1use bevy::{
9 asset::RenderAssetUsages,
10 color::palettes::basic::YELLOW,
11 core_pipeline::{core_2d::CORE_2D_DEPTH_FORMAT, Core2d, Core2dSystems},
12 ecs::{
13 entity::EntityHash,
14 system::{lifetimeless::SRes, SystemParamItem},
15 },
16 math::{ops, FloatOrd},
17 mesh::{BaseMeshPipelineKey, Indices, MeshVertexAttribute, VertexBufferLayout},
18 platform::collections::HashSet,
19 prelude::*,
20 render::{
21 batching::{no_gpu_preprocessing::batch_and_prepare_sorted_render_phase, GetBatchData},
22 camera::ExtractedCamera,
23 diagnostic::RecordDiagnostics as _,
24 material_bind_groups::{MaterialBindGroupIndex, MaterialBindGroupSlot, MaterialBindingId},
25 mesh::{
26 allocator::MeshAllocator, MeshMetadataFallbackBuffer, RenderMesh, RenderMeshBufferInfo,
27 },
28 render_asset::RenderAssets,
29 render_phase::{
30 sort_phase_system, AddRenderCommand, CachedRenderPipelinePhaseItem, DrawFunctionId,
31 DrawFunctions, PhaseItem, PhaseItemExtraIndex, RenderCommand, RenderCommandResult,
32 SetItemPipeline, SortedPhaseItem, TrackedRenderPass, ViewSortedRenderPhases,
33 },
34 render_resource::{
35 BlendState, CachedRenderPipelineId, ColorTargetState, ColorWrites, CompareFunction,
36 DepthBiasState, DepthStencilState, Face, FragmentState, MultisampleState,
37 PipelineCache, PrimitiveState, PrimitiveTopology, RenderPassDescriptor,
38 RenderPipelineDescriptor, SpecializedRenderPipeline, SpecializedRenderPipelines,
39 StencilFaceState, StencilState, StoreOp, VertexFormat, VertexState, VertexStepMode,
40 },
41 renderer::{RenderContext, ViewQuery},
42 sync_component::{SyncComponent, SyncComponentPlugin},
43 sync_world::{MainEntity, MainEntityHashMap, RenderEntity},
44 view::{
45 ExtractedView, RenderVisibleEntities, RetainedViewEntity, ViewDepthStencilTexture,
46 ViewTarget,
47 },
48 Extract, Render, RenderApp, RenderStartup, RenderSystems,
49 },
50 sprite_render::{
51 extract_2d_meshes, init_mesh_2d_pipeline, Mesh2dBindGroup, Mesh2dPipeline,
52 Mesh2dPipelineKey, Mesh2dTransforms, Mesh2dUniform, MeshFlags, RenderMesh2dInstance,
53 SetMesh2dViewBindGroup,
54 },
55};
56use indexmap::IndexMap;
57use std::{f32::consts::PI, ops::Range};
58
59fn main() {
60 App::new()
61 .add_plugins((DefaultPlugins, ColoredMesh2dPlugin))
62 .add_systems(Startup, star)
63 .run();
64}
65
66fn star(
67 mut commands: Commands,
68 mut meshes: ResMut<Assets<Mesh>>,
70) {
71 let mut star = Mesh::new(
79 PrimitiveTopology::TriangleList,
80 RenderAssetUsages::RENDER_WORLD,
81 );
82
83 let mut v_pos = vec![[0.0, 0.0, 0.0]];
96 for i in 0..10 {
97 let a = i as f32 * PI / 5.0;
99 let r = (1 - i % 2) as f32 * 100.0 + 100.0;
101 v_pos.push([r * ops::sin(a), r * ops::cos(a), 0.0]);
103 }
104 star.insert_attribute(Mesh::ATTRIBUTE_POSITION, v_pos);
106 let mut v_color: Vec<u32> = vec![LinearRgba::BLACK.as_u32()];
109 v_color.extend_from_slice(&[LinearRgba::from(YELLOW).as_u32(); 10]);
110 star.insert_attribute(
111 MeshVertexAttribute::new("Vertex_Color", 1, VertexFormat::Uint32),
112 v_color,
113 );
114
115 let mut indices = vec![0, 1, 10];
125 for i in 2..=10 {
126 indices.extend_from_slice(&[0, i, i - 1]);
