use crate::{
MaterialBindGroupId, NotShadowCaster, NotShadowReceiver, PreviousGlobalTransform, Shadow,
ViewFogUniformOffset, ViewLightProbesUniformOffset, ViewLightsUniformOffset,
CLUSTERED_FORWARD_STORAGE_BUFFER_COUNT, MAX_CASCADES_PER_LIGHT, MAX_DIRECTIONAL_LIGHTS,
};
use bevy_app::{Plugin, PostUpdate};
use bevy_asset::{load_internal_asset, AssetId, Handle};
use bevy_core_pipeline::{
core_3d::{AlphaMask3d, Opaque3d, Transmissive3d, Transparent3d, CORE_3D_DEPTH_FORMAT},
deferred::{AlphaMask3dDeferred, Opaque3dDeferred},
};
use bevy_derive::{Deref, DerefMut};
use bevy_ecs::entity::EntityHashMap;
use bevy_ecs::{
prelude::*,
query::ROQueryItem,
system::{lifetimeless::*, SystemParamItem, SystemState},
};
use bevy_math::{Affine3, Rect, UVec2, Vec4};
use bevy_render::{
batching::{
batch_and_prepare_render_phase, write_batched_instance_buffer, GetBatchData,
NoAutomaticBatching,
},
mesh::*,
render_asset::RenderAssets,
render_phase::{PhaseItem, RenderCommand, RenderCommandResult, TrackedRenderPass},
render_resource::*,
renderer::{RenderDevice, RenderQueue},
texture::{
BevyDefault, DefaultImageSampler, GpuImage, Image, ImageSampler, TextureFormatPixelInfo,
},
view::{ViewTarget, ViewUniformOffset, ViewVisibility},
Extract, ExtractSchedule, Render, RenderApp, RenderSet,
};
use bevy_transform::components::GlobalTransform;
use bevy_utils::{tracing::error, Entry, HashMap, Hashed};
use std::cell::Cell;
use thread_local::ThreadLocal;
#[cfg(debug_assertions)]
use bevy_utils::warn_once;
use crate::render::{
morph::{
extract_morphs, no_automatic_morph_batching, prepare_morphs, MorphIndices, MorphUniform,
},
skin::{extract_skins, no_automatic_skin_batching, prepare_skins, SkinUniform},
MeshLayouts,
};
use crate::*;
use self::irradiance_volume::IRRADIANCE_VOLUMES_ARE_USABLE;
use super::skin::SkinIndices;
#[derive(Default)]
pub struct MeshRenderPlugin;
pub const FORWARD_IO_HANDLE: Handle<Shader> = Handle::weak_from_u128(2645551199423808407);
pub const MESH_VIEW_TYPES_HANDLE: Handle<Shader> = Handle::weak_from_u128(8140454348013264787);
pub const MESH_VIEW_BINDINGS_HANDLE: Handle<Shader> = Handle::weak_from_u128(9076678235888822571);
pub const MESH_TYPES_HANDLE: Handle<Shader> = Handle::weak_from_u128(2506024101911992377);
pub const MESH_BINDINGS_HANDLE: Handle<Shader> = Handle::weak_from_u128(16831548636314682308);
pub const MESH_FUNCTIONS_HANDLE: Handle<Shader> = Handle::weak_from_u128(6300874327833745635);
pub const MESH_SHADER_HANDLE: Handle<Shader> = Handle::weak_from_u128(3252377289100772450);
pub const SKINNING_HANDLE: Handle<Shader> = Handle::weak_from_u128(13215291596265391738);
pub const MORPH_HANDLE: Handle<Shader> = Handle::weak_from_u128(970982813587607345);
#[cfg(debug_assertions)]
pub const MESH_PIPELINE_VIEW_LAYOUT_SAFE_MAX_TEXTURES: usize = 10;
impl Plugin for MeshRenderPlugin {
fn build(&self, app: &mut App) {
load_internal_asset!(app, FORWARD_IO_HANDLE, "forward_io.wgsl", Shader::from_wgsl);
load_internal_asset!(
app,
MESH_VIEW_TYPES_HANDLE,
"mesh_view_types.wgsl",
Shader::from_wgsl_with_defs,
vec![
ShaderDefVal::UInt(
"MAX_DIRECTIONAL_LIGHTS".into(),
MAX_DIRECTIONAL_LIGHTS as u32
),
ShaderDefVal::UInt(
"MAX_CASCADES_PER_LIGHT".into(),
MAX_CASCADES_PER_LIGHT as u32,
)
]
);
load_internal_asset!(
app,
MESH_VIEW_BINDINGS_HANDLE,
"mesh_view_bindings.wgsl",
Shader::from_wgsl
);
load_internal_asset!(app, MESH_TYPES_HANDLE, "mesh_types.wgsl", Shader::from_wgsl);
load_internal_asset!(
app,
MESH_FUNCTIONS_HANDLE,
"mesh_functions.wgsl",
Shader::from_wgsl
);
load_internal_asset!(app, MESH_SHADER_HANDLE, "mesh.wgsl", Shader::from_wgsl);
load_internal_asset!(app, SKINNING_HANDLE, "skinning.wgsl", Shader::from_wgsl);
load_internal_asset!(app, MORPH_HANDLE, "morph.wgsl", Shader::from_wgsl);
app.add_systems(
PostUpdate,
(no_automatic_skin_batching, no_automatic_morph_batching),
);
if let Ok(render_app) = app.get_sub_app_mut(RenderApp) {
render_app
.init_resource::<RenderMeshInstances>()
.init_resource::<MeshBindGroups>()
.init_resource::<SkinUniform>()
.init_resource::<SkinIndices>()
.init_resource::<MorphUniform>()
.init_resource::<MorphIndices>()
.allow_ambiguous_resource::<GpuArrayBuffer<MeshUniform>>()
.add_systems(
ExtractSchedule,
(extract_meshes, extract_skins, extract_morphs),
)
.add_systems(
Render,
(
(
batch_and_prepare_render_phase::<Opaque3d, MeshPipeline>,
batch_and_prepare_render_phase::<Transmissive3d, MeshPipeline>,
