use crate::core_3d::Transparent3d;
use bevy_ecs::{prelude::*, query::QueryItem};
use bevy_render::{
camera::ExtractedCamera,
render_graph::{NodeRunError, RenderGraphContext, ViewNode},
render_phase::RenderPhase,
render_resource::{LoadOp, Operations, RenderPassDepthStencilAttachment, RenderPassDescriptor},
renderer::RenderContext,
view::{ViewDepthTexture, ViewTarget},
};
#[cfg(feature = "trace")]
use bevy_utils::tracing::info_span;
#[derive(Default)]
pub struct MainTransparentPass3dNode;
impl ViewNode for MainTransparentPass3dNode {
type ViewQuery = (
&'static ExtractedCamera,
&'static RenderPhase<Transparent3d>,
&'static ViewTarget,
&'static ViewDepthTexture,
);
fn run(
&self,
graph: &mut RenderGraphContext,
render_context: &mut RenderContext,
(camera, transparent_phase, target, depth): QueryItem<Self::ViewQuery>,
world: &World,
) -> Result<(), NodeRunError> {
let view_entity = graph.view_entity();
if !transparent_phase.items.is_empty() {
#[cfg(feature = "trace")]
let _main_transparent_pass_3d_span = info_span!("main_transparent_pass_3d").entered();
let mut render_pass = render_context.begin_tracked_render_pass(RenderPassDescriptor {
label: Some("main_transparent_pass_3d"),
color_attachments: &[Some(target.get_color_attachment(Operations {
load: LoadOp::Load,
store: true,
}))],
depth_stencil_attachment: Some(RenderPassDepthStencilAttachment {
view: &depth.view,
depth_ops: Some(Operations {
load: LoadOp::Load,
store: true,
}),
stencil_ops: None,
}),
});
if let Some(viewport) = camera.viewport.as_ref() {
render_pass.set_camera_viewport(viewport);
}
transparent_phase.render(&mut render_pass, world, view_entity);
}
#[cfg(all(feature = "webgl", target_arch = "wasm32"))]
if camera.viewport.is_some() {
#[cfg(feature = "trace")]
let _reset_viewport_pass_3d = info_span!("reset_viewport_pass_3d").entered();
let pass_descriptor = RenderPassDescriptor {
label: Some("reset_viewport_pass_3d"),
color_attachments: &[Some(target.get_color_attachment(Operations {
load: LoadOp::Load,
store: true,
}))],
depth_stencil_attachment: None,
};
render_context
.command_encoder()
.begin_render_pass(&pass_descriptor);
}
Ok(())
}
}