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https://github.com/bevyengine/bevy.git
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6fcf9a6dcc
# Objective Fixes #23627. `MeshPipelineViewLayoutKey` uses too many bindings even if features like ssr, environment map are unused. ## Solution Don't pre-allocate every combination that grows exponentially. Instead, create mesh view bind group layout on demand so that we can add more view keys to reduce unused bindings. `MeshPipelineViewLayouts::get_view_layout` will be slower, but I'm not sure how slow it is. My feeling is that the overhead is not high, compared to when we clone it before. ## Testing ``` WGPU_SETTINGS_PRIO=webgl2 cargo r --example 3d_scene cargo r --example ssr --features bluenoise_texture cargo r --example ssao cargo r --example irradiance_volumes ``` --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: Kevin Chen <chen.kevin.f@gmail.com>
690 lines
25 KiB
Rust
690 lines
25 KiB
Rust
//! This example demonstrates how to write a custom phase
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//!
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//! Render phases in bevy are used whenever you need to draw a group of meshes in a specific way.
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//! For example, bevy's main pass has an opaque phase, a transparent phase for both 2d and 3d.
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//! Sometimes, you may want to only draw a subset of meshes before or after the builtin phase. In
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//! those situations you need to write your own phase.
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//!
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//! This example showcases how writing a custom phase to draw a stencil of a bevy mesh could look
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//! like. Some shortcuts have been used for simplicity.
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//!
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//! This example was made for 3d, but a 2d equivalent would be almost identical.
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use std::ops::Range;
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use bevy::camera::Viewport;
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use bevy::core_pipeline::core_3d::TransparentSortingInfo3d;
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use bevy::math::Affine3Ext;
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use bevy::pbr::{self, MeshPipelineSystems, SetMeshViewEmptyBindGroup, ViewKeyCache};
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use bevy::{
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camera::MainPassResolutionOverride,
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core_pipeline::{core_3d::main_opaque_pass_3d, schedule::Core3d, Core3dSystems},
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ecs::{
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entity::EntityHash,
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system::{lifetimeless::SRes, SystemParamItem},
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},
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math::FloatOrd,
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mesh::MeshVertexBufferLayoutRef,
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pbr::{
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DrawMesh, MeshInputUniform, MeshPipeline, MeshPipelineKey, MeshPipelineViewLayoutKey,
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MeshUniform, RenderMeshInstances, SetMeshBindGroup, SetMeshViewBindGroup,
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},
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platform::collections::HashSet,
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prelude::*,
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render::{
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batching::{
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gpu_preprocessing::{
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batch_and_prepare_sorted_render_phase, BatchedInstanceBuffers,
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IndirectParametersCpuMetadata, UntypedPhaseIndirectParametersBuffers,
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},
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GetBatchData, GetFullBatchData,
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},
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camera::{DirtySpecializations, ExtractedCamera, 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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sort_phase_system, AddRenderCommand, CachedRenderPipelinePhaseItem, DrawFunctionId,
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DrawFunctions, PhaseItem, PhaseItemExtraIndex, SetItemPipeline, SortedPhaseItem,
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SortedRenderPhasePlugin, ViewSortedRenderPhases,
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},
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render_resource::{
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CachedRenderPipelineId, ColorTargetState, ColorWrites, Face, FragmentState,
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PipelineCache, PrimitiveState, RenderPassDescriptor, RenderPipelineDescriptor,
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SpecializedMeshPipeline, SpecializedMeshPipelineError, SpecializedMeshPipelines,
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VertexState,
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},
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renderer::{RenderContext, ViewQuery},
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sync_world::MainEntity,
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view::{ExtractedView, RenderVisibleEntities, RetainedViewEntity, ViewTarget},
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Extract, Render, RenderApp, RenderDebugFlags, RenderStartup, RenderSystems,
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},
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};
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use indexmap::IndexMap;
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use nonmax::NonMaxU32;
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const SHADER_ASSET_PATH: &str = "shaders/custom_stencil.wgsl";
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fn main() {
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App::new()
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.add_plugins((DefaultPlugins, MeshStencilPhasePlugin))
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.add_systems(Startup, setup)
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.run();
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}
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fn setup(
