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_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 pub world_from_local: [Vec4; 3],
233 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
257bitflags::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 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 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 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 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 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}