127 }
128 star.insert_indices(Indices::U32(indices));
129
130 commands.spawn((
132 ColoredMesh2d,
134 Mesh2d(meshes.add(star)),
136 ));
137
138 commands.spawn(Camera2d);
139}
140
141#[derive(Component, Default)]
143pub struct ColoredMesh2d;
144
145impl SyncComponent<RenderApp> for ColoredMesh2d {
146 type Target = Self;
147}
148
149#[derive(Resource)]
151pub struct ColoredMesh2dPipeline {
152 mesh2d_pipeline: Mesh2dPipeline,
154 shader: Handle<Shader>,
156}
157
158fn init_colored_mesh_2d_pipeline(
159 mut commands: Commands,
160 mesh2d_pipeline: Res<Mesh2dPipeline>,
161 colored_mesh2d_shader: Res<ColoredMesh2dShader>,
162) {
163 commands.insert_resource(ColoredMesh2dPipeline {
164 mesh2d_pipeline: mesh2d_pipeline.clone(),
165 shader: colored_mesh2d_shader.0.clone(),
167 });
168}
169
170impl SpecializedRenderPipeline for ColoredMesh2dPipeline {
172 type Key = Mesh2dPipelineKey;
173
174 fn specialize(&self, key: Self::Key) -> RenderPipelineDescriptor {
175 let formats = vec![
178 VertexFormat::Float32x3,
180 VertexFormat::Uint32,
182 ];
183
184 let vertex_layout =
185 VertexBufferLayout::from_vertex_formats(VertexStepMode::Vertex, formats);
186
187 let format = key.target_format();
188
189 RenderPipelineDescriptor {
190 vertex: VertexState {
191 shader: self.shader.clone(),
193 buffers: vec![vertex_layout],
195 ..default()
196 },
197 fragment: Some(FragmentState {
198 shader: self.shader.clone(),
200 targets: vec![Some(ColorTargetState {
201 format,
202 blend: Some(BlendState::ALPHA_BLENDING),
203 write_mask: ColorWrites::ALL,
204 })],
205 ..default()
206 }),
207 layout: vec![
209 self.mesh2d_pipeline.view_layout.clone(),
211 self.mesh2d_pipeline.mesh_layout.clone(),
213 ],
214 primitive: PrimitiveState {
215 cull_mode: Some(Face::Back),
216 topology: BaseMeshPipelineKey::from_bits_retain(key.bits()).primitive_topology(),
217 strip_index_format: BaseMeshPipelineKey::from_bits_retain(key.bits())
218 .strip_index_format(),
219 ..default()
220 },
221 depth_stencil: Some(DepthStencilState {
222 format: CORE_2D_DEPTH_FORMAT,
223 depth_write_enabled: Some(false),
224 depth_compare: Some(CompareFunction::GreaterEqual),
225 stencil: StencilState {
226 front: StencilFaceState::IGNORE,
227 back: StencilFaceState::IGNORE,
228 read_mask: 0,
229 write_mask: 0,
230 },
231 bias: DepthBiasState {
232 constant: 0,
233 slope_scale: 0.0,
234 clamp: 0.0,
235 },
236 }),
237 multisample: MultisampleState {
238 count: key.msaa_samples(),
239 mask: !0,
240 alpha_to_coverage_enabled: false,
241 },
242 label: Some("colored_mesh2d_pipeline".into()),
243 ..default()
244 }
245 }
246}
247
248type DrawTransparentColoredMesh2d = (
250 SetItemPipeline,
252 SetMesh2dViewBindGroup<0>,
254 SetColoredMesh2dBindGroup<1>,
256 DrawColoredMesh2d,
258);
259
260const COLORED_MESH2D_SHADER: &str = r"
263// Import the standard 2d mesh uniforms and set their bind groups
264import bevy_sprite_render::mesh2d::functions as mesh2d_functions;
265
266// The structure of the vertex buffer is as specified in `specialize()`
267struct Vertex {
268 @builtin(instance_index) instance_index: u32,
