bevy_sprite/mesh2d/
mesh.rs

1use bevy_app::Plugin;
2use bevy_asset::{load_internal_asset, weak_handle, AssetId, Handle};
3
4use crate::{tonemapping_pipeline_key, Material2dBindGroupId};
5use bevy_core_pipeline::tonemapping::DebandDither;
6use bevy_core_pipeline::{
7    core_2d::{AlphaMask2d, Camera2d, Opaque2d, Transparent2d, CORE_2D_DEPTH_FORMAT},
8    tonemapping::{
9        get_lut_bind_group_layout_entries, get_lut_bindings, Tonemapping, TonemappingLuts,
10    },
11};
12use bevy_derive::{Deref, DerefMut};
13use bevy_ecs::component::Tick;
14use bevy_ecs::system::SystemChangeTick;
15use bevy_ecs::{
16    prelude::*,
17    query::ROQueryItem,
18    system::{lifetimeless::*, SystemParamItem, SystemState},
19};
20use bevy_image::{BevyDefault, Image, ImageSampler, TextureFormatPixelInfo};
21use bevy_math::{Affine3, Vec4};
22use bevy_render::mesh::MeshTag;
23use bevy_render::prelude::Msaa;
24use bevy_render::RenderSet::PrepareAssets;
25use bevy_render::{
26    batching::{
27        gpu_preprocessing::IndirectParametersCpuMetadata,
28        no_gpu_preprocessing::{
29            self, batch_and_prepare_binned_render_phase, batch_and_prepare_sorted_render_phase,
30            write_batched_instance_buffer, BatchedInstanceBuffer,
31        },
32        GetBatchData, GetFullBatchData, NoAutomaticBatching,
33    },
34    globals::{GlobalsBuffer, GlobalsUniform},
35    mesh::{
36        allocator::MeshAllocator, Mesh, Mesh2d, MeshVertexBufferLayoutRef, RenderMesh,
37        RenderMeshBufferInfo,
38    },
39    render_asset::RenderAssets,
40    render_phase::{
41        sweep_old_entities, PhaseItem, PhaseItemExtraIndex, RenderCommand, RenderCommandResult,
42        TrackedRenderPass,
43    },
44    render_resource::{binding_types::uniform_buffer, *},
45    renderer::{RenderDevice, RenderQueue},
46    sync_world::{MainEntity, MainEntityHashMap},
47    texture::{DefaultImageSampler, FallbackImage, GpuImage},
48    view::{
49        ExtractedView, ViewTarget, ViewUniform, ViewUniformOffset, ViewUniforms, ViewVisibility,
50    },
51    Extract, ExtractSchedule, Render, RenderApp, RenderSet,
52};
53use bevy_transform::components::GlobalTransform;
54use nonmax::NonMaxU32;
55use tracing::error;
56
57#[derive(Default)]
58pub struct Mesh2dRenderPlugin;
59
60pub const MESH2D_VERTEX_OUTPUT: Handle<Shader> =
61    weak_handle!("71e279c7-85a0-46ac-9a76-1586cbf506d0");
62pub const MESH2D_VIEW_TYPES_HANDLE: Handle<Shader> =
63    weak_handle!("01087b0d-91e9-46ac-8628-dfe19a7d4b83");
64pub const MESH2D_VIEW_BINDINGS_HANDLE: Handle<Shader> =
65    weak_handle!("fbdd8b80-503d-4688-bcec-db29ab4620b2");
66pub const MESH2D_TYPES_HANDLE: Handle<Shader> =
67    weak_handle!("199f2089-6e99-4348-9bb1-d82816640a7f");
68pub const MESH2D_BINDINGS_HANDLE: Handle<Shader> =
69    weak_handle!("a7bd44cc-0580-4427-9a00-721cf386b6e4");
70pub const MESH2D_FUNCTIONS_HANDLE: Handle<Shader> =
71    weak_handle!("0d08ff71-68c1-4017-83e2-bfc34d285c51");
72pub const MESH2D_SHADER_HANDLE: Handle<Shader> =
73    weak_handle!("91a7602b-df95-4ea3-9d97-076abcb69d91");
74
75impl Plugin for Mesh2dRenderPlugin {
76    fn build(&self, app: &mut bevy_app::App) {
77        load_internal_asset!(
78            app,
79            MESH2D_VERTEX_OUTPUT,
80            "mesh2d_vertex_output.wgsl",
81            Shader::from_wgsl
82        );
83        load_internal_asset!(
84            app,
85            MESH2D_VIEW_TYPES_HANDLE,
86            "mesh2d_view_types.wgsl",
87            Shader::from_wgsl
88        );
89        load_internal_asset!(
90            app,
91            MESH2D_VIEW_BINDINGS_HANDLE,
92            "mesh2d_view_bindings.wgsl",
93            Shader::from_wgsl
94        );
95        load_internal_asset!(
96            app,
97            MESH2D_TYPES_HANDLE,
98            "mesh2d_types.wgsl",
99            Shader::from_wgsl
100        );
101        load_internal_asset!(
102            app,
103            MESH2D_FUNCTIONS_HANDLE,
104            "mesh2d_functions.wgsl",
105            Shader::from_wgsl
106        );
107        load_internal_asset!(app, MESH2D_SHADER_HANDLE, "mesh2d.wgsl", Shader::from_wgsl);
108
109        if let Some(render_app) = app.get_sub_app_mut(RenderApp) {
110            render_app
111                .init_resource::<ViewKeyCache>()
112                .init_resource::<RenderMesh2dInstances>()
113                .init_resource::<SpecializedMeshPipelines<Mesh2dPipeline>>()
114                .add_systems(ExtractSchedule, extract_mesh2d)
115                .add_systems(
116                    Render,
117                    (
118                        (
119                            sweep_old_entities::<Opaque2d>,
120                            sweep_old_entities::<AlphaMask2d>,
121                        )
122                            .in_set(RenderSet::QueueSweep),