batch_and_prepare_render_phase::<Transparent3d, MeshPipeline>,
batch_and_prepare_render_phase::<AlphaMask3d, MeshPipeline>,
batch_and_prepare_render_phase::<Shadow, MeshPipeline>,
batch_and_prepare_render_phase::<Opaque3dDeferred, MeshPipeline>,
batch_and_prepare_render_phase::<AlphaMask3dDeferred, MeshPipeline>,
)
.in_set(RenderSet::PrepareResources),
write_batched_instance_buffer::<MeshPipeline>
.in_set(RenderSet::PrepareResourcesFlush),
prepare_skins.in_set(RenderSet::PrepareResources),
prepare_morphs.in_set(RenderSet::PrepareResources),
prepare_mesh_bind_group.in_set(RenderSet::PrepareBindGroups),
prepare_mesh_view_bind_groups.in_set(RenderSet::PrepareBindGroups),
),
);
}
}
fn finish(&self, app: &mut App) {
let mut mesh_bindings_shader_defs = Vec::with_capacity(1);
if let Ok(render_app) = app.get_sub_app_mut(RenderApp) {
if let Some(per_object_buffer_batch_size) = GpuArrayBuffer::<MeshUniform>::batch_size(
render_app.world.resource::<RenderDevice>(),
) {
mesh_bindings_shader_defs.push(ShaderDefVal::UInt(
"PER_OBJECT_BUFFER_BATCH_SIZE".into(),
per_object_buffer_batch_size,
));
}
render_app
.insert_resource(GpuArrayBuffer::<MeshUniform>::new(
render_app.world.resource::<RenderDevice>(),
))
.init_resource::<MeshPipeline>();
}
load_internal_asset!(
app,
MESH_BINDINGS_HANDLE,
"mesh_bindings.wgsl",
Shader::from_wgsl_with_defs,
mesh_bindings_shader_defs
);
}
}
#[derive(Component)]
pub struct MeshTransforms {
pub transform: Affine3,
pub previous_transform: Affine3,
pub flags: u32,
}
#[derive(ShaderType, Clone)]
pub struct MeshUniform {
pub transform: [Vec4; 3],
pub previous_transform: [Vec4; 3],
pub lightmap_uv_rect: UVec2,
pub inverse_transpose_model_a: [Vec4; 2],
pub inverse_transpose_model_b: f32,
pub flags: u32,
}
impl MeshUniform {
pub fn new(mesh_transforms: &MeshTransforms, maybe_lightmap_uv_rect: Option<Rect>) -> Self {
let (inverse_transpose_model_a, inverse_transpose_model_b) =
mesh_transforms.transform.inverse_transpose_3x3();
Self {
transform: mesh_transforms.transform.to_transpose(),
previous_transform: mesh_transforms.previous_transform.to_transpose(),
lightmap_uv_rect: lightmap::pack_lightmap_uv_rect(maybe_lightmap_uv_rect),
inverse_transpose_model_a,
inverse_transpose_model_b,
flags: mesh_transforms.flags,
}
}
}
bitflags::bitflags! {
#[repr(transparent)]
pub struct MeshFlags: u32 {
const SHADOW_RECEIVER = 1 << 0;
const TRANSMITTED_SHADOW_RECEIVER = 1 << 1;
const SIGN_DETERMINANT_MODEL_3X3 = 1 << 31;
const NONE = 0;
const UNINITIALIZED = 0xFFFF;
}
}
pub struct RenderMeshInstance {
pub transforms: MeshTransforms,
pub mesh_asset_id: AssetId<Mesh>,
pub material_bind_group_id: MaterialBindGroupId,
pub shadow_caster: bool,
pub automatic_batching: bool,
}
impl RenderMeshInstance {
pub fn should_batch(&self) -> bool {
self.automatic_batching && self.material_bind_group_id.is_some()
}
}
#[derive(Default, Resource, Deref, DerefMut)]
pub struct RenderMeshInstances(EntityHashMap<RenderMeshInstance>);
pub fn extract_meshes(
mut render_mesh_instances: ResMut<RenderMeshInstances>,
mut thread_local_queues: Local<ThreadLocal<Cell<Vec<(Entity, RenderMeshInstance)>>>>,
meshes_query: Extract<
Query<(
Entity,
&ViewVisibility,
&GlobalTransform,
Option<&PreviousGlobalTransform>,
&Handle<Mesh>,
Has<NotShadowReceiver>,
Has<TransmittedShadowReceiver>,
Has<NotShadowCaster>,
Has<NoAutomaticBatching>,
)>,
>,
) {
meshes_query.par_iter().for_each(
|(
entity,
view_visibility,
transform,
previous_transform,
handle,
not_shadow_receiver,
transmitted_receiver,
not_shadow_caster,
no_automatic_batching,
)| {
if !view_visibility.get() {
return;
}
let transform = transform.affine();
let previous_transform = previous_transform.map(|t| t.0).unwrap_or(transform);
let mut flags = if not_shadow_receiver {
MeshFlags::empty()
} else {
MeshFlags::SHADOW_RECEIVER
};
if transmitted_receiver {
flags |= MeshFlags::TRANSMITTED_SHADOW_RECEIVER;
}
if transform.matrix3.determinant().is_sign_positive() {
flags |= MeshFlags::SIGN_DETERMINANT_MODEL_3X3;
}
let transforms = MeshTransforms {
transform: (&transform).into(),
previous_transform: (&previous_transform).into(),
flags: flags.bits(),
};
let tls = thread_local_queues.get_or_default();
let mut queue = tls.take();
queue.push((
entity,
RenderMeshInstance {
mesh_asset_id: handle.id(),
transforms,
shadow_caster: !not_shadow_caster,