269 @location(0) position: vec3<f32>,
270 @location(1) color: u32,
271};
272
273struct VertexOutput {
274 // The vertex shader must set the on-screen position of the vertex
275 @builtin(position) clip_position: vec4<f32>,
276 // We pass the vertex color to the fragment shader in location 0
277 @location(0) color: vec4<f32>,
278};
279
280/// Entry point for the vertex shader
281@vertex
282fn vertex(vertex: Vertex) -> VertexOutput {
283 var out: VertexOutput;
284 // Project the world position of the mesh into screen position
285 let model = mesh2d_functions::get_world_from_local(vertex.instance_index);
286 out.clip_position = mesh2d_functions::mesh2d_position_local_to_clip(model, vec4<f32>(vertex.position, 1.0));
287 // Unpack the `u32` from the vertex buffer into the `vec4<f32>` used by the fragment shader
288 out.color = vec4<f32>((vec4<u32>(vertex.color) >> vec4<u32>(0u, 8u, 16u, 24u)) & vec4<u32>(255u)) / 255.0;
289 return out;
290}
291
292// The input of the fragment shader must correspond to the output of the vertex shader for all `location`s
293struct FragmentInput {
294 // The color is interpolated between vertices by default
295 @location(0) color: vec4<f32>,
296};
297
298/// Entry point for the fragment shader
299@fragment
300fn fragment(in: FragmentInput) -> @location(0) vec4<f32> {
301 return in.color;
302}
303";
304
305pub struct ColoredMesh2dPlugin;
307
308#[derive(Resource)]
311struct ColoredMesh2dShader(Handle<Shader>);
312
313#[derive(Resource, Deref, DerefMut, Default)]
315pub struct RenderColoredMesh2dInstances(MainEntityHashMap<RenderMesh2dInstance>);
316
317impl Plugin for ColoredMesh2dPlugin {
318 fn build(&self, app: &mut App) {
319 let mut shaders = app.world_mut().resource_mut::<Assets<Shader>>();
321 let shader = shaders.add(Shader::from_wesl(COLORED_MESH2D_SHADER, file!()));
324
325 app.add_plugins(SyncComponentPlugin::<ColoredMesh2d>::default());
326
327 app.get_sub_app_mut(RenderApp)
329 .unwrap()
330 .init_resource::<DrawFunctions<TransparentColoredMesh2d>>()
331 .init_resource::<ViewSortedRenderPhases<TransparentColoredMesh2d>>()
334 .init_resource::<SpecializedRenderPipelines<ColoredMesh2dPipeline>>()
336 .init_resource::<RenderColoredMesh2dInstances>()
338 .insert_resource(ColoredMesh2dShader(shader))
339 .add_render_command::<TransparentColoredMesh2d, DrawTransparentColoredMesh2d>()
341 .add_systems(
342 RenderStartup,
343 init_colored_mesh_2d_pipeline.after(init_mesh_2d_pipeline),
344 )
345 .add_systems(
346 ExtractSchedule,
347 (
348 extract_colored_mesh2d.after(extract_2d_meshes),
349 extract_colored_mesh2d_camera_phases,
350 ),
351 )
352 .add_systems(
353 Render,
354 (
355 sort_phase_system::<TransparentColoredMesh2d>.in_set(RenderSystems::PhaseSort),
356 queue_colored_mesh2d.in_set(RenderSystems::QueueMeshes),
357 batch_and_prepare_sorted_render_phase::<
359 TransparentColoredMesh2d,
360 ColoredMesh2dPipeline,
361 >
362 .in_set(RenderSystems::PrepareResources),
363 ),
364 )
365 .add_systems(
366 Core2d,
367 main_colored_transparent_pass_2d.in_set(Core2dSystems::MainPass),
369 );
370 }
371}
372
373struct TransparentColoredMesh2d {