123                        batch_and_prepare_binned_render_phase::<Opaque2d, Mesh2dPipeline>
124                            .in_set(RenderSet::PrepareResources),
125                        batch_and_prepare_binned_render_phase::<AlphaMask2d, Mesh2dPipeline>
126                            .in_set(RenderSet::PrepareResources),
127                        batch_and_prepare_sorted_render_phase::<Transparent2d, Mesh2dPipeline>
128                            .in_set(RenderSet::PrepareResources),
129                        write_batched_instance_buffer::<Mesh2dPipeline>
130                            .in_set(RenderSet::PrepareResourcesFlush),
131                        prepare_mesh2d_bind_group.in_set(RenderSet::PrepareBindGroups),
132                        prepare_mesh2d_view_bind_groups.in_set(RenderSet::PrepareBindGroups),
133                        no_gpu_preprocessing::clear_batched_cpu_instance_buffers::<Mesh2dPipeline>
134                            .in_set(RenderSet::Cleanup)
135                            .after(RenderSet::Render),
136                    ),
137                );
138        }
139    }
140
141    fn finish(&self, app: &mut bevy_app::App) {
142        let mut mesh_bindings_shader_defs = Vec::with_capacity(1);
143
144        if let Some(render_app) = app.get_sub_app_mut(RenderApp) {
145            let render_device = render_app.world().resource::<RenderDevice>();
146            let batched_instance_buffer =
147                BatchedInstanceBuffer::<Mesh2dUniform>::new(render_device);
148
149            if let Some(per_object_buffer_batch_size) =
150                GpuArrayBuffer::<Mesh2dUniform>::batch_size(render_device)
151            {
152                mesh_bindings_shader_defs.push(ShaderDefVal::UInt(
153                    "PER_OBJECT_BUFFER_BATCH_SIZE".into(),
154                    per_object_buffer_batch_size,
155                ));
156            }
157
158            render_app
159                .insert_resource(batched_instance_buffer)
160                .init_resource::<Mesh2dPipeline>()
161                .init_resource::<ViewKeyCache>()
162                .init_resource::<ViewSpecializationTicks>()
163                .add_systems(
164                    Render,
165                    check_views_need_specialization.in_set(PrepareAssets),
166                );
167        }
168
169        // Load the mesh_bindings shader module here as it depends on runtime information about
170        // whether storage buffers are supported, or the maximum uniform buffer binding size.
171        load_internal_asset!(
172            app,
173            MESH2D_BINDINGS_HANDLE,
174            "mesh2d_bindings.wgsl",
175            Shader::from_wgsl_with_defs,
176            mesh_bindings_shader_defs
177        );
178    }
179}
180
181#[derive(Resource, Deref, DerefMut, Default, Debug, Clone)]
182pub struct ViewKeyCache(MainEntityHashMap<Mesh2dPipelineKey>);
183
184#[derive(Resource, Deref, DerefMut, Default, Debug, Clone)]
185pub struct ViewSpecializationTicks(MainEntityHashMap<Tick>);
186
187pub fn check_views_need_specialization(
188    mut view_key_cache: ResMut<ViewKeyCache>,
189    mut view_specialization_ticks: ResMut<ViewSpecializationTicks>,
190    views: Query<(
191        &MainEntity,
192        &ExtractedView,
193        &Msaa,
194        Option<&Tonemapping>,
195        Option<&DebandDither>,
196    )>,
197    ticks: SystemChangeTick,
198) {
199    for (view_entity, view, msaa, tonemapping, dither) in &views {
200        let mut view_key = Mesh2dPipelineKey::from_msaa_samples(msaa.samples())
201            | Mesh2dPipelineKey::from_hdr(view.hdr);
202
203        if !view.hdr {
204            if let Some(tonemapping) = tonemapping {
205                view_key |= Mesh2dPipelineKey::TONEMAP_IN_SHADER;
206                view_key |= tonemapping_pipeline_key(*tonemapping);
207            }
208            if let Some(DebandDither::Enabled) = dither {
209                view_key |= Mesh2dPipelineKey::DEBAND_DITHER;
210            }
211        }
212
213        if !view_key_cache
214            .get_mut(view_entity)
215            .is_some_and(|current_key| *current_key == view_key)
216        {
217            view_key_cache.insert(*view_entity, view_key);
218            view_specialization_ticks.insert(*view_entity, ticks.this_run());
219        }
220    }
221}
222
223#[derive(Component)]
224pub struct Mesh2dTransforms {
225    pub world_from_local: Affine3,
226    pub flags: u32,
227}
228
229#[derive(ShaderType, Clone, Copy)]
230pub struct Mesh2dUniform {
231    // Affine 4x3 matrix transposed to 3x4
232    pub world_from_local: [Vec4; 3],
233    // 3x3 matrix packed in mat2x4 and f32 as:
234    //   [0].xyz, [1].x,
235    //   [1].yz, [2].xy
236    //   [2].z
237    pub local_from_world_transpose_a: [Vec4; 2],