material_bind_group_id: MaterialBindGroupId::default(),
automatic_batching: !no_automatic_batching,
},
));
tls.set(queue);
},
);
render_mesh_instances.clear();
for queue in thread_local_queues.iter_mut() {
render_mesh_instances.extend(queue.get_mut().drain(..));
}
}
#[derive(Resource, Clone)]
pub struct MeshPipeline {
view_layouts: [MeshPipelineViewLayout; MeshPipelineViewLayoutKey::COUNT],
pub dummy_white_gpu_image: GpuImage,
pub clustered_forward_buffer_binding_type: BufferBindingType,
pub mesh_layouts: MeshLayouts,
pub per_object_buffer_batch_size: Option<u32>,
pub binding_arrays_are_usable: bool,
}
impl FromWorld for MeshPipeline {
fn from_world(world: &mut World) -> Self {
let mut system_state: SystemState<(
Res<RenderDevice>,
Res<DefaultImageSampler>,
Res<RenderQueue>,
)> = SystemState::new(world);
let (render_device, default_sampler, render_queue) = system_state.get_mut(world);
let clustered_forward_buffer_binding_type = render_device
.get_supported_read_only_binding_type(CLUSTERED_FORWARD_STORAGE_BUFFER_COUNT);
let view_layouts =
generate_view_layouts(&render_device, clustered_forward_buffer_binding_type);
let dummy_white_gpu_image = {
let image = Image::default();
let texture = render_device.create_texture(&image.texture_descriptor);
let sampler = match image.sampler {
ImageSampler::Default => (**default_sampler).clone(),
ImageSampler::Descriptor(ref descriptor) => {
render_device.create_sampler(&descriptor.as_wgpu())
}
};
let format_size = image.texture_descriptor.format.pixel_size();
render_queue.write_texture(
texture.as_image_copy(),
&image.data,
ImageDataLayout {
offset: 0,
bytes_per_row: Some(image.width() * format_size as u32),
rows_per_image: None,
},
image.texture_descriptor.size,
);
let texture_view = texture.create_view(&TextureViewDescriptor::default());
GpuImage {
texture,
texture_view,
texture_format: image.texture_descriptor.format,
sampler,
size: image.size_f32(),
mip_level_count: image.texture_descriptor.mip_level_count,
}
};
MeshPipeline {
view_layouts,
clustered_forward_buffer_binding_type,
dummy_white_gpu_image,
mesh_layouts: MeshLayouts::new(&render_device),
per_object_buffer_batch_size: GpuArrayBuffer::<MeshUniform>::batch_size(&render_device),
binding_arrays_are_usable: binding_arrays_are_usable(&render_device),
}
}
}
impl MeshPipeline {
pub fn get_image_texture<'a>(
&'a self,
gpu_images: &'a RenderAssets<Image>,
handle_option: &Option<Handle<Image>>,
) -> Option<(&'a TextureView, &'a Sampler)> {
if let Some(handle) = handle_option {
let gpu_image = gpu_images.get(handle)?;
Some((&gpu_image.texture_view, &gpu_image.sampler))
} else {
Some((
&self.dummy_white_gpu_image.texture_view,
&self.dummy_white_gpu_image.sampler,
))
}
}
pub fn get_view_layout(&self, layout_key: MeshPipelineViewLayoutKey) -> &BindGroupLayout {
let index = layout_key.bits() as usize;
let layout = &self.view_layouts[index];
#[cfg(debug_assertions)]
if layout.texture_count > MESH_PIPELINE_VIEW_LAYOUT_SAFE_MAX_TEXTURES {
warn_once!("Too many textures in mesh pipeline view layout, this might cause us to hit `wgpu::Limits::max_sampled_textures_per_shader_stage` in some environments.");
}
&layout.bind_group_layout
}
}
impl GetBatchData for MeshPipeline {
type Param = (SRes<RenderMeshInstances>, SRes<RenderLightmaps>);
type CompareData = (MaterialBindGroupId, AssetId<Mesh>, Option<AssetId<Image>>);
type BufferData = MeshUniform;
fn get_batch_data(
(mesh_instances, lightmaps): &SystemParamItem<Self::Param>,
entity: Entity,
) -> Option<(Self::BufferData, Option<Self::CompareData>)> {
let mesh_instance = mesh_instances.get(&entity)?;
let maybe_lightmap = lightmaps.render_lightmaps.get(&entity);
Some((
MeshUniform::new(
&mesh_instance.transforms,
maybe_lightmap.map(|lightmap| lightmap.uv_rect),
),
mesh_instance.should_batch().then_some((
mesh_instance.material_bind_group_id,
mesh_instance.mesh_asset_id,
maybe_lightmap.map(|lightmap| lightmap.image),
)),
))
}
}
bitflags::bitflags! {
#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash)]
#[repr(transparent)]
pub struct MeshPipelineKey: u32 {
const NONE = 0;
const HDR = 1 << 0;
const TONEMAP_IN_SHADER = 1 << 1;
const DEBAND_DITHER = 1 << 2;
const DEPTH_PREPASS = 1 << 3;
const NORMAL_PREPASS = 1 << 4;
const DEFERRED_PREPASS = 1 << 5;
const MOTION_VECTOR_PREPASS = 1 << 6;
const MAY_DISCARD = 1 << 7; const ENVIRONMENT_MAP = 1 << 8;
const SCREEN_SPACE_AMBIENT_OCCLUSION = 1 << 9;