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mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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) {
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// circular base
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commands.spawn((
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Mesh3d(meshes.add(Circle::new(4.0))),
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MeshMaterial3d(materials.add(Color::WHITE)),
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Transform::from_rotation(Quat::from_rotation_x(-std::f32::consts::FRAC_PI_2)),
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));
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// cube
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// This cube will be rendered by the main pass, but it will also be rendered by our custom
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// pass. This should result in an unlit red cube
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commands.spawn((
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Mesh3d(meshes.add(Cuboid::new(1.0, 1.0, 1.0))),
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MeshMaterial3d(materials.add(Color::srgb_u8(124, 144, 255))),
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Transform::from_xyz(0.0, 0.5, 0.0),
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// This marker component is used to identify which mesh will be used in our custom pass
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// The circle doesn't have it so it won't be rendered in our pass
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DrawStencil,
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));
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// light
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commands.spawn((
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PointLight {
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shadow_maps_enabled: true,
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..default()
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},
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Transform::from_xyz(4.0, 8.0, 4.0),
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));
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// camera
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commands.spawn((
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Camera3d::default(),
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Transform::from_xyz(-2.0, 4.5, 9.0).looking_at(Vec3::ZERO, Vec3::Y),
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// disable msaa for simplicity
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Msaa::Off,
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));
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}
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#[derive(Component, ExtractComponent, Clone, Copy, Default)]
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struct DrawStencil;
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struct MeshStencilPhasePlugin;
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impl Plugin for MeshStencilPhasePlugin {
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fn build(&self, app: &mut App) {
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app.add_plugins((
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ExtractComponentPlugin::<DrawStencil>::default(),
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SortedRenderPhasePlugin::<Stencil3d, MeshPipeline>::new(RenderDebugFlags::default()),
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));
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// We need to get the render app from the main app
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let Some(render_app) = app.get_sub_app_mut(RenderApp) else {
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return;
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};
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render_app
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.init_resource::<SpecializedMeshPipelines<StencilPipeline>>()
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.init_resource::<DrawFunctions<Stencil3d>>()
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.add_render_command::<Stencil3d, DrawMesh3dStencil>()
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.init_resource::<ViewSortedRenderPhases<Stencil3d>>()
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.init_resource::<PendingCustomMeshQueues>()
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.add_systems(
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RenderStartup,
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init_stencil_pipeline.after(MeshPipelineSystems),
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)
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.add_systems(ExtractSchedule, extract_camera_phases)
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.add_systems(
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Render,
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(
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queue_custom_meshes.in_set(RenderSystems::QueueMeshes),
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sort_phase_system::<Stencil3d>.in_set(RenderSystems::PhaseSort),
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batch_and_prepare_sorted_render_phase::<Stencil3d, StencilPipeline>
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.in_set(RenderSystems::PrepareResources),
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),
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)
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.add_systems(
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Core3d,
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custom_draw_system
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.after(main_opaque_pass_3d)
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.in_set(Core3dSystems::MainPass),
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);
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}
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}
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#[derive(Resource)]
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struct StencilPipeline {
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/// The base mesh pipeline defined by bevy
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///
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/// Since we want to draw a stencil of an existing bevy mesh we want to reuse the default
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/// pipeline as much as possible
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mesh_pipeline: MeshPipeline,
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/// Stores the shader used for this pipeline directly on the pipeline.
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/// This isn't required, it's only done like this for simplicity.
