pub struct DrawFunctions<P>where
P: PhaseItem,{ /* private fields */ }
Expand description
Stores all draw functions for the PhaseItem
type hidden behind a reader-writer lock.
To access them the DrawFunctions::read
and DrawFunctions::write
methods are used.
Implementations§
Source§impl<P> DrawFunctions<P>where
P: PhaseItem,
impl<P> DrawFunctions<P>where
P: PhaseItem,
Sourcepub fn read(&self) -> RwLockReadGuard<'_, DrawFunctionsInternal<P>>
pub fn read(&self) -> RwLockReadGuard<'_, DrawFunctionsInternal<P>>
Accesses the draw functions in read mode.
Examples found in repository?
examples/shader_advanced/custom_shader_instancing.rs (line 135)
124fn queue_custom(
125 transparent_3d_draw_functions: Res<DrawFunctions<Transparent3d>>,
126 custom_pipeline: Res<CustomPipeline>,
127 mut pipelines: ResMut<SpecializedMeshPipelines<CustomPipeline>>,
128 pipeline_cache: Res<PipelineCache>,
129 meshes: Res<RenderAssets<RenderMesh>>,
130 render_mesh_instances: Res<RenderMeshInstances>,
131 material_meshes: Query<(Entity, &MainEntity), With<InstanceMaterialData>>,
132 mut transparent_render_phases: ResMut<ViewSortedRenderPhases<Transparent3d>>,
133 views: Query<(&ExtractedView, &Msaa)>,
134) {
135 let draw_custom = transparent_3d_draw_functions.read().id::<DrawCustom>();
136
137 for (view, msaa) in &views {
138 let Some(transparent_phase) = transparent_render_phases.get_mut(&view.retained_view_entity)
139 else {
140 continue;
141 };
142
143 let msaa_key = MeshPipelineKey::from_msaa_samples(msaa.samples());
144
145 let view_key = msaa_key | MeshPipelineKey::from_hdr(view.hdr);
146 let rangefinder = view.rangefinder3d();
147 for (entity, main_entity) in &material_meshes {
148 let Some(mesh_instance) = render_mesh_instances.render_mesh_queue_data(*main_entity)
149 else {
150 continue;
151 };
152 let Some(mesh) = meshes.get(mesh_instance.mesh_asset_id) else {
153 continue;
154 };
155 let key =
156 view_key | MeshPipelineKey::from_primitive_topology(mesh.primitive_topology());
157 let pipeline = pipelines
158 .specialize(&pipeline_cache, &custom_pipeline, key, &mesh.layout)
159 .unwrap();
160 transparent_phase.add(Transparent3d {
161 entity: (entity, *main_entity),
162 pipeline,
163 draw_function: draw_custom,
164 distance: rangefinder.distance_translation(&mesh_instance.translation),
165 batch_range: 0..1,
166 extra_index: PhaseItemExtraIndex::None,
167 indexed: true,
168 });
169 }
170 }
171}
More examples
examples/3d/manual_material.rs (line 149)
135 fn prepare_asset(
136 source_asset: Self::SourceAsset,
137 asset_id: AssetId<Self::SourceAsset>,
138 (
139 opaque_draw_functions,
140 material_layout,
141 asset_server,
142 bind_group_allocators,
143 render_material_bindings,
144 gpu_images,
145 image_material_sampler,
146 ): &mut SystemParamItem<Self::Param>,
147 ) -> std::result::Result<Self::ErasedAsset, PrepareAssetError<Self::SourceAsset>> {
148 let material_layout = material_layout.0.clone();
149 let draw_function_id = opaque_draw_functions.read().id::<DrawMaterial>();
150 let bind_group_allocator = bind_group_allocators
151 .get_mut(&TypeId::of::<ImageMaterial>())
152 .unwrap();
153 let Some(image) = gpu_images.get(&source_asset.image) else {
154 return Err(PrepareAssetError::RetryNextUpdate(source_asset));
155 };
156 let unprepared = UnpreparedBindGroup {
157 bindings: BindingResources(vec![
158 (
159 0,
160 OwnedBindingResource::TextureView(