238    pub local_from_world_transpose_b: f32,
239    pub flags: u32,
240    pub tag: u32,
241}
242
243impl Mesh2dUniform {
244    fn from_components(mesh_transforms: &Mesh2dTransforms, tag: u32) -> Self {
245        let (local_from_world_transpose_a, local_from_world_transpose_b) =
246            mesh_transforms.world_from_local.inverse_transpose_3x3();
247        Self {
248            world_from_local: mesh_transforms.world_from_local.to_transpose(),
249            local_from_world_transpose_a,
250            local_from_world_transpose_b,
251            flags: mesh_transforms.flags,
252            tag,
253        }
254    }
255}
256
257// NOTE: These must match the bit flags in bevy_sprite/src/mesh2d/mesh2d.wgsl!
258bitflags::bitflags! {
259    #[repr(transparent)]
260    pub struct MeshFlags: u32 {
261        const NONE                       = 0;
262        const UNINITIALIZED              = 0xFFFF;
263    }
264}
265
266pub struct RenderMesh2dInstance {
267    pub transforms: Mesh2dTransforms,
268    pub mesh_asset_id: AssetId<Mesh>,
269    pub material_bind_group_id: Material2dBindGroupId,
270    pub automatic_batching: bool,
271    pub tag: u32,
272}
273
274#[derive(Default, Resource, Deref, DerefMut)]
275pub struct RenderMesh2dInstances(MainEntityHashMap<RenderMesh2dInstance>);
276
277#[derive(Component, Default)]
278pub struct Mesh2dMarker;
279
280pub fn extract_mesh2d(
281    mut render_mesh_instances: ResMut<RenderMesh2dInstances>,
282    query: Extract<
283        Query<(
284            Entity,
285            &ViewVisibility,
286            &GlobalTransform,
287            &Mesh2d,
288            Option<&MeshTag>,
289            Has<NoAutomaticBatching>,
290        )>,
291    >,
292) {
293    render_mesh_instances.clear();
294
295    for (entity, view_visibility, transform, handle, tag, no_automatic_batching) in &query {
296        if !view_visibility.get() {
297            continue;
298        }
299        render_mesh_instances.insert(
300            entity.into(),
301            RenderMesh2dInstance {
302                transforms: Mesh2dTransforms {
303                    world_from_local: (&transform.affine()).into(),
304                    flags: MeshFlags::empty().bits(),
305                },
306                mesh_asset_id: handle.0.id(),
307                material_bind_group_id: Material2dBindGroupId::default(),
308                automatic_batching: !no_automatic_batching,
309                tag: tag.map_or(0, |i| **i),
310            },
311        );
312    }
313}
314
315#[derive(Resource, Clone)]
316pub struct Mesh2dPipeline {
317    pub view_layout: BindGroupLayout,
318    pub mesh_layout: BindGroupLayout,
319    // This dummy white texture is to be used in place of optional textures
320    pub dummy_white_gpu_image: GpuImage,
321    pub per_object_buffer_batch_size: Option<u32>,
322}
323
324impl FromWorld for Mesh2dPipeline {
325    fn from_world(world: &mut World) -> Self {
326        let mut system_state: SystemState<(
327            Res<RenderDevice>,
328            Res<RenderQueue>,
329            Res<DefaultImageSampler>,
330        )> = SystemState::new(world);
331        let (render_device, render_queue, default_sampler) = system_state.get_mut(world);
332        let render_device = render_device.into_inner();
333        let tonemapping_lut_entries = get_lut_bind_group_layout_entries();
334        let view_layout = render_device.create_bind_group_layout(
335            "mesh2d_view_layout",
336            &BindGroupLayoutEntries::with_indices(
337                ShaderStages::VERTEX_FRAGMENT,
338                (
339                    (0, uniform_buffer::<ViewUniform>(true)),
340                    (1, uniform_buffer::<GlobalsUniform>(false)),
341                    (
342                        2,
343                        tonemapping_lut_entries[0].visibility(ShaderStages::FRAGMENT),
344                    ),
345                    (
346                        3,
347                        tonemapping_lut_entries[1].visibility(ShaderStages::FRAGMENT),
348                    ),
349                ),
350            ),
351        );
352
353        let mesh_layout = render_device.create_bind_group_layout(
354            "mesh2d_layout",
355            &BindGroupLayoutEntries::single(
356                ShaderStages::VERTEX_FRAGMENT,
357                GpuArrayBuffer::<Mesh2dUniform>::binding_layout(render_device),
358            ),
359        );
360        // A 1x1x1 'all 1.0' texture to use as a dummy texture to use in place of optional StandardMaterial textures
361        let dummy_white_gpu_image = {
362            let image = Image::default();
363            let texture = render_device.create_texture(&image.texture_descriptor);
364            let sampler = match image.sampler {