const DEPTH_CLAMP_ORTHO = 1 << 10;
const TEMPORAL_JITTER = 1 << 11;
const MORPH_TARGETS = 1 << 12;
const READS_VIEW_TRANSMISSION_TEXTURE = 1 << 13;
const LIGHTMAPPED = 1 << 14;
const IRRADIANCE_VOLUME = 1 << 15;
const BLEND_RESERVED_BITS = Self::BLEND_MASK_BITS << Self::BLEND_SHIFT_BITS; const BLEND_OPAQUE = 0 << Self::BLEND_SHIFT_BITS; const BLEND_PREMULTIPLIED_ALPHA = 1 << Self::BLEND_SHIFT_BITS; const BLEND_MULTIPLY = 2 << Self::BLEND_SHIFT_BITS; const BLEND_ALPHA = 3 << Self::BLEND_SHIFT_BITS;
const MSAA_RESERVED_BITS = Self::MSAA_MASK_BITS << Self::MSAA_SHIFT_BITS;
const PRIMITIVE_TOPOLOGY_RESERVED_BITS = Self::PRIMITIVE_TOPOLOGY_MASK_BITS << Self::PRIMITIVE_TOPOLOGY_SHIFT_BITS;
const TONEMAP_METHOD_RESERVED_BITS = Self::TONEMAP_METHOD_MASK_BITS << Self::TONEMAP_METHOD_SHIFT_BITS;
const TONEMAP_METHOD_NONE = 0 << Self::TONEMAP_METHOD_SHIFT_BITS;
const TONEMAP_METHOD_REINHARD = 1 << Self::TONEMAP_METHOD_SHIFT_BITS;
const TONEMAP_METHOD_REINHARD_LUMINANCE = 2 << Self::TONEMAP_METHOD_SHIFT_BITS;
const TONEMAP_METHOD_ACES_FITTED = 3 << Self::TONEMAP_METHOD_SHIFT_BITS;
const TONEMAP_METHOD_AGX = 4 << Self::TONEMAP_METHOD_SHIFT_BITS;
const TONEMAP_METHOD_SOMEWHAT_BORING_DISPLAY_TRANSFORM = 5 << Self::TONEMAP_METHOD_SHIFT_BITS;
const TONEMAP_METHOD_TONY_MC_MAPFACE = 6 << Self::TONEMAP_METHOD_SHIFT_BITS;
const TONEMAP_METHOD_BLENDER_FILMIC = 7 << Self::TONEMAP_METHOD_SHIFT_BITS;
const SHADOW_FILTER_METHOD_RESERVED_BITS = Self::SHADOW_FILTER_METHOD_MASK_BITS << Self::SHADOW_FILTER_METHOD_SHIFT_BITS;
const SHADOW_FILTER_METHOD_HARDWARE_2X2 = 0 << Self::SHADOW_FILTER_METHOD_SHIFT_BITS;
const SHADOW_FILTER_METHOD_CASTANO_13 = 1 << Self::SHADOW_FILTER_METHOD_SHIFT_BITS;
const SHADOW_FILTER_METHOD_JIMENEZ_14 = 2 << Self::SHADOW_FILTER_METHOD_SHIFT_BITS;
const VIEW_PROJECTION_RESERVED_BITS = Self::VIEW_PROJECTION_MASK_BITS << Self::VIEW_PROJECTION_SHIFT_BITS;
const VIEW_PROJECTION_NONSTANDARD = 0 << Self::VIEW_PROJECTION_SHIFT_BITS;
const VIEW_PROJECTION_PERSPECTIVE = 1 << Self::VIEW_PROJECTION_SHIFT_BITS;
const VIEW_PROJECTION_ORTHOGRAPHIC = 2 << Self::VIEW_PROJECTION_SHIFT_BITS;
const VIEW_PROJECTION_RESERVED = 3 << Self::VIEW_PROJECTION_SHIFT_BITS;
const SCREEN_SPACE_SPECULAR_TRANSMISSION_RESERVED_BITS = Self::SCREEN_SPACE_SPECULAR_TRANSMISSION_MASK_BITS << Self::SCREEN_SPACE_SPECULAR_TRANSMISSION_SHIFT_BITS;
const SCREEN_SPACE_SPECULAR_TRANSMISSION_LOW = 0 << Self::SCREEN_SPACE_SPECULAR_TRANSMISSION_SHIFT_BITS;
const SCREEN_SPACE_SPECULAR_TRANSMISSION_MEDIUM = 1 << Self::SCREEN_SPACE_SPECULAR_TRANSMISSION_SHIFT_BITS;
const SCREEN_SPACE_SPECULAR_TRANSMISSION_HIGH = 2 << Self::SCREEN_SPACE_SPECULAR_TRANSMISSION_SHIFT_BITS;
const SCREEN_SPACE_SPECULAR_TRANSMISSION_ULTRA = 3 << Self::SCREEN_SPACE_SPECULAR_TRANSMISSION_SHIFT_BITS;
}
}
impl MeshPipelineKey {
const MSAA_MASK_BITS: u32 = 0b111;
const MSAA_SHIFT_BITS: u32 = 32 - Self::MSAA_MASK_BITS.count_ones();
const PRIMITIVE_TOPOLOGY_MASK_BITS: u32 = 0b111;
const PRIMITIVE_TOPOLOGY_SHIFT_BITS: u32 =
Self::MSAA_SHIFT_BITS - Self::PRIMITIVE_TOPOLOGY_MASK_BITS.count_ones();
const BLEND_MASK_BITS: u32 = 0b11;
const BLEND_SHIFT_BITS: u32 =
Self::PRIMITIVE_TOPOLOGY_SHIFT_BITS - Self::BLEND_MASK_BITS.count_ones();
const TONEMAP_METHOD_MASK_BITS: u32 = 0b111;
const TONEMAP_METHOD_SHIFT_BITS: u32 =
Self::BLEND_SHIFT_BITS - Self::TONEMAP_METHOD_MASK_BITS.count_ones();
const SHADOW_FILTER_METHOD_MASK_BITS: u32 = 0b11;
const SHADOW_FILTER_METHOD_SHIFT_BITS: u32 =
Self::TONEMAP_METHOD_SHIFT_BITS - Self::SHADOW_FILTER_METHOD_MASK_BITS.count_ones();
const VIEW_PROJECTION_MASK_BITS: u32 = 0b11;
const VIEW_PROJECTION_SHIFT_BITS: u32 =
Self::SHADOW_FILTER_METHOD_SHIFT_BITS - Self::VIEW_PROJECTION_MASK_BITS.count_ones();
const SCREEN_SPACE_SPECULAR_TRANSMISSION_MASK_BITS: u32 = 0b11;
const SCREEN_SPACE_SPECULAR_TRANSMISSION_SHIFT_BITS: u32 = Self::VIEW_PROJECTION_SHIFT_BITS
- Self::SCREEN_SPACE_SPECULAR_TRANSMISSION_MASK_BITS.count_ones();
pub fn from_msaa_samples(msaa_samples: u32) -> Self {
let msaa_bits =
(msaa_samples.trailing_zeros() & Self::MSAA_MASK_BITS) << Self::MSAA_SHIFT_BITS;
Self::from_bits_retain(msaa_bits)
}
pub fn from_hdr(hdr: bool) -> Self {
if hdr {
MeshPipelineKey::HDR
} else {
MeshPipelineKey::NONE
}
}
pub fn msaa_samples(&self) -> u32 {
1 << ((self.bits() >> Self::MSAA_SHIFT_BITS) & Self::MSAA_MASK_BITS)
}