161 TextureViewDimension::D2,
162 image.texture_view.clone(),
163 ),
164 ),
165 (
166 1,
167 OwnedBindingResource::Sampler(
168 SamplerBindingType::NonFiltering,
169 image_material_sampler.0.clone(),
170 ),
171 ),
172 ]),
173 };
174 let binding = match render_material_bindings.entry(asset_id.into()) {
175 Entry::Occupied(mut occupied_entry) => {
176 bind_group_allocator.free(*occupied_entry.get());
177 let new_binding =
178 bind_group_allocator.allocate_unprepared(unprepared, &material_layout);
179 *occupied_entry.get_mut() = new_binding;
180 new_binding
181 }
182 Entry::Vacant(vacant_entry) => *vacant_entry
183 .insert(bind_group_allocator.allocate_unprepared(unprepared, &material_layout)),
184 };
185
186 let mut properties = MaterialProperties {
187 material_layout: Some(material_layout),
188 ..Default::default()
189 };
190 properties.add_draw_function(MaterialDrawFunction, draw_function_id);
191 properties.add_shader(MaterialFragmentShader, asset_server.load(SHADER_ASSET_PATH));
192
193 Ok(PreparedMaterial {
194 binding,
195 properties: Arc::new(properties),
196 })
197 }
examples/2d/mesh2d_manual.rs (line 397)
377pub fn queue_colored_mesh2d(
378 transparent_draw_functions: Res<DrawFunctions<Transparent2d>>,
379 colored_mesh2d_pipeline: Res<ColoredMesh2dPipeline>,
380 mut pipelines: ResMut<SpecializedRenderPipelines<ColoredMesh2dPipeline>>,
381 pipeline_cache: Res<PipelineCache>,
382 render_meshes: Res<RenderAssets<RenderMesh>>,
383 render_mesh_instances: Res<RenderColoredMesh2dInstances>,
384 mut transparent_render_phases: ResMut<ViewSortedRenderPhases<Transparent2d>>,
385 views: Query<(&RenderVisibleEntities, &ExtractedView, &Msaa)>,
386) {
387 if render_mesh_instances.is_empty() {
388 return;
389 }
390 // Iterate each view (a camera is a view)
391 for (visible_entities, view, msaa) in &views {
392 let Some(transparent_phase) = transparent_render_phases.get_mut(&view.retained_view_entity)
393 else {
394 continue;
395 };
396
397 let draw_colored_mesh2d = transparent_draw_functions.read().id::<DrawColoredMesh2d>();
398
399 let mesh_key = Mesh2dPipelineKey::from_msaa_samples(msaa.samples())
400 | Mesh2dPipelineKey::from_hdr(view.hdr);
401
402 // Queue all entities visible to that view
403 for (render_entity, visible_entity) in visible_entities.iter::<Mesh2d>() {
404 if let Some(mesh_instance) = render_mesh_instances.get(visible_entity) {
405 let mesh2d_handle = mesh_instance.mesh_asset_id;
406 let mesh2d_transforms = &mesh_instance.transforms;
407 // Get our specialized pipeline
408 let mut mesh2d_key = mesh_key;
409 let Some(mesh) = render_meshes.get(mesh2d_handle) else {
410 continue;
411 };
412 mesh2d_key |= Mesh2dPipelineKey::from_primitive_topology(mesh.primitive_topology());
413
414 let pipeline_id =
415 pipelines.specialize(&pipeline_cache, &colored_mesh2d_pipeline, mesh2d_key);
416
417 let mesh_z = mesh2d_transforms.world_from_local.translation.z;
418 transparent_phase.add(Transparent2d {
419 entity: (*render_entity, *visible_entity),
420 draw_function: draw_colored_mesh2d,
421 pipeline: pipeline_id,
422 // The 2d render items are sorted according to their z value before rendering,
423 // in order to get correct transparency
424 sort_key: FloatOrd(mesh_z),
425 // This material is not batched
426 batch_range: 0..1,
427 extra_index: PhaseItemExtraIndex::None,
428 extracted_index: usize::MAX,
429 indexed: mesh.indexed(),