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shader_handle: Handle<Shader>,
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}
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fn init_stencil_pipeline(
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mut commands: Commands,
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mesh_pipeline: Res<MeshPipeline>,
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asset_server: Res<AssetServer>,
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) {
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commands.insert_resource(StencilPipeline {
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mesh_pipeline: mesh_pipeline.clone(),
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shader_handle: asset_server.load(SHADER_ASSET_PATH),
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});
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}
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// For more information on how SpecializedMeshPipeline work, please look at the
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// specialized_mesh_pipeline example
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impl SpecializedMeshPipeline for StencilPipeline {
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type Key = MeshPipelineKey;
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fn specialize(
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&self,
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key: Self::Key,
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layout: &MeshVertexBufferLayoutRef,
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) -> Result<RenderPipelineDescriptor, SpecializedMeshPipelineError> {
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// We will only use the position of the mesh in our shader so we only need to specify that
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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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// Make sure this matches the shader location
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vertex_attributes.push(Mesh::ATTRIBUTE_POSITION.at_shader_location(0));
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}
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// This will automatically generate the correct `VertexBufferLayout` based on the vertex attributes
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let vertex_buffer_layout = layout.0.get_layout(&vertex_attributes)?;
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let view_layout = self
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.mesh_pipeline
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.get_view_layout(MeshPipelineViewLayoutKey::from(key));
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Ok(RenderPipelineDescriptor {
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label: Some("Specialized Mesh Pipeline".into()),
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// We want to reuse the data from bevy so we use the same bind groups as the default
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// mesh pipeline
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layout: vec![
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// Bind group 0 is the view uniform
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view_layout.main_layout,
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// Bind group 1 is empty
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view_layout.empty_layout,
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// Bind group 2 is the mesh uniform
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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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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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targets: vec![Some(ColorTargetState {
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format: 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: key.primitive_topology(),
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strip_index_format: key.strip_index_format(),
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cull_mode: Some(Face::Back),
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..default()
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},
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// It's generally recommended to specialize your pipeline for MSAA,
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// but it's not always possible
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..default()
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})
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}
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}
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// We will reuse render commands already defined by bevy to draw a 3d mesh
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type DrawMesh3dStencil = (
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SetItemPipeline,
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// This will set the view bindings in group 0
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SetMeshViewBindGroup<0>,
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// This will set an empty bind group in group 1
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SetMeshViewEmptyBindGroup<1>,
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// This will set the mesh bindings in group 2
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SetMeshBindGroup<2>,
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// This will draw the mesh
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DrawMesh,
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);
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// This is the data required per entity drawn in a custom phase in bevy. More specifically this is the
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// data required when using a ViewSortedRenderPhase. This would look differently if we wanted a
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// batched render phase. Sorted phases are a bit easier to implement, but a batched phase would
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// look similar.
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//
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// If you want to see how a batched phase implementation looks, you should look at the Opaque2d
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// phase.
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struct Stencil3d {
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/// Information needed to sort the objects in the phase by distance to the
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/// view.
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pub sorting_info: TransparentSortingInfo3d,
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pub distance: FloatOrd,
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pub entity: (Entity, MainEntity),
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pub pipeline: CachedRenderPipelineId,
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pub draw_function: DrawFunctionId,
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pub batch_range: Range<u32>,
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pub extra_index: PhaseItemExtraIndex,
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/// Whether the mesh in question is indexed (uses an index buffer in
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/// addition to its vertex buffer).
