use bevy::{
asset::RenderAssetUsages,
camera::visibility::{self, VisibilityClass},
core_pipeline::core_3d::{Opaque3d, Opaque3dBatchSetKey, Opaque3dBinKey, CORE_3D_DEPTH_FORMAT},
ecs::component::Tick,
math::{vec3, vec4},
mesh::{Indices, MeshVertexBufferLayoutRef, PrimitiveTopology},
pbr::{
DrawMesh, MeshPipeline, MeshPipelineKey, MeshPipelineViewLayoutKey, RenderMeshInstances,
SetMeshBindGroup, SetMeshViewBindGroup, SetMeshViewEmptyBindGroup,
},
prelude::*,
render::{
batching::gpu_preprocessing::GpuPreprocessingSupport,
extract_component::{ExtractComponent, ExtractComponentPlugin},
mesh::{allocator::MeshAllocator, RenderMesh},
render_asset::RenderAssets,
render_phase::{
AddRenderCommand, BinnedRenderPhaseType, DrawFunctions, SetItemPipeline,
ViewBinnedRenderPhases,
},
render_resource::{
ColorTargetState, ColorWrites, CompareFunction, DepthStencilState, Face, FragmentState,
FrontFace, MultisampleState, PipelineCache, PolygonMode, PrimitiveState,
RenderPipelineDescriptor, SpecializedMeshPipeline, SpecializedMeshPipelineError,
SpecializedMeshPipelines, TextureFormat, VertexState,
},
view::{ExtractedView, RenderVisibleEntities, ViewTarget},
Render, RenderApp, RenderStartup, RenderSystems,
},
};
const SHADER_ASSET_PATH: &str = "shaders/specialized_mesh_pipeline.wgsl";
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_plugins(CustomRenderedMeshPipelinePlugin)
.add_systems(Startup, setup)
.run();
}
fn setup(mut commands: Commands, mut meshes: ResMut<Assets<Mesh>>) {
let mesh = Mesh::new(
PrimitiveTopology::TriangleList,
RenderAssetUsages::default(),
)
.with_inserted_indices(Indices::U32(vec![0, 1, 2]))
.with_inserted_attribute(
Mesh::ATTRIBUTE_POSITION,
vec![
vec3(-0.5, -0.5, 0.0),
vec3(0.5, -0.5, 0.0),
vec3(0.0, 0.25, 0.0),
],
)
.with_inserted_attribute(
Mesh::ATTRIBUTE_COLOR,
vec![
vec4(1.0, 0.0, 0.0, 1.0),
vec4(0.0, 1.0, 0.0, 1.0),
vec4(0.0, 0.0, 1.0, 1.0),
],
);
for (x, y) in [-0.5, 0.0, 0.5].into_iter().zip([-0.25, 0.5, -0.25]) {
commands.spawn((
CustomRenderedEntity,
Mesh3d(meshes.add(mesh.clone())),
Transform::from_xyz(x, y, 0.0),
));
}
commands.spawn((
Camera3d::default(),
Transform::from_xyz(0.0, 0.0, 3.0).looking_at(Vec3::ZERO, Vec3::Y),
));
}
struct CustomRenderedMeshPipelinePlugin;
impl Plugin for CustomRenderedMeshPipelinePlugin {
fn build(&self, app: &mut App) {
app.add_plugins(ExtractComponentPlugin::<CustomRenderedEntity>::default());
let Some(render_app) = app.get_sub_app_mut(RenderApp) else {
return;
};
render_app
.init_resource::<SpecializedMeshPipelines<CustomMeshPipeline>>()
.add_render_command::<Opaque3d, DrawSpecializedPipelineCommands>()
.add_systems(RenderStartup, init_custom_mesh_pipeline)
.add_systems(
Render,
queue_custom_mesh_pipeline.in_set(RenderSystems::Queue),
);
}
}
#[derive(Clone, Component, ExtractComponent)]
#[require(VisibilityClass)]
#[component(on_add = visibility::add_visibility_class::<CustomRenderedEntity>)]
struct CustomRenderedEntity;
type DrawSpecializedPipelineCommands = (
SetItemPipeline,
SetMeshViewBindGroup<0>,
SetMeshViewEmptyBindGroup<1>,
SetMeshBindGroup<2>,
DrawMesh,
);
#[derive(Resource)]
struct CustomMeshPipeline {
mesh_pipeline: MeshPipeline,
shader_handle: Handle<Shader>,
}
fn init_custom_mesh_pipeline(
mut commands: Commands,
asset_server: Res<AssetServer>,
mesh_pipeline: Res<MeshPipeline>,
) {
let shader_handle: Handle<Shader> = asset_server.load(SHADER_ASSET_PATH);
commands.insert_resource(CustomMeshPipeline {
mesh_pipeline: mesh_pipeline.clone(),
shader_handle,
});
}
impl SpecializedMeshPipeline for CustomMeshPipeline {
type Key = MeshPipelineKey;
fn specialize(
&self,
mesh_key: Self::Key,
layout: &MeshVertexBufferLayoutRef,
) -> Result<RenderPipelineDescriptor, SpecializedMeshPipelineError> {