430 });
431 }
432 }
433 }
434}
examples/shader_advanced/custom_phase_item.rs (line 224)
215fn queue_custom_phase_item(
216 pipeline_cache: Res<PipelineCache>,
217 mut pipeline: ResMut<CustomPhasePipeline>,
218 mut opaque_render_phases: ResMut<ViewBinnedRenderPhases<Opaque3d>>,
219 opaque_draw_functions: Res<DrawFunctions<Opaque3d>>,
220 views: Query<(&ExtractedView, &RenderVisibleEntities, &Msaa)>,
221 mut next_tick: Local<Tick>,
222) {
223 let draw_custom_phase_item = opaque_draw_functions
224 .read()
225 .id::<DrawCustomPhaseItemCommands>();
226
227 // Render phases are per-view, so we need to iterate over all views so that
228 // the entity appears in them. (In this example, we have only one view, but
229 // it's good practice to loop over all views anyway.)
230 for (view, view_visible_entities, msaa) in views.iter() {
231 let Some(opaque_phase) = opaque_render_phases.get_mut(&view.retained_view_entity) else {
232 continue;
233 };
234
235 // Find all the custom rendered entities that are visible from this
236 // view.
237 for &entity in view_visible_entities.get::<CustomRenderedEntity>().iter() {
238 // Ordinarily, the [`SpecializedRenderPipeline::Key`] would contain
239 // some per-view settings, such as whether the view is HDR, but for
240 // simplicity's sake we simply hard-code the view's characteristics,
241 // with the exception of number of MSAA samples.
242 let Ok(pipeline_id) = pipeline
243 .variants
244 .specialize(&pipeline_cache, CustomPhaseKey(*msaa))
245 else {
246 continue;
247 };
248
249 // Bump the change tick in order to force Bevy to rebuild the bin.
250 let this_tick = next_tick.get() + 1;
251 next_tick.set(this_tick);
252
253 // Add the custom render item. We use the
254 // [`BinnedRenderPhaseType::NonMesh`] type to skip the special
255 // handling that Bevy has for meshes (preprocessing, indirect
256 // draws, etc.)
257 //
258 // The asset ID is arbitrary; we simply use [`AssetId::invalid`],
259 // but you can use anything you like. Note that the asset ID need
260 // not be the ID of a [`Mesh`].
261 opaque_phase.add(
262 Opaque3dBatchSetKey {
263 draw_function: draw_custom_phase_item,
264 pipeline: pipeline_id,
265 material_bind_group_index: None,
266 lightmap_slab: None,
267 vertex_slab: default(),
268 index_slab: None,
269 },
270 Opaque3dBinKey {
271 asset_id: AssetId::<Mesh>::invalid().untyped(),
272 },
273 entity,
274 InputUniformIndex::default(),
275 BinnedRenderPhaseType::NonMesh,
276 *next_tick,
277 );
278 }
279 }
280}
examples/shader_advanced/custom_render_phase.rs (line 511)
496fn queue_custom_meshes(
497 custom_draw_functions: Res<DrawFunctions<Stencil3d>>,
498 mut pipelines: ResMut<SpecializedMeshPipelines<StencilPipeline>>,
499 pipeline_cache: Res<PipelineCache>,
500 custom_draw_pipeline: Res<StencilPipeline>,
501 render_meshes: Res<RenderAssets<RenderMesh>>,
502 render_mesh_instances: Res<RenderMeshInstances>,
503 mut custom_render_phases: ResMut<ViewSortedRenderPhases<Stencil3d>>,
504 mut views: Query<(&ExtractedView, &RenderVisibleEntities, &Msaa)>,
505 has_marker: Query<(), With<DrawStencil>>,
506) {
507 for (view, visible_entities, msaa) in &mut views {
508 let Some(custom_phase) = custom_render_phases.get_mut(&view.retained_view_entity) else {
509 continue;
510 };
511 let draw_custom = custom_draw_functions.read().id::<DrawMesh3dStencil>();
512
513 // Create the key based on the view.
