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use bevy::{ |
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camera::{ |
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primitives::Aabb, |
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visibility::{self, VisibilityClass}, |
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}, |
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core_pipeline::core_3d::{Opaque3d, Opaque3dBatchSetKey, Opaque3dBinKey, CORE_3D_DEPTH_FORMAT}, |
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ecs::{ |
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query::ROQueryItem, |
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system::{lifetimeless::SRes, SystemParamItem}, |
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}, |
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mesh::VertexBufferLayout, |
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prelude::*, |
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render::{ |
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camera::{DirtySpecializations, PendingQueues}, |
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extract_component::{ExtractComponent, ExtractComponentPlugin}, |
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mesh::allocator::MeshSlabs, |
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render_phase::{ |
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AddRenderCommand, BinnedRenderPhaseType, DrawFunctions, InputUniformIndex, PhaseItem, |
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RenderCommand, RenderCommandResult, SetItemPipeline, TrackedRenderPass, |
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ViewBinnedRenderPhases, |
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}, |
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render_resource::{ |
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BufferUsages, Canonical, ColorTargetState, ColorWrites, CompareFunction, |
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DepthStencilState, FragmentState, IndexFormat, PipelineCache, RawBufferVec, |
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RenderPipeline, RenderPipelineDescriptor, Specializer, SpecializerKey, TextureFormat, |
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Variants, VertexAttribute, VertexFormat, VertexState, VertexStepMode, |
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}, |
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renderer::{RenderDevice, RenderQueue}, |
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sync_world::MainEntityHashSet, |
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view::{ExtractedView, RenderVisibleEntities}, |
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Render, RenderApp, RenderSystems, |
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}, |
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}; |
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use bytemuck::{Pod, Zeroable}; |
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#[derive(Clone, Component, ExtractComponent)] |
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#[require(VisibilityClass)] |
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#[component(on_add = visibility::add_visibility_class::<CustomRenderedEntity>)] |
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#[extract_app(RenderApp)] |
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struct CustomRenderedEntity; |
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|
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struct DrawCustomPhaseItem; |
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|
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impl<P> RenderCommand<P> for DrawCustomPhaseItem |
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where |
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P: PhaseItem, |
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{ |
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type Param = SRes<CustomPhaseItemBuffers>; |
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|
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type ViewQuery = (); |
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|
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type ItemQuery = (); |
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|
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fn render<'w>( |
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_: &P, |
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_: ROQueryItem<'w, '_, Self::ViewQuery>, |
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_: Option<ROQueryItem<'w, '_, Self::ItemQuery>>, |
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custom_phase_item_buffers: SystemParamItem<'w, '_, Self::Param>, |
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pass: &mut TrackedRenderPass<'w>, |
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) -> RenderCommandResult { |
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|
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let custom_phase_item_buffers = custom_phase_item_buffers.into_inner(); |
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|
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pass.set_vertex_buffer( |
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0, |
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custom_phase_item_buffers |
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.vertices |
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.buffer() |
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.unwrap() |
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.slice(..), |
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); |
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pass.set_index_buffer( |
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custom_phase_item_buffers |
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.indices |
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.buffer() |
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.unwrap() |
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.slice(..), |
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IndexFormat::Uint32, |
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); |
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pass.draw_indexed(0..3, 0, 0..1); |
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|
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RenderCommandResult::Success |
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} |
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} |
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#[derive(Resource)] |
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struct CustomPhaseItemBuffers { |
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vertices: RawBufferVec<Vertex>, |
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indices: RawBufferVec<u32>, |
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} |
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#[derive(Clone, Copy, Pod, Zeroable)] |
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#[repr(C)] |
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struct Vertex { |
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position: Vec3, |
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pad0: u32, |
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color: Vec3, |
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pad1: u32, |
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} |
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impl Vertex { |
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const fn new(position: Vec3, color: Vec3) -> Vertex { |
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Vertex { |
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position, |
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color, |
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pad0: 0, |
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pad1: 0, |
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} |
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} |
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} |
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type DrawCustomPhaseItemCommands = (SetItemPipeline, DrawCustomPhaseItem); |
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static VERTICES: [Vertex; 3] = [ |
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Vertex::new(vec3(-0.866, -0.5, 0.5), vec3(1.0, 0.0, 0.0)), |
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Vertex::new(vec3(0.866, -0.5, 0.5), vec3(0.0, 1.0, 0.0)), |