let mut vertex_attributes = Vec::new();
if layout.0.contains(Mesh::ATTRIBUTE_POSITION) {
vertex_attributes.push(Mesh::ATTRIBUTE_POSITION.at_shader_location(0));
}
if layout.0.contains(Mesh::ATTRIBUTE_COLOR) {
vertex_attributes.push(Mesh::ATTRIBUTE_COLOR.at_shader_location(1));
}
let vertex_buffer_layout = layout.0.get_layout(&vertex_attributes)?;
let view_layout = self
.mesh_pipeline
.get_view_layout(MeshPipelineViewLayoutKey::from(mesh_key));
Ok(RenderPipelineDescriptor {
label: Some("Specialized Mesh Pipeline".into()),
layout: vec![
view_layout.main_layout.clone(),
view_layout.empty_layout.clone(),
self.mesh_pipeline.mesh_layouts.model_only.clone(),
],
vertex: VertexState {
shader: self.shader_handle.clone(),
buffers: vec![vertex_buffer_layout],
..default()
},
fragment: Some(FragmentState {
shader: self.shader_handle.clone(),
targets: vec![Some(ColorTargetState {
format: if mesh_key.contains(MeshPipelineKey::HDR) {
ViewTarget::TEXTURE_FORMAT_HDR
} else {
TextureFormat::bevy_default()
},
blend: None,
write_mask: ColorWrites::ALL,
})],
..default()
}),
primitive: PrimitiveState {
topology: mesh_key.primitive_topology(),
front_face: FrontFace::Ccw,
cull_mode: Some(Face::Back),
polygon_mode: PolygonMode::Fill,
..default()
},
depth_stencil: Some(DepthStencilState {
format: CORE_3D_DEPTH_FORMAT,
depth_write_enabled: true,
depth_compare: CompareFunction::GreaterEqual,
stencil: default(),
bias: default(),
}),
multisample: MultisampleState {
count: mesh_key.msaa_samples(),
..default()
},
..default()
})
}
}
fn queue_custom_mesh_pipeline(
pipeline_cache: Res<PipelineCache>,
custom_mesh_pipeline: Res<CustomMeshPipeline>,
(mut opaque_render_phases, opaque_draw_functions): (
ResMut<ViewBinnedRenderPhases<Opaque3d>>,
Res<DrawFunctions<Opaque3d>>,
),
mut specialized_mesh_pipelines: ResMut<SpecializedMeshPipelines<CustomMeshPipeline>>,
views: Query<(&RenderVisibleEntities, &ExtractedView, &Msaa)>,
(render_meshes, render_mesh_instances): (
Res<RenderAssets<RenderMesh>>,
Res<RenderMeshInstances>,
),
mut change_tick: Local<Tick>,
mesh_allocator: Res<MeshAllocator>,
gpu_preprocessing_support: Res<GpuPreprocessingSupport>,
) {
let draw_function = opaque_draw_functions
.read()
.id::<DrawSpecializedPipelineCommands>();
for (view_visible_entities, view, msaa) in views.iter() {
let Some(opaque_phase) = opaque_render_phases.get_mut(&view.retained_view_entity) else {
continue;
};
let view_key = MeshPipelineKey::from_msaa_samples(msaa.samples())
| MeshPipelineKey::from_hdr(view.hdr);
for &(render_entity, visible_entity) in
view_visible_entities.get::<CustomRenderedEntity>().iter()
{
let Some(mesh_instance) = render_mesh_instances.render_mesh_queue_data(visible_entity)
else {
continue;
};
let Some(mesh) = render_meshes.get(mesh_instance.mesh_asset_id) else {
continue;
};
let (vertex_slab, index_slab) = mesh_allocator.mesh_slabs(&mesh_instance.mesh_asset_id);
let mut mesh_key = view_key;
mesh_key |= MeshPipelineKey::from_primitive_topology(mesh.primitive_topology());
let pipeline_id = specialized_mesh_pipelines
.specialize(
&pipeline_cache,
&custom_mesh_pipeline,
mesh_key,
&mesh.layout,
)
.expect("Failed to specialize mesh pipeline");
let next_change_tick = change_tick.get() + 1;
change_tick.set(next_change_tick);
opaque_phase.add(
Opaque3dBatchSetKey {
draw_function,
pipeline: pipeline_id,
material_bind_group_index: None,
vertex_slab: vertex_slab.unwrap_or_default(),
index_slab,
lightmap_slab: None,
},
Opaque3dBinKey {
asset_id: mesh_instance.mesh_asset_id.into(),
},
(render_entity, visible_entity),
mesh_instance.current_uniform_index,
BinnedRenderPhaseType::mesh(
mesh_instance.should_batch(),
&gpu_preprocessing_support,
),
*change_tick,
);
}
}
}