365                ImageSampler::Default => (**default_sampler).clone(),
366                ImageSampler::Descriptor(ref descriptor) => {
367                    render_device.create_sampler(&descriptor.as_wgpu())
368                }
369            };
370
371            let format_size = image.texture_descriptor.format.pixel_size();
372            render_queue.write_texture(
373                texture.as_image_copy(),
374                image.data.as_ref().expect("Image has no data"),
375                TexelCopyBufferLayout {
376                    offset: 0,
377                    bytes_per_row: Some(image.width() * format_size as u32),
378                    rows_per_image: None,
379                },
380                image.texture_descriptor.size,
381            );
382
383            let texture_view = texture.create_view(&TextureViewDescriptor::default());
384            GpuImage {
385                texture,
386                texture_view,
387                texture_format: image.texture_descriptor.format,
388                sampler,
389                size: image.texture_descriptor.size,
390                mip_level_count: image.texture_descriptor.mip_level_count,
391            }
392        };
393        Mesh2dPipeline {
394            view_layout,
395            mesh_layout,
396            dummy_white_gpu_image,
397            per_object_buffer_batch_size: GpuArrayBuffer::<Mesh2dUniform>::batch_size(
398                render_device,
399            ),
400        }
401    }
402}
403
404impl Mesh2dPipeline {
405    pub fn get_image_texture<'a>(
406        &'a self,
407        gpu_images: &'a RenderAssets<GpuImage>,
408        handle_option: &Option<Handle<Image>>,
409    ) -> Option<(&'a TextureView, &'a Sampler)> {
410        if let Some(handle) = handle_option {
411            let gpu_image = gpu_images.get(handle)?;
412            Some((&gpu_image.texture_view, &gpu_image.sampler))
413        } else {
414            Some((
415                &self.dummy_white_gpu_image.texture_view,
416                &self.dummy_white_gpu_image.sampler,
417            ))
418        }
419    }
420}
421
422impl GetBatchData for Mesh2dPipeline {
423    type Param = (
424        SRes<RenderMesh2dInstances>,
425        SRes<RenderAssets<RenderMesh>>,
426        SRes<MeshAllocator>,
427    );
428    type CompareData = (Material2dBindGroupId, AssetId<Mesh>);
429    type BufferData = Mesh2dUniform;
430
431    fn get_batch_data(
432        (mesh_instances, _, _): &SystemParamItem<Self::Param>,
433        (_entity, main_entity): (Entity, MainEntity),
434    ) -> Option<(Self::BufferData, Option<Self::CompareData>)> {
435        let mesh_instance = mesh_instances.get(&main_entity)?;
436        Some((
437            Mesh2dUniform::from_components(&mesh_instance.transforms, mesh_instance.tag),
438            mesh_instance.automatic_batching.then_some((
439                mesh_instance.material_bind_group_id,
440                mesh_instance.mesh_asset_id,
441            )),
442        ))
443    }
444}
445
446impl GetFullBatchData for Mesh2dPipeline {
447    type BufferInputData = ();
448
449    fn get_binned_batch_data(
450        (mesh_instances, _, _): &SystemParamItem<Self::Param>,
451        main_entity: MainEntity,
452    ) -> Option<Self::BufferData> {
453        let mesh_instance = mesh_instances.get(&main_entity)?;
454        Some(Mesh2dUniform::from_components(
455            &mesh_instance.transforms,
456            mesh_instance.tag,
457        ))
458    }
459
460    fn get_index_and_compare_data(
461        _: &SystemParamItem<Self::Param>,
462        _query_item: MainEntity,
463    ) -> Option<(NonMaxU32, Option<Self::CompareData>)> {
464        error!(
465            "`get_index_and_compare_data` is only intended for GPU mesh uniform building, \
466            but this is not yet implemented for 2d meshes"
467        );
468        None
469    }
470
471    fn get_binned_index(
472        _: &SystemParamItem<Self::Param>,
473        _query_item: MainEntity,
474    ) -> Option<NonMaxU32> {
475        error!(
476            "`get_binned_index` is only intended for GPU mesh uniform building, \
477            but this is not yet implemented for 2d meshes"
478        );
479        None
480    }
481
482    fn write_batch_indirect_parameters_metadata(
483        indexed: bool,
484        base_output_index: u32,
485        batch_set_index: Option<NonMaxU32>,
486        indirect_parameters_buffer: &mut bevy_render::batching::gpu_preprocessing::UntypedPhaseIndirectParametersBuffers,
487        indirect_parameters_offset: u32,
488    ) {
489        // Note that `IndirectParameters` covers both of these structures, even
490        // though they actually have distinct layouts. See the comment above that
491        // type for more information.
