Files
rapier/src_testbed/lines/render_dim.rs
Sébastien Crozet 9b5ccb95e7 Update dependencies
2023-01-15 12:17:10 +01:00

338 lines
14 KiB
Rust

pub mod r3d {
use bevy::{
core_pipeline::core_3d::Opaque3d,
pbr::{
DrawMesh, MeshPipeline, MeshPipelineKey, MeshUniform, SetMeshBindGroup,
SetMeshViewBindGroup,
},
prelude::*,
render::{
mesh::MeshVertexBufferLayout,
render_asset::RenderAssets,
render_phase::{DrawFunctions, RenderPhase, SetItemPipeline},
render_resource::{
BlendState, ColorTargetState, ColorWrites, CompareFunction, DepthBiasState,
DepthStencilState, FragmentState, FrontFace, MultisampleState, PipelineCache,
PolygonMode, PrimitiveState, PrimitiveTopology, RenderPipelineDescriptor,
SpecializedMeshPipeline, SpecializedMeshPipelineError, SpecializedMeshPipelines,
StencilFaceState, StencilState, TextureFormat, VertexAttribute, VertexBufferLayout,
VertexFormat, VertexState, VertexStepMode,
},
texture::BevyDefault,
view::{ExtractedView, Msaa},
},
utils::Hashed,
};
use crate::lines::{DebugLinesConfig, RenderDebugLinesMesh, DEBUG_LINES_SHADER_HANDLE};
#[derive(Resource)]
pub(crate) struct DebugLinePipeline {
mesh_pipeline: MeshPipeline,
shader: Handle<Shader>,
//always_in_front: bool,
}
impl FromWorld for DebugLinePipeline {
fn from_world(render_world: &mut World) -> Self {
//let config = render_world.get_resource::<DebugLinesConfig>().unwrap();
DebugLinePipeline {
mesh_pipeline: render_world.get_resource::<MeshPipeline>().unwrap().clone(),
shader: DEBUG_LINES_SHADER_HANDLE.typed(),
//always_in_front: config.always_in_front,
}
}
}
impl SpecializedMeshPipeline for DebugLinePipeline {
type Key = (bool, MeshPipelineKey);
fn specialize(
&self,
(depth_test, key): Self::Key,
layout: &MeshVertexBufferLayout,
) -> Result<RenderPipelineDescriptor, SpecializedMeshPipelineError> {
//use VertexFormat::{Float32x3, Float32x4};
let mut shader_defs = Vec::new();
shader_defs.push("LINES_3D".to_string());
if depth_test {
shader_defs.push("DEPTH_TEST_ENABLED".to_string());
}
let vertex_buffer_layout = layout.get_layout(&[
Mesh::ATTRIBUTE_POSITION.at_shader_location(0),
Mesh::ATTRIBUTE_COLOR.at_shader_location(1),
])?;
let (label, blend, depth_write_enabled);
if key.contains(MeshPipelineKey::TRANSPARENT_MAIN_PASS) {
label = "transparent_mesh_pipeline".into();
blend = Some(BlendState::ALPHA_BLENDING);
// For the transparent pass, fragments that are closer will be alpha
// blended but their depth is not written to the depth buffer.
depth_write_enabled = false;
} else {
label = "opaque_mesh_pipeline".into();
blend = Some(BlendState::REPLACE);
// For the opaque and alpha mask passes, fragments that are closer
// will replace the current fragment value in the output and the depth is
// written to the depth buffer.