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pub indexed: bool,
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}
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// For more information about writing a phase item, please look at the custom_phase_item example
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impl PhaseItem for Stencil3d {
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#[inline]
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fn entity(&self) -> Entity {
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self.entity.0
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}
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#[inline]
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fn main_entity(&self) -> MainEntity {
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self.entity.1
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}
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#[inline]
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fn draw_function(&self) -> DrawFunctionId {
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self.draw_function
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}
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#[inline]
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fn batch_range(&self) -> &Range<u32> {
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&self.batch_range
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}
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#[inline]
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fn batch_range_mut(&mut self) -> &mut Range<u32> {
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&mut self.batch_range
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}
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#[inline]
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fn extra_index(&self) -> PhaseItemExtraIndex {
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self.extra_index.clone()
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}
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#[inline]
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fn batch_range_and_extra_index_mut(&mut self) -> (&mut Range<u32>, &mut PhaseItemExtraIndex) {
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(&mut self.batch_range, &mut self.extra_index)
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}
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}
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impl SortedPhaseItem for Stencil3d {
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type SortKey = FloatOrd;
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#[inline]
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fn sort_key(&self) -> Self::SortKey {
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self.distance
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}
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#[inline]
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fn sort(items: &mut IndexMap<(Entity, MainEntity), Stencil3d, EntityHash>) {
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items.sort_by_key(|_, phase_item: &Stencil3d| phase_item.distance);
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}
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fn recalculate_sort_keys(
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items: &mut IndexMap<(Entity, MainEntity), Self, EntityHash>,
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view: &ExtractedView,
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) {
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// Determine the distance to the view for each phase item.
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let rangefinder = view.rangefinder3d();
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for item in items.values_mut() {
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item.distance = FloatOrd(item.sorting_info.sort_distance(&rangefinder));
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}
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}
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#[inline]
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fn indexed(&self) -> bool {
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self.indexed
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}
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}
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impl CachedRenderPipelinePhaseItem for Stencil3d {
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#[inline]
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fn cached_pipeline(&self) -> CachedRenderPipelineId {
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self.pipeline
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}
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}
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impl GetBatchData for StencilPipeline {
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type Param = (
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SRes<RenderMeshInstances>,
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SRes<RenderAssets<RenderMesh>>,
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SRes<MeshAllocator>,
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);
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// Placing `AssetId<Mesh>` in the batch set compare data prevents Bevy from
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// trying to multi-draw items with different meshes together. This is fine
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// for this simple example.
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type BatchSetCompareData = AssetId<Mesh>;
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type BatchCompareData = ();
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type BufferData = MeshUniform;
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fn get_batch_data(
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(mesh_instances, _render_assets, mesh_allocator): &SystemParamItem<Self::Param>,
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(_entity, main_entity): (Entity, MainEntity),
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) -> Option<(
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Self::BufferData,
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Option<(Self::BatchSetCompareData, Self::BatchCompareData)>,
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)> {
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let RenderMeshInstances::CpuBuilding(ref mesh_instances) = **mesh_instances else {
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error!(
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"`get_batch_data` should never be called in GPU mesh uniform \
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building mode"
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);
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return None;
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};
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let mesh_instance = mesh_instances.get(&main_entity)?;
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let first_vertex_index =
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match mesh_allocator.mesh_vertex_slice(&mesh_instance.mesh_asset_id()) {
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Some(mesh_vertex_slice) => mesh_vertex_slice.range.start,
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None => 0,
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};
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let mesh_uniform = {
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let mesh_transforms = &mesh_instance.transforms;
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let (local_from_world_transpose_a, local_from_world_transpose_b) =
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mesh_transforms.world_from_local.inverse_transpose_3x3();
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MeshUniform {
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world_from_local: mesh_transforms.world_from_local.to_transpose(),
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previous_world_from_local: mesh_transforms.previous_world_from_local.to_transpose(),
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lightmap_uv_rect: UVec2::ZERO,
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local_from_world_transpose_a,
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local_from_world_transpose_b,
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flags: mesh_transforms.flags,
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first_vertex_index,
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current_skin_index: u32::MAX,
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material_and_lightmap_bind_group_slot: 0,
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tag: 0,
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morph_descriptor_index: u32::MAX,
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}
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};
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Some((mesh_uniform, None))
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}
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}
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impl GetFullBatchData for StencilPipeline {
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type BufferInputData = MeshInputUniform;
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fn get_index_and_compare_data(
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(mesh_instances, _, _): &SystemParamItem<Self::Param>,
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main_entity: MainEntity,
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) -> Option<(
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NonMaxU32,
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Option<(Self::BatchSetCompareData, Self::BatchCompareData)>,
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)> {
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// This should only be called during GPU building.