492        let indirect_parameters = IndirectParametersCpuMetadata {
493            base_output_index,
494            batch_set_index: match batch_set_index {
495                None => !0,
496                Some(batch_set_index) => u32::from(batch_set_index),
497            },
498        };
499
500        if indexed {
501            indirect_parameters_buffer
502                .indexed
503                .set(indirect_parameters_offset, indirect_parameters);
504        } else {
505            indirect_parameters_buffer
506                .non_indexed
507                .set(indirect_parameters_offset, indirect_parameters);
508        }
509    }
510}
511
512bitflags::bitflags! {
513    #[derive(Clone, Copy, Debug, PartialEq, Eq, Hash)]
514    #[repr(transparent)]
515    // NOTE: Apparently quadro drivers support up to 64x MSAA.
516    // MSAA uses the highest 3 bits for the MSAA log2(sample count) to support up to 128x MSAA.
517    // FIXME: make normals optional?
518    pub struct Mesh2dPipelineKey: u32 {
519        const NONE                              = 0;
520        const HDR                               = 1 << 0;
521        const TONEMAP_IN_SHADER                 = 1 << 1;
522        const DEBAND_DITHER                     = 1 << 2;
523        const BLEND_ALPHA                       = 1 << 3;
524        const MAY_DISCARD                       = 1 << 4;
525        const MSAA_RESERVED_BITS                = Self::MSAA_MASK_BITS << Self::MSAA_SHIFT_BITS;
526        const PRIMITIVE_TOPOLOGY_RESERVED_BITS  = Self::PRIMITIVE_TOPOLOGY_MASK_BITS << Self::PRIMITIVE_TOPOLOGY_SHIFT_BITS;
527        const TONEMAP_METHOD_RESERVED_BITS      = Self::TONEMAP_METHOD_MASK_BITS << Self::TONEMAP_METHOD_SHIFT_BITS;
528        const TONEMAP_METHOD_NONE               = 0 << Self::TONEMAP_METHOD_SHIFT_BITS;
529        const TONEMAP_METHOD_REINHARD           = 1 << Self::TONEMAP_METHOD_SHIFT_BITS;
530        const TONEMAP_METHOD_REINHARD_LUMINANCE = 2 << Self::TONEMAP_METHOD_SHIFT_BITS;
531        const TONEMAP_METHOD_ACES_FITTED        = 3 << Self::TONEMAP_METHOD_SHIFT_BITS;
532        const TONEMAP_METHOD_AGX                = 4 << Self::TONEMAP_METHOD_SHIFT_BITS;
533        const TONEMAP_METHOD_SOMEWHAT_BORING_DISPLAY_TRANSFORM = 5 << Self::TONEMAP_METHOD_SHIFT_BITS;
534        const TONEMAP_METHOD_TONY_MC_MAPFACE    = 6 << Self::TONEMAP_METHOD_SHIFT_BITS;
535        const TONEMAP_METHOD_BLENDER_FILMIC     = 7 << Self::TONEMAP_METHOD_SHIFT_BITS;
536    }
537}
538
539impl Mesh2dPipelineKey {
540    const MSAA_MASK_BITS: u32 = 0b111;
541    const MSAA_SHIFT_BITS: u32 = 32 - Self::MSAA_MASK_BITS.count_ones();
542    const PRIMITIVE_TOPOLOGY_MASK_BITS: u32 = 0b111;
543    const PRIMITIVE_TOPOLOGY_SHIFT_BITS: u32 = Self::MSAA_SHIFT_BITS - 3;
544    const TONEMAP_METHOD_MASK_BITS: u32 = 0b111;
545    const TONEMAP_METHOD_SHIFT_BITS: u32 =
546        Self::PRIMITIVE_TOPOLOGY_SHIFT_BITS - Self::TONEMAP_METHOD_MASK_BITS.count_ones();
547
548    pub fn from_msaa_samples(msaa_samples: u32) -> Self {
549        let msaa_bits =
550            (msaa_samples.trailing_zeros() & Self::MSAA_MASK_BITS) << Self::MSAA_SHIFT_BITS;
551        Self::from_bits_retain(msaa_bits)
552    }
553
554    pub fn from_hdr(hdr: bool) -> Self {
555        if hdr {
556            Mesh2dPipelineKey::HDR
557        } else {
558            Mesh2dPipelineKey::NONE
559        }
560    }
561
562    pub fn msaa_samples(&self) -> u32 {
563        1 << ((self.bits() >> Self::MSAA_SHIFT_BITS) & Self::MSAA_MASK_BITS)
564    }
565
566    pub fn from_primitive_topology(primitive_topology: PrimitiveTopology) -> Self {
567        let primitive_topology_bits = ((primitive_topology as u32)
568            & Self::PRIMITIVE_TOPOLOGY_MASK_BITS)
569            << Self::PRIMITIVE_TOPOLOGY_SHIFT_BITS;
570        Self::from_bits_retain(primitive_topology_bits)
571    }
572
573    pub fn primitive_topology(&self) -> PrimitiveTopology {
574        let primitive_topology_bits = (self.bits() >> Self::PRIMITIVE_TOPOLOGY_SHIFT_BITS)
575            & Self::PRIMITIVE_TOPOLOGY_MASK_BITS;
576        match primitive_topology_bits {
