use bevy::{
asset::{AssetId, AssetServer, Handle, load_embedded_asset},
ecs::{
entity::Entity,
resource::Resource,
system::{Commands, Res, SystemParamItem, lifetimeless::SRes},
},
mesh::{Mesh, MeshVertexBufferLayoutRef},
render::{
batching::GetBatchData,
mesh::{RenderMesh, allocator::MeshAllocator},
render_asset::RenderAssets,
render_resource::*,
sync_world::MainEntity,
},
shader::Shader,
sprite_render::{Mesh2dPipeline, Mesh2dPipelineKey, Mesh2dUniform, RenderMesh2dInstances},
};
#[derive(Resource, Clone)]
pub(super) struct OccluderPipeline {
pub(super) mesh_pipeline: Mesh2dPipeline,
pub(super) shader: Handle<Shader>,
}
impl SpecializedMeshPipeline for OccluderPipeline {
type Key = Mesh2dPipelineKey;
fn specialize(
&self,
key: Self::Key,
layout: &MeshVertexBufferLayoutRef,
) -> Result<RenderPipelineDescriptor, SpecializedMeshPipelineError> {
let mut descriptor = self.mesh_pipeline.specialize(key, layout)?;
descriptor.label = Some("occluder_pipeline".into());
descriptor.vertex.shader = self.shader.clone();
let fragment = descriptor.fragment.as_mut().unwrap();
fragment.shader = self.shader.clone();
fragment.targets = vec![Some(ColorTargetState {
format: TextureFormat::Rgba8Unorm,
blend: None,
write_mask: ColorWrites::RED | ColorWrites::GREEN,
})];
descriptor.multisample = MultisampleState::default();
descriptor.depth_stencil = None;
Ok(descriptor)
}
}
impl GetBatchData for OccluderPipeline {
type Param = (
SRes<RenderMesh2dInstances>,
SRes<RenderAssets<RenderMesh>>,
SRes<MeshAllocator>,
);
type CompareData = AssetId<Mesh>;
type BufferData = Mesh2dUniform;
fn get_batch_data(
(mesh_instances, _, _): &SystemParamItem<Self::Param>,
(_, main_entity): (Entity, MainEntity),
) -> Option<(Self::BufferData, Option<Self::CompareData>)> {
let mesh_instance = mesh_instances.get(&main_entity)?;
let mesh_uniform = {
let mesh_transforms = &mesh_instance.transforms;
let world_from_local = mesh_transforms.world_from_local.to_transpose();
let (local_from_world_transpose_a, local_from_world_transpose_b) =
mesh_transforms.world_from_local.inverse_transpose_3x3();
Mesh2dUniform {
world_from_local,
local_from_world_transpose_a,
local_from_world_transpose_b,
flags: mesh_transforms.flags,
tag: mesh_instance.tag,
}
};
Some((
mesh_uniform,
mesh_instance
.automatic_batching
.then_some(mesh_instance.mesh_asset_id),
))
}
}
pub(super) fn init_occluder_pipeline(
mut commands: Commands,
mesh_pipeline: Res<Mesh2dPipeline>,
asset_server: Res<AssetServer>,
) {
commands.insert_resource(OccluderPipeline {
mesh_pipeline: mesh_pipeline.clone(),
shader: load_embedded_asset!(asset_server.as_ref(), "occluder.wgsl"),
});
}