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let RenderMeshInstances::GpuBuilding(ref mesh_instances) = **mesh_instances else {
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error!(
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"`get_index_and_compare_data` should never be called in CPU mesh uniform building \
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mode"
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);
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return None;
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};
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let mesh_instance = mesh_instances.get(&main_entity)?;
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Some((
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NonMaxU32::new(mesh_instance.gpu_specific.current_uniform_index())?,
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mesh_instance
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.should_batch()
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.then_some((mesh_instance.mesh_asset_id(), ())),
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))
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}
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fn get_binned_batch_data(
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(mesh_instances, _render_assets, mesh_allocator): &SystemParamItem<Self::Param>,
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main_entity: MainEntity,
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) -> Option<Self::BufferData> {
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let RenderMeshInstances::CpuBuilding(ref mesh_instances) = **mesh_instances else {
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error!(
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"`get_binned_batch_data` should never be called in GPU mesh uniform building mode"
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);
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return None;
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};
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let mesh_instance = mesh_instances.get(&main_entity)?;
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let first_vertex_index =
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match mesh_allocator.mesh_vertex_slice(&mesh_instance.mesh_asset_id()) {
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Some(mesh_vertex_slice) => mesh_vertex_slice.range.start,
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None => 0,
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};
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Some(MeshUniform::new(
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&mesh_instance.transforms,
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first_vertex_index,
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mesh_instance.material_bindings_index().slot,
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None,
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None,
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None,
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None,
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))
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}
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fn write_batch_indirect_parameters_metadata(
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indexed: bool,
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base_output_index: u32,
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batch_set_index: Option<NonMaxU32>,
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indirect_parameters_buffers: &mut UntypedPhaseIndirectParametersBuffers,
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indirect_parameters_offset: u32,
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) {
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// Note that `IndirectParameters` covers both of these structures, even
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// though they actually have distinct layouts. See the comment above that
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// type for more information.
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let indirect_parameters = IndirectParametersCpuMetadata {
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base_output_index,
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batch_set_index: match batch_set_index {
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None => !0,
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Some(batch_set_index) => u32::from(batch_set_index),
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},
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};
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if indexed {
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indirect_parameters_buffers
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.indexed
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.set(indirect_parameters_offset, indirect_parameters);
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} else {
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|
indirect_parameters_buffers
|
|
.non_indexed
|
|
.set(indirect_parameters_offset, indirect_parameters);
|
|
}
|
|
}
|
|
|
|
fn get_binned_index(
|
|
_param: &SystemParamItem<Self::Param>,
|
|
_query_item: MainEntity,
|
|
) -> Option<NonMaxU32> {
|
|
None
|
|
}
|
|
}
|
|
|
|
// When defining a phase, we need to extract it from the main world and add it to a resource
|
|
// that will be used by the render world. We need to give that resource all views that will use
|
|
// that phase
|
|
fn extract_camera_phases(
|
|
mut stencil_phases: ResMut<ViewSortedRenderPhases<Stencil3d>>,
|
|
cameras: Extract<Query<(Entity, &Camera), With<Camera3d>>>,
|
|
mut live_entities: Local<HashSet<RetainedViewEntity>>,
|
|
) {
|
|
live_entities.clear();
|
|
for (main_entity, camera) in &cameras {
|
|
if !camera.is_active {
|
|
continue;
|
|
}
|
|
// This is the main camera, so we use the first subview index (0)
|
|
let retained_view_entity = RetainedViewEntity::new(main_entity.into(), None, 0);
|
|
|
|
stencil_phases.prepare_for_new_frame(retained_view_entity);
|
|
live_entities.insert(retained_view_entity);
|
|
}
|
|
|
|
// Clear out all dead views.