depth_write_enabled = true;
}
Ok(RenderPipelineDescriptor {
vertex: VertexState {
shader: self.shader.clone_weak(),
entry_point: "vertex".into(),
shader_defs: shader_defs.clone(),
buffers: vec![vertex_buffer_layout],
},
fragment: Some(FragmentState {
shader: self.shader.clone_weak(),
shader_defs,
entry_point: "fragment".into(),
targets: vec![Some(ColorTargetState {
format: TextureFormat::bevy_default(),
blend,
write_mask: ColorWrites::ALL,
})],
}),
layout: Some(vec![self.mesh_pipeline.view_layout.clone()]),
primitive: PrimitiveState {
front_face: FrontFace::Ccw,
cull_mode: None,
unclipped_depth: false,
polygon_mode: PolygonMode::Fill,
conservative: false,
topology: PrimitiveTopology::LineList,
strip_index_format: None,
},
depth_stencil: Some(DepthStencilState {
format: TextureFormat::Depth32Float,
depth_write_enabled,
depth_compare: CompareFunction::Greater,
stencil: StencilState {
front: StencilFaceState::IGNORE,
back: StencilFaceState::IGNORE,
read_mask: 0,
write_mask: 0,
},
bias: DepthBiasState {
constant: 0,
slope_scale: 0.0,
clamp: 0.0,
},
}),
multisample: MultisampleState {
count: key.msaa_samples(),
mask: !0,
alpha_to_coverage_enabled: false,
},
label: Some(label),
})
}
}
pub(crate) fn queue(
opaque_3d_draw_functions: Res<DrawFunctions<Opaque3d>>,
debug_line_pipeline: Res<DebugLinePipeline>,
mut pipelines: ResMut<SpecializedMeshPipelines<DebugLinePipeline>>,
mut pipeline_cache: ResMut<PipelineCache>,
render_meshes: Res<RenderAssets<Mesh>>,
msaa: Res<Msaa>,
material_meshes: Query<(Entity, &MeshUniform, &Handle<Mesh>), With<RenderDebugLinesMesh>>,
config: Res<DebugLinesConfig>,
mut views: Query<(&ExtractedView, &mut RenderPhase<Opaque3d>)>,
) {
let draw_custom = opaque_3d_draw_functions
.read()
.get_id::<DrawDebugLines>()
.unwrap();
let key = MeshPipelineKey::from_msaa_samples(msaa.samples);
for (view, mut transparent_phase) in views.iter_mut() {
let view_matrix = view.transform.compute_matrix();
let view_row_2 = view_matrix.row(2);
for (entity, mesh_uniform, mesh_handle) in material_meshes.iter() {
if let Some(mesh) = render_meshes.get(mesh_handle) {
let pipeline = pipelines
.specialize(
&mut pipeline_cache,
&debug_line_pipeline,
(config.depth_test, key),
&mesh.layout,
)
.unwrap();
transparent_phase.add(Opaque3d {
entity,
pipeline,
draw_function: draw_custom,
distance: view_row_2.dot(mesh_uniform.transform.col(3)),
});
}
}
}
}
pub(crate) type DrawDebugLines = (
SetItemPipeline,
SetMeshViewBindGroup<0>,
SetMeshBindGroup<1>,
DrawMesh,
);
}
pub mod r2d {
use bevy::{
asset::Handle,
core_pipeline::core_2d::Transparent2d,
prelude::*,
render::{
mesh::MeshVertexBufferLayout,
render_asset::RenderAssets,
render_phase::{DrawFunctions, RenderPhase, SetItemPipeline},
render_resource::{
BlendState, ColorTargetState, ColorWrites, CompareFunction, DepthBiasState,
DepthStencilState, FragmentState, FrontFace, MultisampleState, PipelineCache,
PolygonMode, PrimitiveState, PrimitiveTopology, RenderPipelineDescriptor, Shader,
SpecializedMeshPipeline, SpecializedMeshPipelineError, SpecializedMeshPipelines,
StencilFaceState, StencilState, TextureFormat, VertexAttribute, VertexBufferLayout,
VertexFormat, VertexState, VertexStepMode,
},
texture::BevyDefault,
view::{Msaa, VisibleEntities},
},
sprite::{
DrawMesh2d, Mesh2dHandle, Mesh2dPipeline, Mesh2dPipelineKey, Mesh2dUniform,