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Vertex::new(vec3(0.0, 1.0, 0.5), vec3(0.0, 0.0, 1.0)), |
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]; |
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fn main() { |
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let mut app = App::new(); |
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app.add_plugins(DefaultPlugins) |
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.add_plugins(ExtractComponentPlugin::<CustomRenderedEntity>::default()) |
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.add_systems(Startup, setup); |
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|
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app.sub_app_mut(RenderApp) |
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.init_resource::<CustomPhasePipeline>() |
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.init_resource::<PendingCustomPhaseItemQueues>() |
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.add_render_command::<Opaque3d, DrawCustomPhaseItemCommands>() |
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.add_systems( |
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Render, |
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prepare_custom_phase_item_buffers.in_set(RenderSystems::Prepare), |
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) |
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.add_systems(Render, queue_custom_phase_item.in_set(RenderSystems::Queue)); |
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|
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app.run(); |
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} |
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fn setup(mut commands: Commands) { |
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commands.spawn(( |
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Visibility::default(), |
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Transform::default(), |
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Aabb { |
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center: Vec3A::ZERO, |
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half_extents: Vec3A::splat(0.5), |
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}, |
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CustomRenderedEntity, |
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)); |
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|
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|
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commands.spawn(( |
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Camera3d::default(), |
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Transform::from_xyz(0.0, 0.0, 1.0).looking_at(Vec3::ZERO, Vec3::Y), |
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)); |
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} |
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fn prepare_custom_phase_item_buffers(mut commands: Commands) { |
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commands.init_resource::<CustomPhaseItemBuffers>(); |
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} |
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#[derive(Default, Deref, DerefMut, Resource)] |
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pub struct PendingCustomPhaseItemQueues(pub PendingQueues); |
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fn queue_custom_phase_item( |
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pipeline_cache: Res<PipelineCache>, |
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mut pipeline: ResMut<CustomPhasePipeline>, |
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mut opaque_render_phases: ResMut<ViewBinnedRenderPhases<Opaque3d>>, |
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opaque_draw_functions: Res<DrawFunctions<Opaque3d>>, |
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views: Query<(&ExtractedView, &RenderVisibleEntities, &Msaa)>, |
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dirty_specializations: Res<DirtySpecializations>, |
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mut pending_custom_phase_item_queues: ResMut<PendingCustomPhaseItemQueues>, |
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mut mesh_instances_queued_this_iteration_scratch_space: Local<MainEntityHashSet>, |
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) { |
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let draw_custom_phase_item = opaque_draw_functions |
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.read() |
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.id::<DrawCustomPhaseItemCommands>(); |
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|
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for (view, view_visible_entities, msaa) in views.iter() { |
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let Some(opaque_phase) = opaque_render_phases.get_mut(&view.retained_view_entity) else { |
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continue; |
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}; |
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|
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|
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|
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let Some(render_visible_mesh_entities) = |
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view_visible_entities.get::<CustomRenderedEntity>() |
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else { |
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continue; |
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}; |
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|
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let view_pending_custom_phase_item_queues = |
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pending_custom_phase_item_queues.prepare_for_new_frame(view.retained_view_entity); |
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for &main_entity in dirty_specializations |
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.iter_to_dequeue(view.retained_view_entity, render_visible_mesh_entities) |
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{ |
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opaque_phase.remove(main_entity); |
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} |
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for (render_entity, main_entity) in dirty_specializations.iter_to_queue( |
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view.retained_view_entity, |
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render_visible_mesh_entities, |
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&view_pending_custom_phase_item_queues.prev_frame, |
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&mut mesh_instances_queued_this_iteration_scratch_space, |
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) { |
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|
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let Ok(pipeline_id) = pipeline |
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.variants |
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.specialize(&pipeline_cache, CustomPhaseKey(*msaa)) |
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else { |
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continue; |
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}; |
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|
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|
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|
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|
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|
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|
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opaque_phase.add( |
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Opaque3dBatchSetKey { |
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draw_function: draw_custom_phase_item, |
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pipeline: pipeline_id, |
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material_bind_group_index: None, |
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lightmap_slab: None, |
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slabs: MeshSlabs::default(), |
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}, |
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Opaque3dBinKey { |
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asset_id: AssetId::<Mesh>::default().untyped(), |
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}, |