379 sort_key: FloatOrd,
380 entity: (Entity, MainEntity),
381 pipeline: CachedRenderPipelineId,
382 draw_function: DrawFunctionId,
383 batch_range: Range<u32>,
384 extra_index: PhaseItemExtraIndex,
385 indexed: bool,
388}
389
390impl PhaseItem for TransparentColoredMesh2d {
391 #[inline]
392 fn entity(&self) -> Entity {
393 self.entity.0
394 }
395
396 #[inline]
397 fn main_entity(&self) -> MainEntity {
398 self.entity.1
399 }
400
401 #[inline]
402 fn draw_function(&self) -> DrawFunctionId {
403 self.draw_function
404 }
405
406 #[inline]
407 fn batch_range(&self) -> &Range<u32> {
408 &self.batch_range
409 }
410
411 #[inline]
412 fn batch_range_mut(&mut self) -> &mut Range<u32> {
413 &mut self.batch_range
414 }
415
416 #[inline]
417 fn extra_index(&self) -> PhaseItemExtraIndex {
418 self.extra_index.clone()
419 }
420
421 #[inline]
422 fn batch_range_and_extra_index_mut(&mut self) -> (&mut Range<u32>, &mut PhaseItemExtraIndex) {
423 (&mut self.batch_range, &mut self.extra_index)
424 }
425}
426
427impl SortedPhaseItem for TransparentColoredMesh2d {
428 type SortKey = FloatOrd;
429
430 #[inline]
431 fn sort_key(&self) -> Self::SortKey {
432 self.sort_key
433 }
434
435 #[inline]
436 fn sort(items: &mut IndexMap<(Entity, MainEntity), TransparentColoredMesh2d, EntityHash>) {
437 items.sort_by_key(|_, item| item.sort_key());
438 }
439
440 fn recalculate_sort_keys(
441 _: &mut IndexMap<(Entity, MainEntity), Self, EntityHash>,
442 _: &ExtractedView,
443 ) {
444 }
446
447 fn indexed(&self) -> bool {
448 self.indexed
449 }
450}
451
452impl CachedRenderPipelinePhaseItem for TransparentColoredMesh2d {
453 #[inline]
454 fn cached_pipeline(&self) -> CachedRenderPipelineId {
455 self.pipeline
456 }
457}
458
459impl GetBatchData for ColoredMesh2dPipeline {
460 type Param = (SRes<RenderColoredMesh2dInstances>, SRes<MeshAllocator>);
461 type BatchSetCompareData = AssetId<Mesh>;
462 type BatchCompareData = Option<MaterialBindGroupIndex>;
463 type BufferData = Mesh2dUniform;
464
465 fn get_batch_data(
466 (mesh_instances, mesh_allocator): &SystemParamItem<Self::Param>,
467 (_entity, main_entity): (Entity, MainEntity),
468 ) -> Option<(
469 Self::BufferData,
470 Option<(Self::BatchSetCompareData, Self::BatchCompareData)>,
471 )> {
472 let mesh_instance = mesh_instances.get(&main_entity)?;
473 let metadata_index = mesh_allocator
474 .mesh_metadata_slice(&mesh_instance.mesh_asset_id)
475 .map(|mesh_metadata_slice| mesh_metadata_slice.range.start);
476
477 Some((
478 Mesh2dUniform::from_components(
479 &mesh_instance.transforms,
480 MaterialBindGroupSlot(0),
481 mesh_instance.tag,
482 metadata_index,
483 ),
484 mesh_instance
485 .automatic_batching
486 .then_some((mesh_instance.mesh_asset_id, None)),
487 ))
488 }
489}
490
491fn extract_colored_mesh2d_camera_phases(
493 mut colored_mesh2d_render_phases: ResMut<ViewSortedRenderPhases<TransparentColoredMesh2d>>,
494 cameras_2d: Extract<Query<(Entity, &Camera), With<Camera2d>>>,
495 mut live_entities: Local<HashSet<RetainedViewEntity>>,
496) {
497 live_entities.clear();
498
499 for (main_entity, camera) in &cameras_2d {