pub fn from_primitive_topology(primitive_topology: PrimitiveTopology) -> Self {
let primitive_topology_bits = ((primitive_topology as u32)
& Self::PRIMITIVE_TOPOLOGY_MASK_BITS)
<< Self::PRIMITIVE_TOPOLOGY_SHIFT_BITS;
Self::from_bits_retain(primitive_topology_bits)
}
pub fn primitive_topology(&self) -> PrimitiveTopology {
let primitive_topology_bits = (self.bits() >> Self::PRIMITIVE_TOPOLOGY_SHIFT_BITS)
& Self::PRIMITIVE_TOPOLOGY_MASK_BITS;
match primitive_topology_bits {
x if x == PrimitiveTopology::PointList as u32 => PrimitiveTopology::PointList,
x if x == PrimitiveTopology::LineList as u32 => PrimitiveTopology::LineList,
x if x == PrimitiveTopology::LineStrip as u32 => PrimitiveTopology::LineStrip,
x if x == PrimitiveTopology::TriangleList as u32 => PrimitiveTopology::TriangleList,
x if x == PrimitiveTopology::TriangleStrip as u32 => PrimitiveTopology::TriangleStrip,
_ => PrimitiveTopology::default(),
}
}
}
fn is_skinned(layout: &Hashed<InnerMeshVertexBufferLayout>) -> bool {
layout.contains(Mesh::ATTRIBUTE_JOINT_INDEX) && layout.contains(Mesh::ATTRIBUTE_JOINT_WEIGHT)
}
pub fn setup_morph_and_skinning_defs(
mesh_layouts: &MeshLayouts,
layout: &Hashed<InnerMeshVertexBufferLayout>,
offset: u32,
key: &MeshPipelineKey,
shader_defs: &mut Vec<ShaderDefVal>,
vertex_attributes: &mut Vec<VertexAttributeDescriptor>,
) -> BindGroupLayout {
let mut add_skin_data = || {
shader_defs.push("SKINNED".into());
vertex_attributes.push(Mesh::ATTRIBUTE_JOINT_INDEX.at_shader_location(offset));
vertex_attributes.push(Mesh::ATTRIBUTE_JOINT_WEIGHT.at_shader_location(offset + 1));
};
let is_morphed = key.intersects(MeshPipelineKey::MORPH_TARGETS);
let is_lightmapped = key.intersects(MeshPipelineKey::LIGHTMAPPED);
match (is_skinned(layout), is_morphed, is_lightmapped) {
(true, false, _) => {
add_skin_data();
mesh_layouts.skinned.clone()
}
(true, true, _) => {
add_skin_data();
shader_defs.push("MORPH_TARGETS".into());
mesh_layouts.morphed_skinned.clone()
}
(false, true, _) => {
shader_defs.push("MORPH_TARGETS".into());
mesh_layouts.morphed.clone()
}
(false, false, true) => mesh_layouts.lightmapped.clone(),
(false, false, false) => mesh_layouts.model_only.clone(),
}
}
impl SpecializedMeshPipeline for MeshPipeline {
type Key = MeshPipelineKey;
fn specialize(
&self,
key: Self::Key,
layout: &MeshVertexBufferLayout,
) -> Result<RenderPipelineDescriptor, SpecializedMeshPipelineError> {
let mut shader_defs = Vec::new();
let mut vertex_attributes = Vec::new();
shader_defs.push("MESH_PIPELINE".into());
shader_defs.push("VERTEX_OUTPUT_INSTANCE_INDEX".into());
if layout.contains(Mesh::ATTRIBUTE_POSITION) {
shader_defs.push("VERTEX_POSITIONS".into());
vertex_attributes.push(Mesh::ATTRIBUTE_POSITION.at_shader_location(0));
}
if layout.contains(Mesh::ATTRIBUTE_NORMAL) {
shader_defs.push("VERTEX_NORMALS".into());
vertex_attributes.push(Mesh::ATTRIBUTE_NORMAL.at_shader_location(1));
}
if layout.contains(Mesh::ATTRIBUTE_UV_0) {
shader_defs.push("VERTEX_UVS".into());
vertex_attributes.push(Mesh::ATTRIBUTE_UV_0.at_shader_location(2));
}
if layout.contains(Mesh::ATTRIBUTE_UV_1) {
shader_defs.push("VERTEX_UVS_B".into());
vertex_attributes.push(Mesh::ATTRIBUTE_UV_1.at_shader_location(3));
}
if layout.contains(Mesh::ATTRIBUTE_TANGENT) {
shader_defs.push("VERTEX_TANGENTS".into());
vertex_attributes.push(Mesh::ATTRIBUTE_TANGENT.at_shader_location(4));
}
if layout.contains(Mesh::ATTRIBUTE_COLOR) {
shader_defs.push("VERTEX_COLORS".into());
vertex_attributes.push(Mesh::ATTRIBUTE_COLOR.at_shader_location(5));
}
if cfg!(feature = "pbr_transmission_textures") {
shader_defs.push("PBR_TRANSMISSION_TEXTURES_SUPPORTED".into());
}
let mut bind_group_layout = vec![self.get_view_layout(key.into()).clone()];
if key.msaa_samples() > 1 {
shader_defs.push("MULTISAMPLED".into());
};
bind_group_layout.push(setup_morph_and_skinning_defs(
&self.mesh_layouts,
layout,
6,
&key,
&mut shader_defs,
&mut vertex_attributes,
));
if key.contains(MeshPipelineKey::SCREEN_SPACE_AMBIENT_OCCLUSION) {
shader_defs.push("SCREEN_SPACE_AMBIENT_OCCLUSION".into());
}
let vertex_buffer_layout = layout.get_layout(&vertex_attributes)?;
let (label, blend, depth_write_enabled);
let pass = key.intersection(MeshPipelineKey::BLEND_RESERVED_BITS);
let mut is_opaque = false;
if pass == MeshPipelineKey::BLEND_ALPHA {
label = "alpha_blend_mesh_pipeline".into();
blend = Some(BlendState::ALPHA_BLENDING);