514 // In this case we only care about MSAA and HDR
515 let view_key = MeshPipelineKey::from_msaa_samples(msaa.samples())
516 | MeshPipelineKey::from_hdr(view.hdr);
517
518 let rangefinder = view.rangefinder3d();
519 // Since our phase can work on any 3d mesh we can reuse the default mesh 3d filter
520 for (render_entity, visible_entity) in visible_entities.iter::<Mesh3d>() {
521 // We only want meshes with the marker component to be queued to our phase.
522 if has_marker.get(*render_entity).is_err() {
523 continue;
524 }
525 let Some(mesh_instance) = render_mesh_instances.render_mesh_queue_data(*visible_entity)
526 else {
527 continue;
528 };
529 let Some(mesh) = render_meshes.get(mesh_instance.mesh_asset_id) else {
530 continue;
531 };
532
533 // Specialize the key for the current mesh entity
534 // For this example we only specialize based on the mesh topology
535 // but you could have more complex keys and that's where you'd need to create those keys
536 let mut mesh_key = view_key;
537 mesh_key |= MeshPipelineKey::from_primitive_topology(mesh.primitive_topology());
538
539 let pipeline_id = pipelines.specialize(
540 &pipeline_cache,
541 &custom_draw_pipeline,
542 mesh_key,
543 &mesh.layout,
544 );
545 let pipeline_id = match pipeline_id {
546 Ok(id) => id,
547 Err(err) => {
548 error!("{}", err);
549 continue;
550 }
551 };
552 let distance = rangefinder.distance_translation(&mesh_instance.translation);
553 // At this point we have all the data we need to create a phase item and add it to our
554 // phase
555 custom_phase.add(Stencil3d {
556 // Sort the data based on the distance to the view
557 sort_key: FloatOrd(distance),
558 entity: (*render_entity, *visible_entity),
559 pipeline: pipeline_id,
560 draw_function: draw_custom,
561 // Sorted phase items aren't batched
562 batch_range: 0..1,
563 extra_index: PhaseItemExtraIndex::None,
564 indexed: mesh.indexed(),
565 });
566 }
567 }
568}
examples/shader_advanced/specialized_mesh_pipeline.rs (line 286)
267fn queue_custom_mesh_pipeline(
268 pipeline_cache: Res<PipelineCache>,
269 custom_mesh_pipeline: Res<CustomMeshPipeline>,
270 (mut opaque_render_phases, opaque_draw_functions): (
271 ResMut<ViewBinnedRenderPhases<Opaque3d>>,
272 Res<DrawFunctions<Opaque3d>>,
273 ),
274 mut specialized_mesh_pipelines: ResMut<SpecializedMeshPipelines<CustomMeshPipeline>>,
275 views: Query<(&RenderVisibleEntities, &ExtractedView, &Msaa)>,
276 (render_meshes, render_mesh_instances): (
277 Res<RenderAssets<RenderMesh>>,
278 Res<RenderMeshInstances>,
279 ),
280 mut change_tick: Local<Tick>,
281 mesh_allocator: Res<MeshAllocator>,
282 gpu_preprocessing_support: Res<GpuPreprocessingSupport>,
283) {
284 // Get the id for our custom draw function
285 let draw_function = opaque_draw_functions
286 .read()
287 .id::<DrawSpecializedPipelineCommands>();
288
289 // Render phases are per-view, so we need to iterate over all views so that
290 // the entity appears in them. (In this example, we have only one view, but
291 // it's good practice to loop over all views anyway.)