500 if !camera.is_active {
501 continue;
502 }
503
504 let retained_view_entity = RetainedViewEntity::new(main_entity.into(), None, 0);
506
507 colored_mesh2d_render_phases.prepare_for_new_frame(retained_view_entity);
508
509 live_entities.insert(retained_view_entity);
510 }
511
512 colored_mesh2d_render_phases.retain(|camera_entity, _| live_entities.contains(camera_entity));
514}
515
516pub fn extract_colored_mesh2d(
518 mut commands: Commands,
519 mut previous_len: Local<usize>,
520 query: Extract<
523 Query<
524 (
525 Entity,
526 RenderEntity,
527 &ViewVisibility,
528 &GlobalTransform,
529 &Mesh2d,
530 ),
531 With<ColoredMesh2d>,
532 >,
533 >,
534 mut render_mesh_instances: ResMut<RenderColoredMesh2dInstances>,
535) {
536 let mut values = Vec::with_capacity(*previous_len);
537 for (entity, render_entity, view_visibility, transform, handle) in &query {
538 if !view_visibility.get() {
539 continue;
540 }
541
542 let transforms = Mesh2dTransforms {
543 world_from_local: transform.affine().into(),
544 flags: MeshFlags::empty().bits(),
545 };
546
547 values.push((render_entity, ColoredMesh2d));
548 render_mesh_instances.insert(
549 entity.into(),
550 RenderMesh2dInstance {
551 mesh_asset_id: handle.0.id(),
552 transforms,
553 material_bindings_index: MaterialBindingId::default(),
555 automatic_batching: false,
556 tag: 0,
557 },
558 );
559 }
560 *previous_len = values.len();
561 commands.try_insert_batch(values);
562}
563
564fn queue_colored_mesh2d(
566 transparent_draw_functions: Res<DrawFunctions<TransparentColoredMesh2d>>,
567 colored_mesh2d_pipeline: Res<ColoredMesh2dPipeline>,
568 mut pipelines: ResMut<SpecializedRenderPipelines<ColoredMesh2dPipeline>>,
569 pipeline_cache: Res<PipelineCache>,
570 render_meshes: Res<RenderAssets<RenderMesh>>,
571 render_mesh_instances: Res<RenderColoredMesh2dInstances>,
572 mut transparent_render_phases: ResMut<ViewSortedRenderPhases<TransparentColoredMesh2d>>,
573 views: Query<(&RenderVisibleEntities, &ExtractedView, &Msaa)>,
574) {
575 if render_mesh_instances.is_empty() {
576 return;
577 }
578
579 for (visible_entities, view, msaa) in &views {
581 let Some(transparent_phase) = transparent_render_phases.get_mut(&view.retained_view_entity)
582 else {
583 continue;
584 };
585
586 let draw_colored_mesh2d = transparent_draw_functions
587 .read()
588 .id::<DrawTransparentColoredMesh2d>();
589
590 let mesh_key = Mesh2dPipelineKey::from_msaa_samples(msaa.samples())
591 | Mesh2dPipelineKey::from_target_format(view.target_format);
592
593 let Some(visible_entities) = visible_entities.get::<Mesh2d>() else {
595 continue;
596 };
597 for (render_entity, visible_entity) in visible_entities.iter_visible() {
598 if let Some(mesh_instance) = render_mesh_instances.get(visible_entity) {
599 let mesh2d_handle = mesh_instance.mesh_asset_id;
600 let mesh2d_transforms = &mesh_instance.transforms;
601 let mut mesh2d_key = mesh_key;
603 let Some(mesh) = render_meshes.get(mesh2d_handle) else {
604 continue;
605 };
606 mesh2d_key |= Mesh2dPipelineKey::from(
607 BaseMeshPipelineKey::from_primitive_topology_and_strip_index(