depth_write_enabled = false;
} else if pass == MeshPipelineKey::BLEND_PREMULTIPLIED_ALPHA {
label = "premultiplied_alpha_mesh_pipeline".into();
blend = Some(BlendState::PREMULTIPLIED_ALPHA_BLENDING);
shader_defs.push("PREMULTIPLY_ALPHA".into());
shader_defs.push("BLEND_PREMULTIPLIED_ALPHA".into());
depth_write_enabled = false;
} else if pass == MeshPipelineKey::BLEND_MULTIPLY {
label = "multiply_mesh_pipeline".into();
blend = Some(BlendState {
color: BlendComponent {
src_factor: BlendFactor::Dst,
dst_factor: BlendFactor::OneMinusSrcAlpha,
operation: BlendOperation::Add,
},
alpha: BlendComponent::OVER,
});
shader_defs.push("PREMULTIPLY_ALPHA".into());
shader_defs.push("BLEND_MULTIPLY".into());
depth_write_enabled = false;
} else {
label = "opaque_mesh_pipeline".into();
blend = None;
depth_write_enabled = true;
is_opaque = !key.contains(MeshPipelineKey::READS_VIEW_TRANSMISSION_TEXTURE);
}
if key.contains(MeshPipelineKey::NORMAL_PREPASS) {
shader_defs.push("NORMAL_PREPASS".into());
}
if key.contains(MeshPipelineKey::DEPTH_PREPASS) {
shader_defs.push("DEPTH_PREPASS".into());
}
if key.contains(MeshPipelineKey::MOTION_VECTOR_PREPASS) {
shader_defs.push("MOTION_VECTOR_PREPASS".into());
}
if key.contains(MeshPipelineKey::DEFERRED_PREPASS) {
shader_defs.push("DEFERRED_PREPASS".into());
}
if key.contains(MeshPipelineKey::NORMAL_PREPASS) && key.msaa_samples() == 1 && is_opaque {
shader_defs.push("LOAD_PREPASS_NORMALS".into());
}
let view_projection = key.intersection(MeshPipelineKey::VIEW_PROJECTION_RESERVED_BITS);
if view_projection == MeshPipelineKey::VIEW_PROJECTION_NONSTANDARD {
shader_defs.push("VIEW_PROJECTION_NONSTANDARD".into());
} else if view_projection == MeshPipelineKey::VIEW_PROJECTION_PERSPECTIVE {
shader_defs.push("VIEW_PROJECTION_PERSPECTIVE".into());
} else if view_projection == MeshPipelineKey::VIEW_PROJECTION_ORTHOGRAPHIC {
shader_defs.push("VIEW_PROJECTION_ORTHOGRAPHIC".into());
}
#[cfg(all(feature = "webgl", target_arch = "wasm32", not(feature = "webgpu")))]
shader_defs.push("WEBGL2".into());
if key.contains(MeshPipelineKey::TONEMAP_IN_SHADER) {
shader_defs.push("TONEMAP_IN_SHADER".into());
let method = key.intersection(MeshPipelineKey::TONEMAP_METHOD_RESERVED_BITS);
if method == MeshPipelineKey::TONEMAP_METHOD_NONE {
shader_defs.push("TONEMAP_METHOD_NONE".into());
} else if method == MeshPipelineKey::TONEMAP_METHOD_REINHARD {
shader_defs.push("TONEMAP_METHOD_REINHARD".into());
} else if method == MeshPipelineKey::TONEMAP_METHOD_REINHARD_LUMINANCE {
shader_defs.push("TONEMAP_METHOD_REINHARD_LUMINANCE".into());
} else if method == MeshPipelineKey::TONEMAP_METHOD_ACES_FITTED {
shader_defs.push("TONEMAP_METHOD_ACES_FITTED ".into());
} else if method == MeshPipelineKey::TONEMAP_METHOD_AGX {
shader_defs.push("TONEMAP_METHOD_AGX".into());
} else if method == MeshPipelineKey::TONEMAP_METHOD_SOMEWHAT_BORING_DISPLAY_TRANSFORM {
shader_defs.push("TONEMAP_METHOD_SOMEWHAT_BORING_DISPLAY_TRANSFORM".into());
} else if method == MeshPipelineKey::TONEMAP_METHOD_BLENDER_FILMIC {
shader_defs.push("TONEMAP_METHOD_BLENDER_FILMIC".into());
} else if method == MeshPipelineKey::TONEMAP_METHOD_TONY_MC_MAPFACE {
shader_defs.push("TONEMAP_METHOD_TONY_MC_MAPFACE".into());
}
if key.contains(MeshPipelineKey::DEBAND_DITHER) {
shader_defs.push("DEBAND_DITHER".into());
}
}
if key.contains(MeshPipelineKey::MAY_DISCARD) {
shader_defs.push("MAY_DISCARD".into());
}
if key.contains(MeshPipelineKey::ENVIRONMENT_MAP) {
shader_defs.push("ENVIRONMENT_MAP".into());
}
if key.contains(MeshPipelineKey::IRRADIANCE_VOLUME) && IRRADIANCE_VOLUMES_ARE_USABLE {
shader_defs.push("IRRADIANCE_VOLUME".into());
}
if key.contains(MeshPipelineKey::LIGHTMAPPED) {
shader_defs.push("LIGHTMAP".into());
}
if key.contains(MeshPipelineKey::TEMPORAL_JITTER) {
shader_defs.push("TEMPORAL_JITTER".into());
}
let shadow_filter_method =
key.intersection(MeshPipelineKey::SHADOW_FILTER_METHOD_RESERVED_BITS);
if shadow_filter_method == MeshPipelineKey::SHADOW_FILTER_METHOD_HARDWARE_2X2 {
shader_defs.push("SHADOW_FILTER_METHOD_HARDWARE_2X2".into());
} else if shadow_filter_method == MeshPipelineKey::SHADOW_FILTER_METHOD_CASTANO_13 {
shader_defs.push("SHADOW_FILTER_METHOD_CASTANO_13".into());
} else if shadow_filter_method == MeshPipelineKey::SHADOW_FILTER_METHOD_JIMENEZ_14 {
shader_defs.push("SHADOW_FILTER_METHOD_JIMENEZ_14".into());
}
let blur_quality =
