh2d>,
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AssetChanged<Mesh2d>,
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Changed<Mesh2dWireframe>,
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AssetChanged<Mesh2dWireframe>,
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)>,
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>,
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mut entities_needing_specialization: ResMut<WireframeEntitiesNeedingSpecialization>,
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) {
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entities_needing_specialization.clear();
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for entity in &needs_specialization {
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entities_needing_specialization.push(entity);
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}
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}
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pub fn specialize_wireframes(
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render_meshes: Res<RenderAssets<RenderMesh>>,
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render_mesh_instances: Res<RenderMesh2dInstances>,
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render_wireframe_instances: Res<RenderWireframeInstances>,
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wireframe_phases: Res<ViewBinnedRenderPhases<Wireframe2dPhaseItem>>,
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views: Query<(&ExtractedView, &RenderVisibleEntities)>,
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view_key_cache: Res<ViewKeyCache>,
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entity_specialization_ticks: Res<WireframeEntitySpecializationTicks>,
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view_specialization_ticks: Res<ViewSpecializationTicks>,
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mut specialized_material_pipeline_cache: ResMut<SpecializedWireframePipelineCache>,
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mut pipelines: ResMut<SpecializedMeshPipelines<Wireframe2dPipeline>>,
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pipeline: Res<Wireframe2dPipeline>,
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pipeline_cache: Res<PipelineCache>,
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ticks: SystemChangeTick,
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) {
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// Record the retained IDs of all views so that we can expire old
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// pipeline IDs.
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let mut all_views: HashSet<RetainedViewEntity, FixedHasher> = HashSet::default();
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for (view, visible_entities) in &views {
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all_views.insert(view.retained_view_entity);
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if !wireframe_phases.contains_key(&view.retained_view_entity) {
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continue;
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}
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let Some(view_key) = view_key_cache.get(&view.retained_view_entity.main_entity) else {
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continue;
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};
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let view_tick = view_specialization_ticks
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.get(&view.retained_view_entity.main_entity)
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.unwrap();
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let view_specialized_material_pipeline_cache = specialized_material_pipeline_cache
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.entry(view.retained_view_entity)
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.or_default();
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for (_, visible_entity) in visible_entities.iter::<Mesh2d>() {
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if !render_wireframe_instances.contains_key(visible_entity) {
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continue;
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};
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let Some(mesh_instance) = render_mesh_instances.get(visible_entity) else {
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continue;
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};
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let entity_tick = entity_specialization_ticks.get(visible_entity).unwrap();
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let last_specialized_tick = view_specialized_material_pipeline_cache
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.get(visible_entity)
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.map(|(tick, _)| *tick);
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let needs_specialization = last_specialized_tick.is_none_or(|tick| {
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view_tick.is_newer_than(tick, ticks.this_run())
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|| entity_tick.is_newer_than(tick, ticks.this_run())
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});
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if !needs_specialization {
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continue;
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}
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let Some(mesh) = render_meshes.get(mesh_instance.mesh_asset_id) else {
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continue;
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};
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let mut mesh_key = *view_key;
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mesh_key |= Mesh2dPipelineKey::from_primitive_topology(mesh.primitive_topology());
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let pipeline_id =
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pipelines.specialize(&pipeline_cache, &pipeline, mesh_key, &mesh.layout);
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let pipeline_id = match pipeline_id {
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Ok(id) => id,
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Err(err) => {
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error!("{}", err);
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continue;
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}
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};
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view_specialized_material_pipeline_cache
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.insert(*visible_entity, (ticks.this_run(), pipeline_id));
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}
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}
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// Delete specialized pipelines belonging to views that have expired.
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specialized_material_pipeline_cache
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.retain(|retained_view_entity, _| all_views.contains(retained_view_entity));
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}
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fn queue_wireframes(
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custom_draw_functions: Res<DrawFunctions<Wireframe2dPhaseItem>>,
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render_mesh_instances: Res<RenderMesh2dInstances>,
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mesh_allocator: Res<MeshAllocator>,
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specialized_wireframe_pipeline_cache: Res<SpecializedWireframePipelineCache>,
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render_wireframe_instances: Res<RenderWireframeInstances>,
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mut wireframe_2d_phases: ResMut<ViewBinnedRenderPhases<Wireframe2dPhaseItem>>,
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mut views: Query<(&ExtractedView, &RenderVisibleEntities)>,
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) {
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for (view, visible_entities) in &mut views {
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let Some(wireframe_phase) = wireframe_2d_phases.get_mut(&view.retained_view_entity) else {
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|
continue;
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|
};
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let draw_wireframe = custom_draw_functions.read().id::<DrawWireframe2d>();
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|
|
|
let Some(view_specialized_material_pipeline_cache) =
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specialized_wireframe_pipeline_cache.get(&view.retained_view_entity)
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|
else {
|
|
continue;
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|
};
|
|
|
|
for (render_entity, visible_entity) in visible_entities.iter::<Mesh2d>() {
|
|
let Some(wireframe_instance) = render_wireframe_instances.get(visible_entity) else {
|
|
continue;
|
|
};
|
|
let Some((current_change_tick, pipeline_id)) = view_specialized_material_pipeline_cache
|
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.get(visible_entity)
|
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.map(|(current_change_tick, pipeline_id)| (*current_change_tick, *pipeline_id))
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else {
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continue;
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};
|
|
|
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// Skip the entity if it's cached in a bin and up to date.
|
|
if wireframe_phase.validate_cached_entity(*visible_entity, current_change_tick) {
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continue;
|
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}
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let Some(mesh_instance) = render_mesh_instances.get(visible_entity) else {
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|
continue;
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|
};
|
|
let (vertex_slab, index_slab) = mesh_allocator.mesh_slabs(&mesh_instance.mesh_asset_id);
|
|
let bin_key = Wireframe2dBinKey {
|
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asset_id: mesh_instance.mesh_asset_id.untyped(),
|
|
};
|
|
let batch_set_key = Wireframe2dBatchSetKey {
|
|
pipeline: pipeline_id,
|
|
asset_id: wireframe_instance.untyped(),
|
|
draw_function: draw_wireframe,
|
|
vertex_slab: vertex_slab.unwrap_or_default(),
|
|
index_slab,
|
|
};
|
|
wireframe_phase.add(
|
|
batch_set_key,
|
|
bin_key,
|
|
(*render_entity, *visible_entity),
|
|
InputUniformIndex::default(),
|
|
if mesh_instance.automatic_batching {
|
|
BinnedRenderPhaseType::BatchableMesh
|
|
} else {
|
|
BinnedRenderPhaseType::UnbatchableMesh
|
|
},
|
|
current_change_tick,
|
|
);
|
|
}
|
|
}
|
|
}
|