|
|
stencil_phases.retain(|camera_entity, _| live_entities.contains(camera_entity));
|
|
}
|
|
|
|
/// A resource that stores meshes that couldn't be specialized yet because their
|
|
/// materials hadn't loaded.
|
|
///
|
|
/// See the documentation for [`PendingQueues`] for more information.
|
|
#[derive(Default, Deref, DerefMut, Resource)]
|
|
struct PendingCustomMeshQueues(pub PendingQueues);
|
|
|
|
// This is a very important step when writing a custom phase.
|
|
//
|
|
// This system determines which meshes will be added to the phase.
|
|
fn queue_custom_meshes(
|
|
custom_draw_functions: Res<DrawFunctions<Stencil3d>>,
|
|
mut pipelines: ResMut<SpecializedMeshPipelines<StencilPipeline>>,
|
|
pipeline_cache: Res<PipelineCache>,
|
|
custom_draw_pipeline: Res<StencilPipeline>,
|
|
render_meshes: Res<RenderAssets<RenderMesh>>,
|
|
render_mesh_instances: Res<RenderMeshInstances>,
|
|
maybe_batched_instance_buffers: Option<
|
|
Res<BatchedInstanceBuffers<MeshUniform, MeshInputUniform>>,
|
|
>,
|
|
mut custom_render_phases: ResMut<ViewSortedRenderPhases<Stencil3d>>,
|
|
mut views: Query<(&ExtractedView, &RenderVisibleEntities)>,
|
|
view_key_cache: Res<ViewKeyCache>,
|
|
dirty_specializations: Res<DirtySpecializations>,
|
|
mut pending_custom_mesh_queues: ResMut<PendingCustomMeshQueues>,
|
|
has_marker: Query<(), With<DrawStencil>>,
|
|
) {
|
|
for (view, visible_entities) in &mut views {
|
|
let Some(custom_phase) = custom_render_phases.get_mut(&view.retained_view_entity) else {
|
|
continue;
|
|
};
|
|
let draw_custom = custom_draw_functions.read().id::<DrawMesh3dStencil>();
|
|
|
|
let Some(&view_key) = view_key_cache.get(&view.retained_view_entity) else {
|
|
continue;
|
|
};
|
|
|
|
// Since our phase can work on any 3d mesh we can reuse the default mesh 3d filter
|
|
let Some(render_visible_mesh_entities) = visible_entities.get::<Mesh3d>() else {
|
|
continue;
|
|
};
|
|
|
|
let view_pending_custom_mesh_queues =
|
|
pending_custom_mesh_queues.prepare_for_new_frame(view.retained_view_entity);
|
|
|
|
// First, remove meshes that need to be respecialized, and those that were removed, from the bins.
|
|
for &main_entity in dirty_specializations
|
|
.iter_to_dequeue(view.retained_view_entity, render_visible_mesh_entities)
|
|
{
|
|
custom_phase.remove(Entity::PLACEHOLDER, main_entity);
|
|
}
|
|
|
|
for (render_entity, visible_entity) in dirty_specializations.iter_to_queue(
|
|
view.retained_view_entity,
|
|
render_visible_mesh_entities,
|
|
&view_pending_custom_mesh_queues.prev_frame,
|
|
) {
|
|
// We only want meshes with the marker component to be queued to our phase.
|
|
if has_marker.get(*render_entity).is_err() {
|
|
continue;
|
|
}
|
|
let Some(mesh_instance) = render_mesh_instances.render_mesh_queue_data(*visible_entity)
|
|
else {
|
|
// We couldn't fetch the mesh, probably because it hasn't been
|
|
// loaded yet. Add the entity to the list of pending custom mesh
|
|
// queues and bail.