key.intersection(MeshPipelineKey::SCREEN_SPACE_SPECULAR_TRANSMISSION_RESERVED_BITS);
shader_defs.push(ShaderDefVal::Int(
"SCREEN_SPACE_SPECULAR_TRANSMISSION_BLUR_TAPS".into(),
match blur_quality {
MeshPipelineKey::SCREEN_SPACE_SPECULAR_TRANSMISSION_LOW => 4,
MeshPipelineKey::SCREEN_SPACE_SPECULAR_TRANSMISSION_MEDIUM => 8,
MeshPipelineKey::SCREEN_SPACE_SPECULAR_TRANSMISSION_HIGH => 16,
MeshPipelineKey::SCREEN_SPACE_SPECULAR_TRANSMISSION_ULTRA => 32,
_ => unreachable!(), },
));
if self.binding_arrays_are_usable {
shader_defs.push("MULTIPLE_LIGHT_PROBES_IN_ARRAY".into());
}
if IRRADIANCE_VOLUMES_ARE_USABLE {
shader_defs.push("IRRADIANCE_VOLUMES_ARE_USABLE".into());
}
let format = if key.contains(MeshPipelineKey::HDR) {
ViewTarget::TEXTURE_FORMAT_HDR
} else {
TextureFormat::bevy_default()
};
if let Some(per_object_buffer_batch_size) = self.per_object_buffer_batch_size {
shader_defs.push(ShaderDefVal::UInt(
"PER_OBJECT_BUFFER_BATCH_SIZE".into(),
per_object_buffer_batch_size,
));
}
let mut push_constant_ranges = Vec::with_capacity(1);
if cfg!(all(
feature = "webgl",
target_arch = "wasm32",
not(feature = "webgpu")
)) {
push_constant_ranges.push(PushConstantRange {
stages: ShaderStages::VERTEX,
range: 0..4,
});
}
Ok(RenderPipelineDescriptor {
vertex: VertexState {
shader: MESH_SHADER_HANDLE,
entry_point: "vertex".into(),
shader_defs: shader_defs.clone(),
buffers: vec![vertex_buffer_layout],
},
fragment: Some(FragmentState {
shader: MESH_SHADER_HANDLE,
shader_defs,
entry_point: "fragment".into(),
targets: vec![Some(ColorTargetState {
format,
blend,
write_mask: ColorWrites::ALL,
})],
}),
layout: bind_group_layout,
push_constant_ranges,
primitive: PrimitiveState {
front_face: FrontFace::Ccw,
cull_mode: Some(Face::Back),
unclipped_depth: false,
polygon_mode: PolygonMode::Fill,
conservative: false,
topology: key.primitive_topology(),
strip_index_format: None,
},
depth_stencil: Some(DepthStencilState {
format: CORE_3D_DEPTH_FORMAT,
depth_write_enabled,
depth_compare: CompareFunction::GreaterEqual,
stencil: StencilState {
front: StencilFaceState::IGNORE,
back: StencilFaceState::IGNORE,
read_mask: 0,
write_mask: 0,
},
bias: DepthBiasState {
constant: 0,
slope_scale: 0.0,
clamp: 0.0,
},
}),
multisample: MultisampleState {
count: key.msaa_samples(),
mask: !0,
alpha_to_coverage_enabled: false,
},
label: Some(label),
})
}
}
#[derive(Resource, Default)]
pub struct MeshBindGroups {
model_only: Option<BindGroup>,
skinned: Option<BindGroup>,
morph_targets: HashMap<AssetId<Mesh>, BindGroup>,
lightmaps: HashMap<AssetId<Image>, BindGroup>,
}
impl MeshBindGroups {
pub fn reset(&mut self) {
self.model_only = None;
self.skinned = None;
self.morph_targets.clear();
self.lightmaps.clear();
}
pub fn get(
&self,
asset_id: AssetId<Mesh>,
lightmap: Option<AssetId<Image>>,
is_skinned: bool,
morph: bool,
) -> Option<&BindGroup> {
match (is_skinned, morph, lightmap) {
(_, true, _) => self.morph_targets.get(&asset_id),
(true, false, _) => self.skinned.as_ref(),
(false, false, Some(lightmap)) => self.lightmaps.get(&lightmap),
(false, false, None) => self.model_only.as_ref(),
}
}
}
#[allow(clippy::too_many_arguments)]
pub fn prepare_mesh_bind_group(
meshes: Res<RenderAssets<Mesh>>,
images: Res<RenderAssets<Image>>,
mut groups: ResMut<MeshBindGroups>,
mesh_pipeline: Res<MeshPipeline>,
render_device: Res<RenderDevice>,
mesh_uniforms: Res<GpuArrayBuffer<MeshUniform>>,
skins_uniform: Res<SkinUniform>,
weights_uniform: Res<MorphUniform>,
render_lightmaps: Res<RenderLightmaps>,
) {
groups.reset();
let layouts = &mesh_pipeline.mesh_layouts;
let Some(model) = mesh_uniforms.binding() else {
return;
};
groups.model_only = Some(layouts.model_only(&render_device, &model));
let skin = skins_uniform.buffer.buffer();
if let Some(skin) = skin {
groups.skinned = Some(layouts.skinned(&render_device, &model, skin));
}
if let Some(weights) = weights_uniform.buffer.buffer() {
for (id, gpu_mesh) in meshes.iter() {
if let Some(targets) = gpu_mesh.morph_targets.as_ref() {
let group = if let Some(skin) = skin.filter(|_| is_skinned(&gpu_mesh.layout)) {
layouts.morphed_skinned(&render_device, &model, skin, weights, targets)
} else {
layouts.morphed(&render_device, &model, weights, targets)
};
groups.morph_targets.insert(id, group);
}
}
}
for &image_id in &render_lightmaps.all_lightmap_images {
if let (Entry::Vacant(entry), Some(image)) =
