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use bevy::{ |
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asset::RenderAssetUsages, |
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camera::visibility::{self, VisibilityClass}, |
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core_pipeline::core_3d::{Opaque3d, Opaque3dBatchSetKey, Opaque3dBinKey, CORE_3D_DEPTH_FORMAT}, |
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ecs::change_detection::Tick, |
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math::{vec3, vec4}, |
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mesh::{ |
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Indices, MeshAttributeCompressionFlags, MeshCompressionArgs, MeshVertexBufferLayoutRef, |
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PrimitiveTopology, |
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}, |
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pbr::{ |
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DrawMesh, MeshPipeline, MeshPipelineKey, MeshPipelineSystems, MeshPipelineViewLayoutKey, |
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RenderMeshInstances, SetMeshBindGroup, SetMeshViewBindGroup, SetMeshViewEmptyBindGroup, |
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ViewKeyCache, |
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}, |
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prelude::*, |
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render::{ |
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batching::gpu_preprocessing::GpuPreprocessingSupport, |
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camera::{DirtySpecializations, PendingQueues}, |
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extract_component::{ExtractComponent, ExtractComponentPlugin}, |
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mesh::{allocator::MeshAllocator, RenderMesh}, |
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render_asset::RenderAssets, |
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render_phase::{ |
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AddRenderCommand, BinnedRenderPhaseType, DrawFunctions, SetItemPipeline, |
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ViewBinnedRenderPhases, |
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}, |
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render_resource::{ |
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ColorTargetState, ColorWrites, CompareFunction, DepthStencilState, Face, FragmentState, |
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FrontFace, MultisampleState, PipelineCache, PolygonMode, PrimitiveState, |
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RenderPipelineDescriptor, SpecializedMeshPipeline, SpecializedMeshPipelineError, |
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SpecializedMeshPipelines, VertexState, |
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}, |
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sync_world::MainEntityHashSet, |
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view::{ExtractedView, RenderVisibleEntities}, |
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Render, RenderApp, RenderStartup, RenderSystems, |
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}, |
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}; |
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|
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const SHADER_ASSET_PATH: &str = "shaders/specialized_mesh_pipeline.wesl"; |
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|
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fn main() { |
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App::new() |
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.add_plugins(DefaultPlugins) |
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.add_plugins(CustomRenderedMeshPipelinePlugin) |
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.add_systems(Startup, setup) |
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.run(); |
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} |
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|
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|
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fn setup(mut commands: Commands, mut meshes: ResMut<Assets<Mesh>>) { |
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let mesh = Mesh::new( |
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PrimitiveTopology::TriangleList, |
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RenderAssetUsages::default(), |
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) |
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.with_inserted_indices(Indices::U32(vec![0, 1, 2])) |
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.with_inserted_attribute( |
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Mesh::ATTRIBUTE_POSITION, |
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vec![ |
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vec3(-0.5, -0.5, 0.0), |
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vec3(0.5, -0.5, 0.0), |
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vec3(0.0, 0.25, 0.0), |
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], |
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) |
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.with_inserted_attribute( |
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Mesh::ATTRIBUTE_COLOR, |
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vec![ |
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vec4(1.0, 0.0, 0.0, 1.0), |
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vec4(0.0, 1.0, 0.0, 1.0), |
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vec4(0.0, 0.0, 1.0, 1.0), |
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], |
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); |
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for (x, y) in [-0.5, 0.0, 0.5].into_iter().zip([-0.25, 0.5, -0.25]) { |
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commands.spawn(( |
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CustomRenderedEntity, |
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Mesh3d(meshes.add(mesh.clone())), |
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Transform::from_xyz(x, y, 0.0), |
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)); |
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} |
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commands.spawn(( |
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CustomRenderedEntity, |
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Mesh3d( |
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meshes.add( |
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Rectangle::new(0.5, 0.5) |
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.mesh() |
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.build() |
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.with_removed_attribute(Mesh::ATTRIBUTE_NORMAL) |
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.with_removed_attribute(Mesh::ATTRIBUTE_UV_0) |
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.compressed_mesh(&MeshCompressionArgs::regular()) |
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.unwrap(), |
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), |
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), |
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Transform::from_xyz(0.0, -1.0 / 3.0, -1.0), |
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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, 3.0).looking_at(Vec3::ZERO, Vec3::Y), |
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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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struct CustomRenderedMeshPipelinePlugin; |
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impl Plugin for CustomRenderedMeshPipelinePlugin { |
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fn build(&self, app: &mut App) { |
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app.add_plugins(ExtractComponentPlugin::<CustomRenderedEntity>::default()); |
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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::<SpecializedMeshPipelines<CustomMeshPipeline>>() |
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.init_resource::<PendingCustomMeshQueues>() |