608 mesh.primitive_topology(),
609 mesh.index_format(),
610 )
611 .bits(),
612 );
613
614 let pipeline_id =
615 pipelines.specialize(&pipeline_cache, &colored_mesh2d_pipeline, mesh2d_key);
616
617 let mesh_z = mesh2d_transforms.world_from_local.translation.z;
618 transparent_phase.add_retained(TransparentColoredMesh2d {
619 entity: (*render_entity, *visible_entity),
620 draw_function: draw_colored_mesh2d,
621 pipeline: pipeline_id,
622 sort_key: FloatOrd(mesh_z),
625 batch_range: 0..1,
627 extra_index: PhaseItemExtraIndex::None,
628 indexed: mesh.indexed(),
629 });
630 }
631 }
632 }
633}
634
635fn main_colored_transparent_pass_2d(
638 world: &World,
639 view: ViewQuery<(
640 &ExtractedCamera,
641 &ExtractedView,
642 &ViewTarget,
643 &ViewDepthStencilTexture,
644 )>,
645 transparent_phases: Res<ViewSortedRenderPhases<TransparentColoredMesh2d>>,
646 mut ctx: RenderContext,
647) {
648 let view_entity = view.entity();
649 let (camera, extracted_view, target, depth) = view.into_inner();
650
651 let Some(transparent_phase) = transparent_phases.get(&extracted_view.retained_view_entity)
652 else {
653 return;
654 };
655
656 #[cfg(feature = "trace")]
657 let _span = info_span!("main_colored_transparent_pass_2d").entered();
658
659 let diagnostics = ctx.diagnostic_recorder();
660 let diagnostics = diagnostics.as_deref();
661
662 let color_attachments = [Some(target.get_color_attachment())];
663 let depth_stencil_attachment = Some(depth.get_attachment(StoreOp::Store));
670
671 {
672 let mut render_pass = ctx.begin_tracked_render_pass(RenderPassDescriptor {
673 label: Some("main_colored_transparent_pass_2d"),
674 color_attachments: &color_attachments,
675 depth_stencil_attachment,
676 timestamp_writes: None,
677 occlusion_query_set: None,
678 multiview_mask: None,
679 });
680 let pass_span = diagnostics.pass_span(&mut render_pass, "main_colored_transparent_pass_2d");
681
682 if let Some(viewport) = camera.viewport.as_ref() {
683 render_pass.set_camera_viewport(viewport);
684 }
685
686 if !transparent_phase.items.is_empty() {
687 #[cfg(feature = "trace")]
688 let _transparent_span = info_span!("colored_transparent_main_pass_2d").entered();
689 if let Err(err) = transparent_phase.render(&mut render_pass, world, view_entity) {
690 error!(
691 "Error encountered while rendering the colored transparent 2D phase {err:?}"
692 );
693 }
694 }
695
696 pass_span.end(&mut render_pass);
697 }
698}
699
700struct SetColoredMesh2dBindGroup<const I: usize>;
705
706impl<P, const I: usize> RenderCommand<P> for SetColoredMesh2dBindGroup<I>
707where
708 P: PhaseItem,
709{
710 type Param = (
711 SRes<Mesh2dBindGroup>,
712 SRes<RenderColoredMesh2dInstances>,
713 SRes<MeshAllocator>,
714 SRes<MeshMetadataFallbackBuffer>,
715 );
716 type ViewQuery = ();
717 type ItemQuery = ();
718
719 #[inline]
720 fn render<'w>(
721 item: &P,
722 _view: (),
723 _item_query: Option<()>,
724 (mesh2d_bind_group, render_mesh2d_instances, mesh_allocator,metadata_fallback_buffer): SystemParamItem<
725 'w,
726 '_,
727 Self::Param,
728 >,
729 pass: &mut TrackedRenderPass<'w>,
730 ) -> RenderCommandResult {