(groups.lightmaps.entry(image_id), images.get(image_id))
{
entry.insert(layouts.lightmapped(&render_device, &model, image));
}
}
}
pub struct SetMeshViewBindGroup<const I: usize>;
impl<P: PhaseItem, const I: usize> RenderCommand<P> for SetMeshViewBindGroup<I> {
type Param = ();
type ViewQuery = (
Read<ViewUniformOffset>,
Read<ViewLightsUniformOffset>,
Read<ViewFogUniformOffset>,
Read<ViewLightProbesUniformOffset>,
Read<MeshViewBindGroup>,
);
type ItemQuery = ();
#[inline]
fn render<'w>(
_item: &P,
(view_uniform, view_lights, view_fog, view_light_probes, mesh_view_bind_group): ROQueryItem<
'w,
Self::ViewQuery,
>,
_entity: Option<()>,
_: SystemParamItem<'w, '_, Self::Param>,
pass: &mut TrackedRenderPass<'w>,
) -> RenderCommandResult {
pass.set_bind_group(
I,
&mesh_view_bind_group.value,
&[
view_uniform.offset,
view_lights.offset,
view_fog.offset,
**view_light_probes,
],
);
RenderCommandResult::Success
}
}
pub struct SetMeshBindGroup<const I: usize>;
impl<P: PhaseItem, const I: usize> RenderCommand<P> for SetMeshBindGroup<I> {
type Param = (
SRes<MeshBindGroups>,
SRes<RenderMeshInstances>,
SRes<SkinIndices>,
SRes<MorphIndices>,
SRes<RenderLightmaps>,
);
type ViewQuery = ();
type ItemQuery = ();
#[inline]
fn render<'w>(
item: &P,
_view: (),
_item_query: Option<()>,
(bind_groups, mesh_instances, skin_indices, morph_indices, lightmaps): SystemParamItem<
'w,
'_,
Self::Param,
>,
pass: &mut TrackedRenderPass<'w>,
) -> RenderCommandResult {
let bind_groups = bind_groups.into_inner();
let mesh_instances = mesh_instances.into_inner();
let skin_indices = skin_indices.into_inner();
let morph_indices = morph_indices.into_inner();
let entity = &item.entity();
let Some(mesh) = mesh_instances.get(entity) else {
return RenderCommandResult::Success;
};
let skin_index = skin_indices.get(entity);
let morph_index = morph_indices.get(entity);
let is_skinned = skin_index.is_some();
let is_morphed = morph_index.is_some();
let lightmap = lightmaps
.render_lightmaps
.get(entity)
.map(|render_lightmap| render_lightmap.image);
let Some(bind_group) =
bind_groups.get(mesh.mesh_asset_id, lightmap, is_skinned, is_morphed)
else {
error!(
"The MeshBindGroups resource wasn't set in the render phase. \
It should be set by the prepare_mesh_bind_group system.\n\
This is a bevy bug! Please open an issue."
);
return RenderCommandResult::Failure;
};
let mut dynamic_offsets: [u32; 3] = Default::default();
let mut offset_count = 0;
if let Some(dynamic_offset) = item.dynamic_offset() {
dynamic_offsets[offset_count] = dynamic_offset.get();
offset_count += 1;
}
if let Some(skin_index) = skin_index {
dynamic_offsets[offset_count] = skin_index.index;
offset_count += 1;
}
if let Some(morph_index) = morph_index {
dynamic_offsets[offset_count] = morph_index.index;
offset_count += 1;
}
pass.set_bind_group(I, bind_group, &dynamic_offsets[0..offset_count]);
RenderCommandResult::Success
}
}
pub struct DrawMesh;
impl<P: PhaseItem> RenderCommand<P> for DrawMesh {
type Param = (SRes<RenderAssets<Mesh>>, SRes<RenderMeshInstances>);
type ViewQuery = ();
type ItemQuery = ();
#[inline]
fn render<'w>(
item: &P,
_view: (),
_item_query: Option<()>,
(meshes, mesh_instances): SystemParamItem<'w, '_, Self::Param>,
pass: &mut TrackedRenderPass<'w>,
) -> RenderCommandResult {
let meshes = meshes.into_inner();
let mesh_instances = mesh_instances.into_inner();
let Some(mesh_instance) = mesh_instances.get(&item.entity()) else {
return RenderCommandResult::Failure;
};
let Some(gpu_mesh) = meshes.get(mesh_instance.mesh_asset_id) else {
return RenderCommandResult::Failure;
};
pass.set_vertex_buffer(0, gpu_mesh.vertex_buffer.slice(..));
let batch_range = item.batch_range();
#[cfg(all(feature = "webgl", target_arch = "wasm32", not(feature = "webgpu")))]
pass.set_push_constants(
ShaderStages::VERTEX,
0,
&(batch_range.start as i32).to_le_bytes(),
);
match &gpu_mesh.buffer_info {
GpuBufferInfo::Indexed {
buffer,
index_format,
count,
} => {
pass.set_index_buffer(buffer.slice(..), 0, *index_format);
pass.draw_indexed(0..*count, 0, batch_range.clone());
}
GpuBufferInfo::NonIndexed => {
pass.draw(0..gpu_mesh.vertex_count, batch_range.clone());
}
}
RenderCommandResult::Success
}
}
#[cfg(test)]
mod tests {
use super::MeshPipelineKey;
#[test]
fn mesh_key_msaa_samples() {
for i in [1, 2, 4, 8, 16, 32, 64, 128] {
assert_eq!(MeshPipelineKey::from_msaa_samples(i).msaa_samples(), i);
}
}
}