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.add_render_command::<Opaque3d, DrawSpecializedPipelineCommands>() |
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.add_systems( |
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RenderStartup, |
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init_custom_mesh_pipeline.after(MeshPipelineSystems), |
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) |
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.add_systems( |
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Render, |
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queue_custom_mesh_pipeline.in_set(RenderSystems::Queue), |
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); |
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} |
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} |
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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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type DrawSpecializedPipelineCommands = ( |
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SetItemPipeline, |
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SetMeshViewBindGroup<0>, |
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SetMeshViewEmptyBindGroup<1>, |
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SetMeshBindGroup<2>, |
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DrawMesh, |
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); |
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#[derive(Resource)] |
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struct CustomMeshPipeline { |
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mesh_pipeline: MeshPipeline, |
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shader_handle: Handle<Shader>, |
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} |
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|
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fn init_custom_mesh_pipeline( |
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mut commands: Commands, |
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asset_server: Res<AssetServer>, |
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mesh_pipeline: Res<MeshPipeline>, |
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) { |
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let shader_handle: Handle<Shader> = asset_server.load(SHADER_ASSET_PATH); |
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commands.insert_resource(CustomMeshPipeline { |
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mesh_pipeline: mesh_pipeline.clone(), |
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shader_handle, |
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}); |
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} |
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impl SpecializedMeshPipeline for CustomMeshPipeline { |
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type Key = MeshPipelineKey; |
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fn specialize( |
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&self, |
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mesh_key: Self::Key, |
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layout: &MeshVertexBufferLayoutRef, |
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) -> Result<RenderPipelineDescriptor, SpecializedMeshPipelineError> { |
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let mut shader_defs = Vec::new(); |
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let mut vertex_attributes = Vec::new(); |
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if layout.0.contains(Mesh::ATTRIBUTE_POSITION) { |
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|
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if layout |
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.0 |
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.get_attribute_compression() |
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.contains(MeshAttributeCompressionFlags::COMPRESS_POSITION) |
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{ |
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shader_defs.push("VERTEX_POSITIONS_COMPRESSED".into()); |
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} |
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vertex_attributes.push(Mesh::ATTRIBUTE_POSITION.at_shader_location(0)); |
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} |
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if layout.0.contains(Mesh::ATTRIBUTE_COLOR) { |
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shader_defs.push("VERTEX_COLORS".into()); |
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vertex_attributes.push(Mesh::ATTRIBUTE_COLOR.at_shader_location(1)); |
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} |
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let vertex_buffer_layout = layout.0.get_layout(&vertex_attributes)?; |
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|
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let view_layout = self |
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.mesh_pipeline |
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.get_view_layout(MeshPipelineViewLayoutKey::from(mesh_key)); |
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|
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Ok(RenderPipelineDescriptor { |
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label: Some("Specialized Mesh Pipeline".into()), |
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layout: vec![ |
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view_layout.main_layout, |
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view_layout.empty_layout, |
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self.mesh_pipeline.mesh_layouts.model_only.clone(), |
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], |
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vertex: VertexState { |
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shader: self.shader_handle.clone(), |
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shader_defs: shader_defs.clone(), |
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buffers: vec![vertex_buffer_layout], |
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..default() |
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}, |
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fragment: Some(FragmentState { |
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shader: self.shader_handle.clone(), |
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shader_defs, |
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targets: vec![Some(ColorTargetState { |
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format: mesh_key.target_format(), |
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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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primitive: PrimitiveState { |
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topology: mesh_key.primitive_topology(), |
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strip_index_format: mesh_key.strip_index_format(), |
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front_face: FrontFace::Ccw, |
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cull_mode: Some(Face::Back), |
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polygon_mode: PolygonMode::Fill, |
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..default() |
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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(true), |
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depth_compare: Some(CompareFunction::GreaterEqual), |
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stencil: default(), |
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bias: default(), |
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}), |
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|
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multisample: MultisampleState { |
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count: mesh_key.msaa_samples(), |
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..default() |
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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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|
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|