731 let render_mesh2d_instances = render_mesh2d_instances.into_inner();
732 let mesh_allocator = mesh_allocator.into_inner();
733 let mesh2d_bind_group = mesh2d_bind_group.into_inner();
734
735 let Some(RenderMesh2dInstance { mesh_asset_id, .. }) =
736 render_mesh2d_instances.get(&item.main_entity())
737 else {
738 return RenderCommandResult::Skip;
739 };
740 let metadata_slab_id = mesh_allocator
741 .key_to_slab
742 .get(&bevy_render::mesh::allocator::MeshAllocationKey::new(
743 *mesh_asset_id,
744 bevy_render::mesh::allocator::ElementClass::Metadata,
745 ))
746 .cloned()
747 .unwrap_or(metadata_fallback_buffer.slab_id);
748 let Some(bind_group) = &mesh2d_bind_group.value.get(&metadata_slab_id) else {
749 return RenderCommandResult::Failure(
750 "The mesh2d bind group wasn't set in the render phase.",
751 );
752 };
753
754 let mut dynamic_offsets: [u32; 1] = Default::default();
755 let mut offset_count = 0;
756 if let PhaseItemExtraIndex::DynamicOffset(dynamic_offset) = item.extra_index() {
757 dynamic_offsets[offset_count] = dynamic_offset;
758 offset_count += 1;
759 }
760 pass.set_bind_group(I, bind_group, &dynamic_offsets[..offset_count]);
761 RenderCommandResult::Success
762 }
763}
764
765struct DrawColoredMesh2d;
767
768impl<P: PhaseItem> RenderCommand<P> for DrawColoredMesh2d {
769 type Param = (
770 SRes<RenderAssets<RenderMesh>>,
771 SRes<RenderColoredMesh2dInstances>,
772 SRes<MeshAllocator>,
773 );
774 type ViewQuery = ();
775 type ItemQuery = ();
776
777 #[inline]
778 fn render<'w>(
779 item: &P,
780 _view: (),
781 _item_query: Option<()>,
782 (meshes, render_mesh2d_instances, mesh_allocator): SystemParamItem<'w, '_, Self::Param>,
783 pass: &mut TrackedRenderPass<'w>,
784 ) -> RenderCommandResult {
785 let meshes = meshes.into_inner();
786 let render_mesh2d_instances = render_mesh2d_instances.into_inner();
787 let mesh_allocator = mesh_allocator.into_inner();
788
789 let Some(RenderMesh2dInstance { mesh_asset_id, .. }) =
790 render_mesh2d_instances.get(&item.main_entity())
791 else {
792 return RenderCommandResult::Skip;
793 };
794 let Some(gpu_mesh) = meshes.get(*mesh_asset_id) else {
795 return RenderCommandResult::Skip;
796 };
797 let Some(vertex_buffer_slice) = mesh_allocator.mesh_vertex_slice(mesh_asset_id) else {
798 return RenderCommandResult::Skip;
799 };
800
801 pass.set_vertex_buffer(0, vertex_buffer_slice.buffer.slice(..));
802
803 let batch_range = item.batch_range();
804 match &gpu_mesh.buffer_info {
805 RenderMeshBufferInfo::Indexed {
806 index_format,
807 count,
808 } => {
809 let Some(index_buffer_slice) = mesh_allocator.mesh_index_slice(mesh_asset_id)
810 else {
811 return RenderCommandResult::Skip;
812 };
813
814 pass.set_index_buffer(index_buffer_slice.buffer.slice(..), *index_format);
815
816 pass.draw_indexed(
817 index_buffer_slice.range.start..(index_buffer_slice.range.start + count),
818 vertex_buffer_slice.range.start as i32,
819 batch_range.clone(),
820 );
821 }
822 RenderMeshBufferInfo::NonIndexed => {
823 pass.draw(vertex_buffer_slice.range, batch_range.clone());
824 }
825 }
826 RenderCommandResult::Success
827 }
828}