
Added `GizmoConfig::render_layers`, which will ensure Gizmos are only rendered on cameras that can see those `RenderLayers`. --------- Co-authored-by: Carter Anderson <mcanders1@gmail.com>
175 lines
5.4 KiB
Rust
175 lines
5.4 KiB
Rust
use crate::{
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line_gizmo_vertex_buffer_layouts, DrawLineGizmo, GizmoConfig, LineGizmo,
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LineGizmoUniformBindgroupLayout, SetLineGizmoBindGroup, LINE_SHADER_HANDLE,
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};
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use bevy_app::{App, Plugin};
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use bevy_asset::Handle;
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use bevy_core_pipeline::core_2d::Transparent2d;
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use bevy_ecs::{
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prelude::Entity,
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schedule::IntoSystemConfigs,
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system::{Query, Res, ResMut, Resource},
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world::{FromWorld, World},
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};
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use bevy_render::{
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render_asset::RenderAssets,
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render_phase::{AddRenderCommand, DrawFunctions, RenderPhase, SetItemPipeline},
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render_resource::*,
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texture::BevyDefault,
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view::{ExtractedView, Msaa, RenderLayers, ViewTarget},
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Render, RenderApp, RenderSet,
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};
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use bevy_sprite::{Mesh2dPipeline, Mesh2dPipelineKey, SetMesh2dViewBindGroup};
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use bevy_utils::FloatOrd;
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pub struct LineGizmo2dPlugin;
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impl Plugin for LineGizmo2dPlugin {
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fn build(&self, app: &mut App) {
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let Ok(render_app) = app.get_sub_app_mut(RenderApp) else { return };
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render_app
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.add_render_command::<Transparent2d, DrawLineGizmo2d>()
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.init_resource::<SpecializedRenderPipelines<LineGizmoPipeline>>()
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.add_systems(Render, queue_line_gizmos_2d.in_set(RenderSet::Queue));
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}
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fn finish(&self, app: &mut App) {
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let Ok(render_app) = app.get_sub_app_mut(RenderApp) else { return };
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render_app.init_resource::<LineGizmoPipeline>();
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}
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}
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#[derive(Clone, Resource)]
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struct LineGizmoPipeline {
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mesh_pipeline: Mesh2dPipeline,
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uniform_layout: BindGroupLayout,
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}
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impl FromWorld for LineGizmoPipeline {
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fn from_world(render_world: &mut World) -> Self {
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LineGizmoPipeline {
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mesh_pipeline: render_world.resource::<Mesh2dPipeline>().clone(),
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uniform_layout: render_world
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.resource::<LineGizmoUniformBindgroupLayout>()
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.layout
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.clone(),
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}
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}
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}
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#[derive(PartialEq, Eq, Hash, Clone)]
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struct LineGizmoPipelineKey {
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mesh_key: Mesh2dPipelineKey,
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strip: bool,
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}
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impl SpecializedRenderPipeline for LineGizmoPipeline {
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type Key = LineGizmoPipelineKey;
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fn specialize(&self, key: Self::Key) -> RenderPipelineDescriptor {
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let format = if key.mesh_key.contains(Mesh2dPipelineKey::HDR) {
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ViewTarget::TEXTURE_FORMAT_HDR
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} else {
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TextureFormat::bevy_default()
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};
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let shader_defs = vec![
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#[cfg(feature = "webgl")]
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"SIXTEEN_BYTE_ALIGNMENT".into(),
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];
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let layout = vec![
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self.mesh_pipeline.view_layout.clone(),
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self.uniform_layout.clone(),
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];
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RenderPipelineDescriptor {
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vertex: VertexState {
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shader: LINE_SHADER_HANDLE.typed(),
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entry_point: "vertex".into(),
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shader_defs: shader_defs.clone(),
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buffers: line_gizmo_vertex_buffer_layouts(key.strip),
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},
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fragment: Some(FragmentState {
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shader: LINE_SHADER_HANDLE.typed(),
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shader_defs,
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entry_point: "fragment".into(),
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targets: vec![Some(ColorTargetState {
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format,
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blend: Some(BlendState::ALPHA_BLENDING),
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write_mask: ColorWrites::ALL,
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})],
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}),
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layout,
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primitive: PrimitiveState::default(),
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depth_stencil: None,
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multisample: MultisampleState {
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count: key.mesh_key.msaa_samples(),
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mask: !0,
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alpha_to_coverage_enabled: false,
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},
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label: Some("LineGizmo Pipeline 2D".into()),
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push_constant_ranges: vec![],
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}
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}
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}
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type DrawLineGizmo2d = (
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SetItemPipeline,
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SetMesh2dViewBindGroup<0>,
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SetLineGizmoBindGroup<1>,
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DrawLineGizmo,
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);
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#[allow(clippy::too_many_arguments)]
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fn queue_line_gizmos_2d(
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draw_functions: Res<DrawFunctions<Transparent2d>>,
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pipeline: Res<LineGizmoPipeline>,
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mut pipelines: ResMut<SpecializedRenderPipelines<LineGizmoPipeline>>,
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pipeline_cache: Res<PipelineCache>,
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msaa: Res<Msaa>,
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config: Res<GizmoConfig>,
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line_gizmos: Query<(Entity, &Handle<LineGizmo>)>,
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line_gizmo_assets: Res<RenderAssets<LineGizmo>>,
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mut views: Query<(
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&ExtractedView,
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&mut RenderPhase<Transparent2d>,
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Option<&RenderLayers>,
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)>,
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) {
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let draw_function = draw_functions.read().get_id::<DrawLineGizmo2d>().unwrap();
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for (view, mut transparent_phase, render_layers) in &mut views {
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let render_layers = render_layers.copied().unwrap_or_default();
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if !config.render_layers.intersects(&render_layers) {
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continue;
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}
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let mesh_key = Mesh2dPipelineKey::from_msaa_samples(msaa.samples())
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| Mesh2dPipelineKey::from_hdr(view.hdr);
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for (entity, handle) in &line_gizmos {
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let Some(line_gizmo) = line_gizmo_assets.get(handle) else { continue };
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let pipeline = pipelines.specialize(
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&pipeline_cache,
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&pipeline,
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LineGizmoPipelineKey {
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mesh_key,
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strip: line_gizmo.strip,
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},
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);
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transparent_phase.add(Transparent2d {
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entity,
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draw_function,
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pipeline,
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sort_key: FloatOrd(0.),
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batch_range: None,
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});
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}
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}
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}
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