Enum bevy::pbr::RenderMeshInstances

pub enum RenderMeshInstances {
    CpuBuilding(RenderMeshInstancesCpu),
    GpuBuilding(RenderMeshInstancesGpu),
}
Expand description

Information that the render world keeps about each entity that contains a mesh.

The set of information needed is different depending on whether CPU or GPU MeshUniform building is in use.

Variants§

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CpuBuilding(RenderMeshInstancesCpu)

Information needed when using CPU mesh instance data building.

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GpuBuilding(RenderMeshInstancesGpu)

Information needed when using GPU mesh instance data building.

Implementations§

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impl RenderMeshInstances

pub fn render_mesh_queue_data( &self, entity: Entity ) -> Option<RenderMeshQueueData<'_>>

Constructs RenderMeshQueueData for the given entity, if it has a mesh attached.

Examples found in repository?
examples/shader/shader_instancing.rs (line 130)
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fn queue_custom(
    transparent_3d_draw_functions: Res<DrawFunctions<Transparent3d>>,
    custom_pipeline: Res<CustomPipeline>,
    msaa: Res<Msaa>,
    mut pipelines: ResMut<SpecializedMeshPipelines<CustomPipeline>>,
    pipeline_cache: Res<PipelineCache>,
    meshes: Res<RenderAssets<GpuMesh>>,
    render_mesh_instances: Res<RenderMeshInstances>,
    material_meshes: Query<Entity, With<InstanceMaterialData>>,
    mut views: Query<(&ExtractedView, &mut SortedRenderPhase<Transparent3d>)>,
) {
    let draw_custom = transparent_3d_draw_functions.read().id::<DrawCustom>();

    let msaa_key = MeshPipelineKey::from_msaa_samples(msaa.samples());

    for (view, mut transparent_phase) in &mut views {
        let view_key = msaa_key | MeshPipelineKey::from_hdr(view.hdr);
        let rangefinder = view.rangefinder3d();
        for entity in &material_meshes {
            let Some(mesh_instance) = render_mesh_instances.render_mesh_queue_data(entity) else {
                continue;
            };
            let Some(mesh) = meshes.get(mesh_instance.mesh_asset_id) else {
                continue;
            };
            let key =
                view_key | MeshPipelineKey::from_primitive_topology(mesh.primitive_topology());
            let pipeline = pipelines
                .specialize(&pipeline_cache, &custom_pipeline, key, &mesh.layout)
                .unwrap();
            transparent_phase.add(Transparent3d {
                entity,
                pipeline,
                draw_function: draw_custom,
                distance: rangefinder.distance_translation(&mesh_instance.translation),
                batch_range: 0..1,
                extra_index: PhaseItemExtraIndex::NONE,
            });
        }
    }
}

#[derive(Component)]
struct InstanceBuffer {
    buffer: Buffer,
    length: usize,
}

fn prepare_instance_buffers(
    mut commands: Commands,
    query: Query<(Entity, &InstanceMaterialData)>,
    render_device: Res<RenderDevice>,
) {
    for (entity, instance_data) in &query {
        let buffer = render_device.create_buffer_with_data(&BufferInitDescriptor {
            label: Some("instance data buffer"),
            contents: bytemuck::cast_slice(instance_data.as_slice()),
            usage: BufferUsages::VERTEX | BufferUsages::COPY_DST,
        });
        commands.entity(entity).insert(InstanceBuffer {
            buffer,
            length: instance_data.len(),
        });
    }
}

#[derive(Resource)]
struct CustomPipeline {
    shader: Handle<Shader>,
    mesh_pipeline: MeshPipeline,
}

impl FromWorld for CustomPipeline {
    fn from_world(world: &mut World) -> Self {
        let mesh_pipeline = world.resource::<MeshPipeline>();

        CustomPipeline {
            shader: world.load_asset("shaders/instancing.wgsl"),
            mesh_pipeline: mesh_pipeline.clone(),
        }
    }
}

impl SpecializedMeshPipeline for CustomPipeline {
    type Key = MeshPipelineKey;

    fn specialize(
        &self,
        key: Self::Key,
        layout: &MeshVertexBufferLayoutRef,
    ) -> Result<RenderPipelineDescriptor, SpecializedMeshPipelineError> {
        let mut descriptor = self.mesh_pipeline.specialize(key, layout)?;

        descriptor.vertex.shader = self.shader.clone();
        descriptor.vertex.buffers.push(VertexBufferLayout {
            array_stride: std::mem::size_of::<InstanceData>() as u64,
            step_mode: VertexStepMode::Instance,
            attributes: vec![
                VertexAttribute {
                    format: VertexFormat::Float32x4,
                    offset: 0,
                    shader_location: 3, // shader locations 0-2 are taken up by Position, Normal and UV attributes
                },
                VertexAttribute {
                    format: VertexFormat::Float32x4,
                    offset: VertexFormat::Float32x4.size(),
                    shader_location: 4,
                },
            ],
        });
        descriptor.fragment.as_mut().unwrap().shader = self.shader.clone();
        Ok(descriptor)
    }
}

type DrawCustom = (
    SetItemPipeline,
    SetMeshViewBindGroup<0>,
    SetMeshBindGroup<1>,
    DrawMeshInstanced,
);

struct DrawMeshInstanced;

impl<P: PhaseItem> RenderCommand<P> for DrawMeshInstanced {
    type Param = (SRes<RenderAssets<GpuMesh>>, SRes<RenderMeshInstances>);
    type ViewQuery = ();
    type ItemQuery = Read<InstanceBuffer>;

    #[inline]
    fn render<'w>(
        item: &P,
        _view: (),
        instance_buffer: Option<&'w InstanceBuffer>,
        (meshes, render_mesh_instances): SystemParamItem<'w, '_, Self::Param>,
        pass: &mut TrackedRenderPass<'w>,
    ) -> RenderCommandResult {
        let Some(mesh_instance) = render_mesh_instances.render_mesh_queue_data(item.entity())
        else {
            return RenderCommandResult::Failure;
        };
        let Some(gpu_mesh) = meshes.into_inner().get(mesh_instance.mesh_asset_id) else {
            return RenderCommandResult::Failure;
        };
        let Some(instance_buffer) = instance_buffer else {
            return RenderCommandResult::Failure;
        };

        pass.set_vertex_buffer(0, gpu_mesh.vertex_buffer.slice(..));
        pass.set_vertex_buffer(1, instance_buffer.buffer.slice(..));

        match &gpu_mesh.buffer_info {
            GpuBufferInfo::Indexed {
                buffer,
                index_format,
                count,
            } => {
                pass.set_index_buffer(buffer.slice(..), 0, *index_format);
                pass.draw_indexed(0..*count, 0, 0..instance_buffer.length as u32);
            }
            GpuBufferInfo::NonIndexed => {
                pass.draw(0..gpu_mesh.vertex_count, 0..instance_buffer.length as u32);
            }
        }
        RenderCommandResult::Success
    }

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