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fix example mesh2d_manual (#9941)
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# Objective

- After #9903, example
`mesh2d_manual` doesn't render anything

## Solution

- Fix the example using the new `RenderMesh2dInstances`
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mockersf authored Oct 6, 2023
1 parent a31ebdc commit 154a490
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Showing 2 changed files with 35 additions and 10 deletions.
2 changes: 1 addition & 1 deletion crates/bevy_sprite/src/mesh2d/mesh.rs
Original file line number Diff line number Diff line change
Expand Up @@ -178,7 +178,7 @@ impl From<&Mesh2dTransforms> for Mesh2dUniform {
// NOTE: These must match the bit flags in bevy_sprite/src/mesh2d/mesh2d.wgsl!
bitflags::bitflags! {
#[repr(transparent)]
struct MeshFlags: u32 {
pub struct MeshFlags: u32 {
const NONE = 0;
const UNINITIALIZED = 0xFFFF;
}
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43 changes: 34 additions & 9 deletions examples/2d/mesh2d_manual.rs
Original file line number Diff line number Diff line change
Expand Up @@ -2,6 +2,7 @@
//! pipeline for 2d meshes.
//! It doesn't use the [`Material2d`] abstraction, but changes the vertex buffer to include vertex color.
//! Check out the "mesh2d" example for simpler / higher level 2d meshes.
#![allow(clippy::type_complexity)]

use bevy::{
core_pipeline::core_2d::Transparent2d,
Expand All @@ -21,8 +22,9 @@ use bevy::{
Extract, Render, RenderApp, RenderSet,
},
sprite::{
DrawMesh2d, Mesh2dHandle, Mesh2dPipeline, Mesh2dPipelineKey, Mesh2dTransforms,
SetMesh2dBindGroup, SetMesh2dViewBindGroup,
extract_mesh2d, DrawMesh2d, Material2dBindGroupId, Mesh2dHandle, Mesh2dPipeline,
Mesh2dPipelineKey, Mesh2dTransforms, MeshFlags, RenderMesh2dInstance,
RenderMesh2dInstances, SetMesh2dBindGroup, SetMesh2dViewBindGroup,
},
utils::FloatOrd,
};
Expand Down Expand Up @@ -280,7 +282,10 @@ impl Plugin for ColoredMesh2dPlugin {
.unwrap()
.add_render_command::<Transparent2d, DrawColoredMesh2d>()
.init_resource::<SpecializedRenderPipelines<ColoredMesh2dPipeline>>()
.add_systems(ExtractSchedule, extract_colored_mesh2d)
.add_systems(
ExtractSchedule,
extract_colored_mesh2d.after(extract_mesh2d),
)
.add_systems(Render, queue_colored_mesh2d.in_set(RenderSet::QueueMeshes));
}

Expand All @@ -298,14 +303,32 @@ pub fn extract_colored_mesh2d(
mut previous_len: Local<usize>,
// When extracting, you must use `Extract` to mark the `SystemParam`s
// which should be taken from the main world.
query: Extract<Query<(Entity, &ViewVisibility), With<ColoredMesh2d>>>,
query: Extract<
Query<(Entity, &ViewVisibility, &GlobalTransform, &Mesh2dHandle), With<ColoredMesh2d>>,
>,
mut render_mesh_instances: ResMut<RenderMesh2dInstances>,
) {
let mut values = Vec::with_capacity(*previous_len);
for (entity, view_visibility) in &query {
for (entity, view_visibility, transform, handle) in &query {
if !view_visibility.get() {
continue;
}

let transforms = Mesh2dTransforms {
transform: (&transform.affine()).into(),
flags: MeshFlags::empty().bits(),
};

values.push((entity, ColoredMesh2d));
render_mesh_instances.insert(
entity,
RenderMesh2dInstance {
mesh_asset_id: handle.0.id(),
transforms,
material_bind_group_id: Material2dBindGroupId::default(),
automatic_batching: false,
},
);
}
*previous_len = values.len();
commands.insert_or_spawn_batch(values);
Expand All @@ -320,14 +343,14 @@ pub fn queue_colored_mesh2d(
pipeline_cache: Res<PipelineCache>,
msaa: Res<Msaa>,
render_meshes: Res<RenderAssets<Mesh>>,
colored_mesh2d: Query<(&Mesh2dHandle, &Mesh2dTransforms), With<ColoredMesh2d>>,
render_mesh_instances: Res<RenderMesh2dInstances>,
mut views: Query<(
&VisibleEntities,
&mut RenderPhase<Transparent2d>,
&ExtractedView,
)>,
) {
if colored_mesh2d.is_empty() {
if render_mesh_instances.is_empty() {
return;
}
// Iterate each view (a camera is a view)
Expand All @@ -339,10 +362,12 @@ pub fn queue_colored_mesh2d(

// Queue all entities visible to that view
for visible_entity in &visible_entities.entities {
if let Ok((mesh2d_handle, mesh2d_transforms)) = colored_mesh2d.get(*visible_entity) {
if let Some(mesh_instance) = render_mesh_instances.get(visible_entity) {
let mesh2d_handle = mesh_instance.mesh_asset_id;
let mesh2d_transforms = &mesh_instance.transforms;
// Get our specialized pipeline
let mut mesh2d_key = mesh_key;
if let Some(mesh) = render_meshes.get(&mesh2d_handle.0) {
if let Some(mesh) = render_meshes.get(mesh2d_handle) {
mesh2d_key |=
Mesh2dPipelineKey::from_primitive_topology(mesh.primitive_topology);
}
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