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|
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|
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#[derive(Default, Deref, DerefMut, Resource)] |
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struct PendingCustomMeshQueues(pub PendingQueues); |
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|
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|
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|
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fn queue_custom_mesh_pipeline( |
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pipeline_cache: Res<PipelineCache>, |
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custom_mesh_pipeline: Res<CustomMeshPipeline>, |
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(mut opaque_render_phases, opaque_draw_functions): ( |
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ResMut<ViewBinnedRenderPhases<Opaque3d>>, |
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Res<DrawFunctions<Opaque3d>>, |
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), |
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mut specialized_mesh_pipelines: ResMut<SpecializedMeshPipelines<CustomMeshPipeline>>, |
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views: Query<(&RenderVisibleEntities, &ExtractedView)>, |
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view_key_cache: Res<ViewKeyCache>, |
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(render_meshes, render_mesh_instances): ( |
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Res<RenderAssets<RenderMesh>>, |
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Res<RenderMeshInstances>, |
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), |
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mut change_tick: Local<Tick>, |
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mesh_allocator: Res<MeshAllocator>, |
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gpu_preprocessing_support: Res<GpuPreprocessingSupport>, |
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dirty_specializations: Res<DirtySpecializations>, |
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mut pending_custom_mesh_queues: ResMut<PendingCustomMeshQueues>, |
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mut mesh_instances_queued_this_iteration_scratch_space: Local<MainEntityHashSet>, |
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) { |
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|
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let draw_function = opaque_draw_functions |
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.read() |
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.id::<DrawSpecializedPipelineCommands>(); |
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|
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|
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|
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|
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for (view_visible_entities, view) 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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let Some(&view_key) = view_key_cache.get(&view.retained_view_entity) else { |
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continue; |
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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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|
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let view_pending_custom_mesh_queues = |
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pending_custom_mesh_queues.prepare_for_new_frame(view.retained_view_entity); |
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|
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|
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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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|
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|
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|
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for (render_entity, visible_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_mesh_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 Some(mesh_instance) = render_mesh_instances.render_mesh_queue_data(*visible_entity) |
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else { |
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|
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|
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|
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view_pending_custom_mesh_queues |
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.current_frame |
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.insert((*render_entity, *visible_entity)); |
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continue; |
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}; |
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|
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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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|
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let Some(mesh_slabs) = mesh_allocator.mesh_slabs(&mesh_instance.mesh_asset_id()) 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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let mut mesh_key = view_key; |
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mesh_key |= MeshPipelineKey::from_primitive_topology_and_strip_index( |
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mesh.primitive_topology(), |
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mesh.index_format(), |
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); |
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|
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|
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let pipeline_id = specialized_mesh_pipelines |
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.specialize( |
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&pipeline_cache, |
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&custom_mesh_pipeline, |
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mesh_key, |
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&mesh.layout, |
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) |
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|
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|
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.expect("Failed to specialize mesh pipeline"); |
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|
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|
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let next_change_tick = change_tick.get() + 1; |
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change_tick.set(next_change_tick); |
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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, |
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pipeline: pipeline_id, |
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material_bind_group_index: None, |
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slabs: mesh_slabs, |
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lightmap_slab: None, |
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}, |
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|
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|
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Opaque3dBinKey { |
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asset_id: mesh_instance.mesh_asset_id().into(), |
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}, |
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(*render_entity, *visible_entity), |
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mesh_instance.current_uniform_index, |
| 437 |
|
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|
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|
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BinnedRenderPhaseType::mesh( |
| 441 |
mesh_instance.should_batch(), |
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&gpu_preprocessing_support, |
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), |
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); |
| 445 |
} |
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} |
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} |