|
|
view_pending_custom_mesh_queues
|
|
.current_frame
|
|
.insert((*render_entity, *visible_entity));
|
|
continue;
|
|
};
|
|
let Some(mesh) = render_meshes.get(mesh_instance.mesh_asset_id()) else {
|
|
continue;
|
|
};
|
|
|
|
// Specialize the key for the current mesh entity
|
|
// For this example we only specialize based on the mesh topology
|
|
// but you could have more complex keys and that's where you'd need to create those keys
|
|
let mut mesh_key = view_key;
|
|
mesh_key |= MeshPipelineKey::from_primitive_topology_and_strip_index(
|
|
mesh.primitive_topology(),
|
|
mesh.index_format(),
|
|
);
|
|
|
|
let pipeline_id = pipelines.specialize(
|
|
&pipeline_cache,
|
|
&custom_draw_pipeline,
|
|
mesh_key,
|
|
&mesh.layout,
|
|
);
|
|
let pipeline_id = match pipeline_id {
|
|
Ok(id) => id,
|
|
Err(err) => {
|
|
error!("{}", err);
|
|
continue;
|
|
}
|
|
};
|
|
// At this point we have all the data we need to create a phase item and add it to our
|
|
// phase
|
|
custom_phase.add(Stencil3d {
|
|
sorting_info: TransparentSortingInfo3d::Sorted {
|
|
mesh_center: pbr::get_mesh_instance_world_from_local(
|
|
*visible_entity,
|
|
mesh_instance.current_uniform_index,
|
|
&render_mesh_instances,
|
|
maybe_batched_instance_buffers.as_deref(),
|
|
)
|
|
.transform_point3(
|
|
render_meshes
|
|
.get(mesh_instance.mesh_asset_id())
|
|
.unwrap()
|
|
.aabb_center,
|
|
),
|
|
depth_bias: 0.0,
|
|
},
|
|
distance: FloatOrd(0.0),
|
|
entity: (Entity::PLACEHOLDER, *visible_entity),
|
|
pipeline: pipeline_id,
|
|
draw_function: draw_custom,
|
|
// Sorted phase items aren't batched
|
|
batch_range: 0..1,
|
|
extra_index: PhaseItemExtraIndex::None,
|
|
indexed: mesh.indexed(),
|
|
});
|
|
}
|
|
}
|
|
}
|
|
|
|
fn custom_draw_system(
|
|
world: &World,
|
|
view: ViewQuery<(
|
|
&ExtractedCamera,
|
|
&ExtractedView,
|
|
&ViewTarget,
|
|
Option<&MainPassResolutionOverride>,
|
|
)>,
|
|
stencil_phases: Res<ViewSortedRenderPhases<Stencil3d>>,
|
|
mut ctx: RenderContext,
|
|
) {
|
|
let view_entity = view.entity();
|
|
let (camera, extracted_view, target, resolution_override) = view.into_inner();
|
|
|
|
let Some(stencil_phase) = stencil_phases.get(&extracted_view.retained_view_entity) else {
|
|
return;
|
|
};
|
|
|
|
let mut render_pass = ctx.begin_tracked_render_pass(RenderPassDescriptor {
|
|
label: Some("stencil pass"),
|
|
// For the purpose of the example, we will write directly to the view target. A real
|
|
// stencil pass would write to a custom texture and that texture would be used in later
|
|
// passes to render custom effects using it.
|
|
color_attachments: &[Some(target.get_color_attachment())],
|
|
// We don't bind any depth buffer for this pass
|
|
depth_stencil_attachment: None,
|
|
timestamp_writes: None,
|
|
occlusion_query_set: None,
|
|
multiview_mask: None,
|
|
});
|
|
|
|
if let Some(viewport) =
|
|
Viewport::from_viewport_and_override(camera.viewport.as_ref(), resolution_override)
|
|
{
|
|
render_pass.set_camera_viewport(&viewport);
|
|
}
|
|
|
|
if let Err(err) = stencil_phase.render(&mut render_pass, world, view_entity) {
|
|
error!("Error encountered while rendering the stencil phase {err:?}");
|
|
}
|
|
}
|