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(*render_entity, *main_entity), |
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InputUniformIndex::default(), |
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BinnedRenderPhaseType::NonMesh, |
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); |
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} |
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} |
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} |
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|
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struct CustomPhaseSpecializer; |
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|
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#[derive(Resource)] |
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struct CustomPhasePipeline { |
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|
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variants: Variants<RenderPipeline, CustomPhaseSpecializer>, |
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} |
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|
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impl FromWorld for CustomPhasePipeline { |
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fn from_world(world: &mut World) -> Self { |
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let asset_server = world.resource::<AssetServer>(); |
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let shader = asset_server.load("shaders/custom_phase_item.wesl"); |
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|
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let base_descriptor = RenderPipelineDescriptor { |
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label: Some("custom render pipeline".into()), |
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vertex: VertexState { |
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shader: shader.clone(), |
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buffers: vec![VertexBufferLayout { |
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array_stride: size_of::<Vertex>() as u64, |
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step_mode: VertexStepMode::Vertex, |
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|
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attributes: vec![ |
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VertexAttribute { |
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format: VertexFormat::Float32x3, |
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offset: 0, |
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shader_location: 0, |
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}, |
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VertexAttribute { |
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format: VertexFormat::Float32x3, |
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offset: 16, |
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shader_location: 1, |
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}, |
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], |
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}], |
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..default() |
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}, |
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fragment: Some(FragmentState { |
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shader: shader.clone(), |
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targets: vec![Some(ColorTargetState { |
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|
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|
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|
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format: TextureFormat::Rgba8UnormSrgb, |
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blend: None, |
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write_mask: ColorWrites::ALL, |
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})], |
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..default() |
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}), |
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|
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|
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depth_stencil: Some(DepthStencilState { |
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format: CORE_3D_DEPTH_FORMAT, |
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depth_write_enabled: Some(false), |
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depth_compare: Some(CompareFunction::Always), |
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stencil: default(), |
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bias: default(), |
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}), |
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..default() |
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}; |
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|
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let variants = Variants::new(CustomPhaseSpecializer, base_descriptor); |
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|
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Self { variants } |
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} |
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} |
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|
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#[derive(Copy, Clone, PartialEq, Eq, Hash, SpecializerKey)] |
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struct CustomPhaseKey(Msaa); |
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|
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impl Specializer<RenderPipeline> for CustomPhaseSpecializer { |
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type Key = CustomPhaseKey; |
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|
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fn specialize( |
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&self, |
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key: Self::Key, |
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descriptor: &mut RenderPipelineDescriptor, |
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) -> Result<Canonical<Self::Key>, BevyError> { |
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descriptor.multisample.count = key.0.samples(); |
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Ok(key) |
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} |
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} |
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|
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impl FromWorld for CustomPhaseItemBuffers { |
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fn from_world(world: &mut World) -> Self { |
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let render_device = world.resource::<RenderDevice>(); |
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let render_queue = world.resource::<RenderQueue>(); |
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|
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|
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let mut vbo = RawBufferVec::new(BufferUsages::VERTEX); |
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let mut ibo = RawBufferVec::new(BufferUsages::INDEX); |
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|
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for vertex in &VERTICES { |
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vbo.push(*vertex); |
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} |
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for index in 0..3 { |
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ibo.push(index); |
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} |
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|
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|
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vbo.write_buffer(render_device, render_queue); |
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ibo.write_buffer(render_device, render_queue); |
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|
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CustomPhaseItemBuffers { |
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vertices: vbo, |
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indices: ibo, |
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} |
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} |
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} |