577            x if x == PrimitiveTopology::PointList as u32 => PrimitiveTopology::PointList,
578            x if x == PrimitiveTopology::LineList as u32 => PrimitiveTopology::LineList,
579            x if x == PrimitiveTopology::LineStrip as u32 => PrimitiveTopology::LineStrip,
580            x if x == PrimitiveTopology::TriangleList as u32 => PrimitiveTopology::TriangleList,
581            x if x == PrimitiveTopology::TriangleStrip as u32 => PrimitiveTopology::TriangleStrip,
582            _ => PrimitiveTopology::default(),
583        }
584    }
585}
586
587impl SpecializedMeshPipeline for Mesh2dPipeline {
588    type Key = Mesh2dPipelineKey;
589
590    fn specialize(
591        &self,
592        key: Self::Key,
593        layout: &MeshVertexBufferLayoutRef,
594    ) -> Result<RenderPipelineDescriptor, SpecializedMeshPipelineError> {
595        let mut shader_defs = Vec::new();
596        let mut vertex_attributes = Vec::new();
597
598        if layout.0.contains(Mesh::ATTRIBUTE_POSITION) {
599            shader_defs.push("VERTEX_POSITIONS".into());
600            vertex_attributes.push(Mesh::ATTRIBUTE_POSITION.at_shader_location(0));
601        }
602
603        if layout.0.contains(Mesh::ATTRIBUTE_NORMAL) {
604            shader_defs.push("VERTEX_NORMALS".into());
605            vertex_attributes.push(Mesh::ATTRIBUTE_NORMAL.at_shader_location(1));
606        }
607
608        if layout.0.contains(Mesh::ATTRIBUTE_UV_0) {
609            shader_defs.push("VERTEX_UVS".into());
610            vertex_attributes.push(Mesh::ATTRIBUTE_UV_0.at_shader_location(2));
611        }
612
613        if layout.0.contains(Mesh::ATTRIBUTE_TANGENT) {
614            shader_defs.push("VERTEX_TANGENTS".into());
615            vertex_attributes.push(Mesh::ATTRIBUTE_TANGENT.at_shader_location(3));
616        }
617
618        if layout.0.contains(Mesh::ATTRIBUTE_COLOR) {
619            shader_defs.push("VERTEX_COLORS".into());
620            vertex_attributes.push(Mesh::ATTRIBUTE_COLOR.at_shader_location(4));
621        }
622
623        if key.contains(Mesh2dPipelineKey::TONEMAP_IN_SHADER) {
624            shader_defs.push("TONEMAP_IN_SHADER".into());
625            shader_defs.push(ShaderDefVal::UInt(
626                "TONEMAPPING_LUT_TEXTURE_BINDING_INDEX".into(),
627                2,
628            ));
629            shader_defs.push(ShaderDefVal::UInt(
630                "TONEMAPPING_LUT_SAMPLER_BINDING_INDEX".into(),
631                3,
632            ));
633
634            let method = key.intersection(Mesh2dPipelineKey::TONEMAP_METHOD_RESERVED_BITS);
635
636            match method {
637                Mesh2dPipelineKey::TONEMAP_METHOD_NONE => {
638                    shader_defs.push("TONEMAP_METHOD_NONE".into());
639                }
640                Mesh2dPipelineKey::TONEMAP_METHOD_REINHARD => {
641                    shader_defs.push("TONEMAP_METHOD_REINHARD".into());
642                }
643                Mesh2dPipelineKey::TONEMAP_METHOD_REINHARD_LUMINANCE => {
644                    shader_defs.push("TONEMAP_METHOD_REINHARD_LUMINANCE".into());
645                }
646                Mesh2dPipelineKey::TONEMAP_METHOD_ACES_FITTED => {
647                    shader_defs.push("TONEMAP_METHOD_ACES_FITTED".into());
648                }
649                Mesh2dPipelineKey::TONEMAP_METHOD_AGX => {
650                    shader_defs.push("TONEMAP_METHOD_AGX".into());
651                }
652                Mesh2dPipelineKey::TONEMAP_METHOD_SOMEWHAT_BORING_DISPLAY_TRANSFORM => {
653                    shader_defs.push("TONEMAP_METHOD_SOMEWHAT_BORING_DISPLAY_TRANSFORM".into());
654                }
655                Mesh2dPipelineKey::TONEMAP_METHOD_BLENDER_FILMIC => {
656                    shader_defs.push("TONEMAP_METHOD_BLENDER_FILMIC".into());
657                }
658                Mesh2dPipelineKey::TONEMAP_METHOD_TONY_MC_MAPFACE => {
659                    shader_defs.push("TONEMAP_METHOD_TONY_MC_MAPFACE".into());
660                }
661                _ => {}
662            }
663            // Debanding is tied to tonemapping in the shader, cannot run without it.