SetMesh2dBindGroup, SetMesh2dViewBindGroup,
},
utils::FloatOrd,
};
use crate::lines::{RenderDebugLinesMesh, DEBUG_LINES_SHADER_HANDLE};
#[derive(Resource)]
pub(crate) struct DebugLinePipeline {
mesh_pipeline: Mesh2dPipeline,
shader: Handle<Shader>,
}
impl FromWorld for DebugLinePipeline {
fn from_world(render_world: &mut World) -> Self {
DebugLinePipeline {
mesh_pipeline: render_world
.get_resource::<Mesh2dPipeline>()
.unwrap()
.clone(),
shader: DEBUG_LINES_SHADER_HANDLE.typed(),
}
}
}
impl SpecializedMeshPipeline for DebugLinePipeline {
type Key = Mesh2dPipelineKey;
fn specialize(
&self,
key: Self::Key,
layout: &MeshVertexBufferLayout,
) -> Result<RenderPipelineDescriptor, SpecializedMeshPipelineError> {
/*
let mut shader_defs = Vec::new();
shader_defs.push("LINES_3D".to_string());
if depth_test {
shader_defs.push("DEPTH_TEST_ENABLED".to_string());
}
*/
let vertex_buffer_layout = layout.get_layout(&[
Mesh::ATTRIBUTE_POSITION.at_shader_location(0),
Mesh::ATTRIBUTE_COLOR.at_shader_location(1),
])?;
Ok(RenderPipelineDescriptor {
vertex: VertexState {
shader: self.shader.clone_weak(),
entry_point: "vertex".into(),
shader_defs: vec![],
buffers: vec![vertex_buffer_layout],
},
fragment: Some(FragmentState {
shader: self.shader.clone_weak(),
shader_defs: vec![],
entry_point: "fragment".into(),
targets: vec![Some(ColorTargetState {
format: TextureFormat::bevy_default(),
blend: Some(BlendState::ALPHA_BLENDING),
write_mask: ColorWrites::ALL,
})],
}),
layout: Some(vec![self.mesh_pipeline.view_layout.clone()]),
primitive: PrimitiveState {
front_face: FrontFace::Ccw,
cull_mode: None,
unclipped_depth: false,
polygon_mode: PolygonMode::Fill,
conservative: false,
topology: PrimitiveTopology::LineList,
strip_index_format: None,
},
depth_stencil: None,
multisample: MultisampleState {
count: key.msaa_samples(),
mask: !0,
alpha_to_coverage_enabled: false,
},
label: None,
})
}
}
pub(crate) fn queue(
draw2d_functions: Res<DrawFunctions<Transparent2d>>,
debug_line_pipeline: Res<DebugLinePipeline>,
mut pipeline_cache: ResMut<PipelineCache>,
mut specialized_pipelines: ResMut<SpecializedMeshPipelines<DebugLinePipeline>>,
render_meshes: Res<RenderAssets<Mesh>>,
msaa: Res<Msaa>,
material_meshes: Query<(&Mesh2dUniform, &Mesh2dHandle), With<RenderDebugLinesMesh>>,
mut views: Query<(&VisibleEntities, &mut RenderPhase<Transparent2d>)>,
) {
for (view, mut phase) in views.iter_mut() {
let draw_mesh2d = draw2d_functions.read().get_id::<DrawDebugLines>().unwrap();
let msaa_key = Mesh2dPipelineKey::from_msaa_samples(msaa.samples);
for visible_entity in &view.entities {
if let Ok((uniform, mesh_handle)) = material_meshes.get(*visible_entity) {
if let Some(mesh) = render_meshes.get(&mesh_handle.0) {
let mesh_key = msaa_key
| Mesh2dPipelineKey::from_primitive_topology(
PrimitiveTopology::LineList,
);
let mesh_z = uniform.transform.w_axis.z;
let pipeline = specialized_pipelines
.specialize(
&mut pipeline_cache,
&debug_line_pipeline,
mesh_key,
&mesh.layout,
)
.unwrap();
phase.add(Transparent2d {
entity: *visible_entity,
draw_function: draw_mesh2d,
pipeline,
sort_key: FloatOrd(mesh_z),
batch_range: None,
});
}
}
}
}
}
pub(crate) type DrawDebugLines = (
SetItemPipeline,
SetMesh2dViewBindGroup<0>,
SetMesh2dBindGroup<1>,
DrawMesh2d,
);
}