292 for (view_visible_entities, view, msaa) in views.iter() {
293 let Some(opaque_phase) = opaque_render_phases.get_mut(&view.retained_view_entity) else {
294 continue;
295 };
296
297 // Create the key based on the view. In this case we only care about MSAA and HDR
298 let view_key = MeshPipelineKey::from_msaa_samples(msaa.samples())
299 | MeshPipelineKey::from_hdr(view.hdr);
300
301 // Find all the custom rendered entities that are visible from this
302 // view.
303 for &(render_entity, visible_entity) in
304 view_visible_entities.get::<CustomRenderedEntity>().iter()
305 {
306 // Get the mesh instance
307 let Some(mesh_instance) = render_mesh_instances.render_mesh_queue_data(visible_entity)
308 else {
309 continue;
310 };
311
312 // Get the mesh data
313 let Some(mesh) = render_meshes.get(mesh_instance.mesh_asset_id) else {
314 continue;
315 };
316
317 let (vertex_slab, index_slab) = mesh_allocator.mesh_slabs(&mesh_instance.mesh_asset_id);
318
319 // Specialize the key for the current mesh entity
320 // For this example we only specialize based on the mesh topology
321 // but you could have more complex keys and that's where you'd need to create those keys
322 let mut mesh_key = view_key;
323 mesh_key |= MeshPipelineKey::from_primitive_topology(mesh.primitive_topology());
324
325 // Finally, we can specialize the pipeline based on the key
326 let pipeline_id = specialized_mesh_pipelines
327 .specialize(
328 &pipeline_cache,
329 &custom_mesh_pipeline,
330 mesh_key,
331 &mesh.layout,
332 )
333 // This should never happen with this example, but if your pipeline
334 // specialization can fail you need to handle the error here
335 .expect("Failed to specialize mesh pipeline");
336
337 // Bump the change tick so that Bevy is forced to rebuild the bin.
338 let next_change_tick = change_tick.get() + 1;
339 change_tick.set(next_change_tick);
340
341 // Add the mesh with our specialized pipeline
342 opaque_phase.add(
343 Opaque3dBatchSetKey {
344 draw_function,
345 pipeline: pipeline_id,
346 material_bind_group_index: None,
347 vertex_slab: vertex_slab.unwrap_or_default(),
348 index_slab,
349 lightmap_slab: None,
350 },
351 // For this example we can use the mesh asset id as the bin key,
352 // but you can use any asset_id as a key
353 Opaque3dBinKey {
354 asset_id: mesh_instance.mesh_asset_id.into(),
355 },
356 (render_entity, visible_entity),
357 mesh_instance.current_uniform_index,
358 // This example supports batching and multi draw indirect,
359 // but if your pipeline doesn't support it you can use
360 // `BinnedRenderPhaseType::UnbatchableMesh`
361 BinnedRenderPhaseType::mesh(
362 mesh_instance.should_batch(),
363 &gpu_preprocessing_support,
364 ),
365 *change_tick,
366 );
367 }
368 }
369}
Sourcepub fn write(&self) -> RwLockWriteGuard<'_, DrawFunctionsInternal<P>>
pub fn write(&self) -> RwLockWriteGuard<'_, DrawFunctionsInternal<P>>
Accesses the draw functions in write mode.
Trait Implementations§
Source§impl<P> Default for DrawFunctions<P>where
P: PhaseItem,
impl<P> Default for DrawFunctions<P>where
P: PhaseItem,
Source§fn default() -> DrawFunctions<P>
fn default() -> DrawFunctions<P>
Returns the “default value” for a type. Read more
impl<P> Resource for DrawFunctions<P>
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impl<P> !Freeze for DrawFunctions<P>
impl<P> RefUnwindSafe for DrawFunctions<P>
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impl<P> Sync for DrawFunctions<P>
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impl<P> UnwindSafe for DrawFunctions<P>
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