664            if key.contains(Mesh2dPipelineKey::DEBAND_DITHER) {
665                shader_defs.push("DEBAND_DITHER".into());
666            }
667        }
668
669        if key.contains(Mesh2dPipelineKey::MAY_DISCARD) {
670            shader_defs.push("MAY_DISCARD".into());
671        }
672
673        let vertex_buffer_layout = layout.0.get_layout(&vertex_attributes)?;
674
675        let format = match key.contains(Mesh2dPipelineKey::HDR) {
676            true => ViewTarget::TEXTURE_FORMAT_HDR,
677            false => TextureFormat::bevy_default(),
678        };
679
680        let (depth_write_enabled, label, blend);
681        if key.contains(Mesh2dPipelineKey::BLEND_ALPHA) {
682            label = "transparent_mesh2d_pipeline";
683            blend = Some(BlendState::ALPHA_BLENDING);
684            depth_write_enabled = false;
685        } else {
686            label = "opaque_mesh2d_pipeline";
687            blend = None;
688            depth_write_enabled = true;
689        }
690
691        Ok(RenderPipelineDescriptor {
692            vertex: VertexState {
693                shader: MESH2D_SHADER_HANDLE,
694                entry_point: "vertex".into(),
695                shader_defs: shader_defs.clone(),
696                buffers: vec![vertex_buffer_layout],
697            },
698            fragment: Some(FragmentState {
699                shader: MESH2D_SHADER_HANDLE,
700                shader_defs,
701                entry_point: "fragment".into(),
702                targets: vec![Some(ColorTargetState {
703                    format,
704                    blend,
705                    write_mask: ColorWrites::ALL,
706                })],
707            }),
708            layout: vec![self.view_layout.clone(), self.mesh_layout.clone()],
709            push_constant_ranges: vec![],
710            primitive: PrimitiveState {
711                front_face: FrontFace::Ccw,
712                cull_mode: None,
713                unclipped_depth: false,
714                polygon_mode: PolygonMode::Fill,
715                conservative: false,
716                topology: key.primitive_topology(),
717                strip_index_format: None,
718            },
719            depth_stencil: Some(DepthStencilState {
720                format: CORE_2D_DEPTH_FORMAT,
721                depth_write_enabled,
722                depth_compare: CompareFunction::GreaterEqual,
723                stencil: StencilState {
724                    front: StencilFaceState::IGNORE,
725                    back: StencilFaceState::IGNORE,
726                    read_mask: 0,
727                    write_mask: 0,
728                },
729                bias: DepthBiasState {
730                    constant: 0,
731                    slope_scale: 0.0,
732                    clamp: 0.0,
733                },
734            }),
735            multisample: MultisampleState {
736                count: key.msaa_samples(),
737                mask: !0,
738                alpha_to_coverage_enabled: false,
739            },
740            label: Some(label.into()),
741            zero_initialize_workgroup_memory: false,
742        })
743    }
744}
745
746#[derive(Resource)]
747pub struct Mesh2dBindGroup {
748    pub value: BindGroup,
749}
750
751pub fn prepare_mesh2d_bind_group(
752    mut commands: Commands,
753    mesh2d_pipeline: Res<Mesh2dPipeline>,
754    render_device: Res<RenderDevice>,
755    mesh2d_uniforms: Res<BatchedInstanceBuffer<Mesh2dUniform>>,
756) {
757    if let Some(binding) = mesh2d_uniforms.instance_data_binding() {
758        commands.insert_resource(Mesh2dBindGroup {
759            value: render_device.create_bind_group(
760                "mesh2d_bind_group",
761                &mesh2d_pipeline.mesh_layout,
762                &BindGroupEntries::single(binding),
763            ),
764        });
765    }
766}
767
768#[derive(Component)]
769pub struct Mesh2dViewBindGroup {
770    pub value: BindGroup,
771}
772
773pub fn prepare_mesh2d_view_bind_groups(
774    mut commands: Commands,
775    render_device: Res<RenderDevice>,
776    mesh2d_pipeline: Res<Mesh2dPipeline>,
777    view_uniforms: Res<ViewUniforms>,
778    views: Query<(Entity, &Tonemapping), (With<ExtractedView>, With<Camera2d>)>,
779    globals_buffer: Res<GlobalsBuffer>,
780    tonemapping_luts: Res<TonemappingLuts>,
781    images: Res<RenderAssets<GpuImage>>,
782    fallback_image: Res<FallbackImage>,
783) {
784    let (Some(view_binding), Some(globals)) = (
785        view_uniforms.uniforms.binding(),
786        globals_buffer.buffer.binding(),
787    ) else {
788        return;
789    };
790
791    for (entity, tonemapping) in &views {
792        let lut_bindings =
