bevy/crates/bevy_sprite/src/mesh2d/wireframe2d.rs
andriyDev dc6563477d
Remove Shader weak_handles from bevy_sprite. (#19392)
# 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.
2025-05-27 04:01:34 +00:00

872 lines
31 KiB
Rust

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