793            get_lut_bindings(&images, &tonemapping_luts, tonemapping, &fallback_image);
794        let view_bind_group = render_device.create_bind_group(
795            "mesh2d_view_bind_group",
796            &mesh2d_pipeline.view_layout,
797            &BindGroupEntries::with_indices((
798                (0, view_binding.clone()),
799                (1, globals.clone()),
800                (2, lut_bindings.0),
801                (3, lut_bindings.1),
802            )),
803        );
804
805        commands.entity(entity).insert(Mesh2dViewBindGroup {
806            value: view_bind_group,
807        });
808    }
809}
810
811pub struct SetMesh2dViewBindGroup<const I: usize>;
812impl<P: PhaseItem, const I: usize> RenderCommand<P> for SetMesh2dViewBindGroup<I> {
813    type Param = ();
814    type ViewQuery = (Read<ViewUniformOffset>, Read<Mesh2dViewBindGroup>);
815    type ItemQuery = ();
816
817    #[inline]
818    fn render<'w>(
819        _item: &P,
820        (view_uniform, mesh2d_view_bind_group): ROQueryItem<'w, Self::ViewQuery>,
821        _view: Option<()>,
822        _param: SystemParamItem<'w, '_, Self::Param>,
823        pass: &mut TrackedRenderPass<'w>,
824    ) -> RenderCommandResult {
825        pass.set_bind_group(I, &mesh2d_view_bind_group.value, &[view_uniform.offset]);
826
827        RenderCommandResult::Success
828    }
829}
830
831pub struct SetMesh2dBindGroup<const I: usize>;
832impl<P: PhaseItem, const I: usize> RenderCommand<P> for SetMesh2dBindGroup<I> {
833    type Param = SRes<Mesh2dBindGroup>;
834    type ViewQuery = ();
835    type ItemQuery = ();
836
837    #[inline]
838    fn render<'w>(
839        item: &P,
840        _view: (),
841        _item_query: Option<()>,
842        mesh2d_bind_group: SystemParamItem<'w, '_, Self::Param>,
843        pass: &mut TrackedRenderPass<'w>,
844    ) -> RenderCommandResult {
845        let mut dynamic_offsets: [u32; 1] = Default::default();
846        let mut offset_count = 0;
847        if let PhaseItemExtraIndex::DynamicOffset(dynamic_offset) = item.extra_index() {
848            dynamic_offsets[offset_count] = dynamic_offset;
849            offset_count += 1;
850        }
851        pass.set_bind_group(
852            I,
853            &mesh2d_bind_group.into_inner().value,
854            &dynamic_offsets[..offset_count],
855        );
856        RenderCommandResult::Success
857    }
858}
859
860pub struct DrawMesh2d;
861impl<P: PhaseItem> RenderCommand<P> for DrawMesh2d {
862    type Param = (
863        SRes<RenderAssets<RenderMesh>>,
864        SRes<RenderMesh2dInstances>,
865        SRes<MeshAllocator>,
866    );
867    type ViewQuery = ();
868    type ItemQuery = ();
869
870    #[inline]
871    fn render<'w>(
872        item: &P,
873        _view: (),
874        _item_query: Option<()>,
875        (meshes, render_mesh2d_instances, mesh_allocator): SystemParamItem<'w, '_, Self::Param>,
876        pass: &mut TrackedRenderPass<'w>,
877    ) -> RenderCommandResult {
878        let meshes = meshes.into_inner();
879        let render_mesh2d_instances = render_mesh2d_instances.into_inner();
880        let mesh_allocator = mesh_allocator.into_inner();
881
882        let Some(RenderMesh2dInstance { mesh_asset_id, .. }) =
883            render_mesh2d_instances.get(&item.main_entity())
884        else {
885            return RenderCommandResult::Skip;
886        };
887        let Some(gpu_mesh) = meshes.get(*mesh_asset_id) else {
888            return RenderCommandResult::Skip;
889        };
890        let Some(vertex_buffer_slice) = mesh_allocator.mesh_vertex_slice(mesh_asset_id) else {
891            return RenderCommandResult::Skip;
892        };
893
894        pass.set_vertex_buffer(0, vertex_buffer_slice.buffer.slice(..));
895
896        let batch_range = item.batch_range();
897        match &gpu_mesh.buffer_info {
898            RenderMeshBufferInfo::Indexed {
899                index_format,
900                count,
901            } => {
902                let Some(index_buffer_slice) = mesh_allocator.mesh_index_slice(mesh_asset_id)
903                else {
904                    return RenderCommandResult::Skip;
905                };
906
907                pass.set_index_buffer(index_buffer_slice.buffer.slice(..), 0, *index_format);
908
909                pass.draw_indexed(
910                    index_buffer_slice.range.start..(index_buffer_slice.range.start + count),
911                    vertex_buffer_slice.range.start as i32,
912                    batch_range.clone(),
913                );
914            }
915            RenderMeshBufferInfo::NonIndexed => {
916                pass.draw(vertex_buffer_slice.range, batch_range.clone());
917            }
918        }
919        RenderCommandResult::Success
920    }
921}